Satellite domains are becoming a fashionable area of research within the AI community due to the complexity of the problems that satellite domains need to solve. Many new techniques in both the planning and scheduling fields have been applied successfully, but still much work is left to be done for reliable autonomous architectures. For this task, we have used an AI domain-independent planner that solves the planning and scheduling problems in the HISPASAT domain thanks to its capability of representing and handling continuous variables, coding functions to obtain the operators' variable values, and the use of control rules to prune the search. We also abstract the approach in order to generalize it to other domains that need an integrated approach to planning and scheduling.
Games for computers and consoles are established as the leading form of interactive digital entertainment. Technologically, the development of the field of computer games is impressive. A more conceptual analysis, though, shows that most games developed in the past decades have explored fundamentally the same concepts: hand-eye coordination, puzzle-solving and resource management (Crawford 2004). Countering this reality, several researchers have been exploring aspects normally treated as marginal by the majority of today's games, like the dramatic and narrative aspects.
Interactive narratives suffer from the narrative paradox: the tension that exists between providing a coherent narrative experience and allowing a player free reign over what she can manipulate in the environment. Knowing what actions a player in such an environment intends to carry out would help in managing the narrative paradox, since it would allow us to anticipate potential threats to the intended narrative experience and potentially mediate or eliminate them. The process of observing player actions and attempting to come up with an explanation for those actions (i.e. the plan that the player is trying to carry out) is the problem of plan recognition. We adopt the framing of narratives as plans and leverage recent advances that cast plan recognition as planning to develop a symbolic plan recognition system as a proof-of-concept model of a player's reasoning in an interactive narrative environment. In this paper we outline the system architecture, report on performance metrics that demonstrate adequate performance for non-trivial domains, and discuss the implications of treating players as plan recognizers.