Institute for Systems Research

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    A Planning Approach to Declarer Play in Contract Bridge
    (1995) Smith, S.J.J.; Nau, D.S.; Throop, T.A.; ISR
    Although game-tree search works well in perfect-information games, it is less suitable for imperfect-information games such as contract bridge. The lack of knowledge about the opponents' possible moves gives the game tree a very large branching factor, making it impossible to search a significant portion of this tree in a reasonable amount of time.

    This paper describes our approach for overcoming this problem. We represent information about bridge in a task network that is extended to represent multi-agency and uncertainty. Our game-playing procedure uses this task network to generate game trees in which the set of alternative choices is determined not by the set of possible actions, but by the set of available tactical and strategic schemes.

    We have tested this approach on declarer play in the game of bridge, in an implementation called Tignum 2. On 5,000 randomly generated no-trump deals, Tignum 2 beat the strongest commercially available program by 1394 to 1302, with 2304 ties. These results are statistically significant at the a = 0.05 level. Tignum 2 searched an average of only 8745.6 moves per deal in an average time of only 27.5 seconds per deal on a Sun SPARCstation 10. Further enhancements to Tignum 2 are currently underway.

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    A Critical Look at Critics in HTN Planning
    (1995) Erol, Kutluhan; Hendler, James A.; Nau, D.S.; Tsuneto, R.; ISR
    Detecting interactions and resolving conflicts in one of the key issues for generative planning systems. Hierarchical Task Network (HTN) planning systems use critics for this purpose. Critics have provided extra efficiency and flexibility to HTN planning systems, but their procedural -- and sometimes domain- specific - - nature has not been amenable to analytical studies. As a result, little work is available on the correctness or efficiency of critics. This paper describes a principled approach to handling conflicts, as implemented in UMCP, an HTN planning system. Critics in UMCP have desirable properties such as systematicity, and the preservation of soundness and completeness.
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    Complexity Results for HTN Planning
    (1995) Erol, Kutluhan; Hendler, James A.; Nau, D.S.; ISR
    Most practical work on AI planning systems during the last fifteen years has been based on hierarchical task network (HTN) decomposition, but until now, there has been very little analytical work on the properties of HTN planners. This paper describes how the complexity of HTN planning varies with various conditions on the task networks, and how it compares to STRIPS- style planning.

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    On the Nature of Modal Truth in Plans
    (1993) Nau, D.S.; ISR
    Chapman's paper, "Planning for Conjunctive Goals", has been widely acknowledged as a major step towards understanding the nature of nonlinear planning, and it has been one of the bases of later work by others -- but it is not free of problems. This paper discusses the following problems with modal truth and the modal truth criterion.

    1. It is NP-hard to tell, given a plan P and a ground atom p, whether P is possibly true in P's final situation. This is true despite the fact that modal truth criterion can be computed in a polynomial time.

    2. The reason for this discrepancy is that the "possible truth" version of the modal truth criterion is incorrect. It tells whether - p is not necessarily true --- but this is different from telling whether p is possibly true. Possible truth is not the dual of necessary truth, as Chapman had thought it was.

    3. Instead, possible truth is the dual of another problem, which is co-NP-hard: the problem of determining whether p is true over all executable completions of a plan.

    Despite the above problems, the "necessary truth" version of the modal truth criterion (and hence the TWEAK planner) are still correct.