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 language | English |
---|---|
Title of host publication | Proceedings of the Twelth Workshop of the UK Planning and Scheduling Special Interest Group |
Pages | 157-166 |
Number of pages | 10 |
Publication status | Published - 2001 |