Anytime planning for agent behaviour

Nicholas Hawes

Research output: Chapter in Book/Report/Conference proceedingConference contribution

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Abstract

For an agent to act successfully in a complex and dynamic environment (such as a computer game)it must have a method of generating future behaviour that meets the demands of its environment. One such method is anytime planning. This paper discusses the problems and benefits associated with making a planning system work under the anytime paradigm, and introduces Anytime-UMCP (A-UMCP), an anytime version of the UMCP hierarchical task network (HTN) planner [Erol, 1995]. It also covers the necessary abilities an agent must have in order to execute plans produced by an anytime hierarchical task network planner.
Original languageEnglish
Title of host publicationProceedings of the Twelth Workshop of the UK Planning and Scheduling Special Interest Group
Pages157-166
Number of pages10
Publication statusPublished - 2001

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