Universite de Sherbrooke
Plan Libraries for Plan Recognition: Do We Really Know What They Model?
Goldman, Robert P. (SIFT, LLC) | Kabanza, Froduald (Universite de Sherbrooke) | Bellefeuille, Philipe (Universite de Sherbrooke)
In this paper we explore challenges related to the engineering of plan libraries for plan recognition. This is an often overlooked problem, yet essential in the design of any real world plan recognizers. We mainly discuss challenges related to the evaluation of equivalence between plan libraries. We explain why this is a potential source of ill-conceived plan libraries. We consider an existing well-established probabilistic plan recognizer as vehicle for our discussion, using the formalism of probabilistic hierarchical task networks to represent plans. We propose avenues for exploring solutions to those challenges within that framework.
Opponent Behaviour Recognition for Real-Time Strategy Games
Kabanza, Froduald (Universite de Sherbrooke) | Bellefeuille, Philipe (Universite de Sherbrooke) | Bisson, Francis (Universite de Sherbrooke) | Benaskeur, Abder Rezak (Defence R&D Canada - Valcartier) | Irandoust, Hengameh (Defence R&D Canada &ndash)
In Real-Time Strategy (RTS) video games, players (controlled by humans or computers) build structures and recruit armies, fight for space and resources in order to control strategic points, destroy the opposing force and ultimately win the game. Players need to predict where and how the opponents will strike in order to best defend themselves. Conversely, assessing how the opponents will defend themselves is crucial to mounting a successful attack while exploiting the vulnerabilities in the opponent's defence strategy. In this context, to be truly adaptable, computer-controlled players need to recognize their opponents' behaviour, their goals, and their plans to achieve those goals. In this paper we analyze the algorithmic challenges behind behaviour recognition in RTS games and discuss a generic RTS behaviour recognition system that we are developing to address those challenges. The application domain is that of RTS games, but many of the key points we discuss also apply to other video game genres such as multiplayer first person shooter (FPS) games.
Planning for Concurrent Action Executions Under Action Duration Uncertainty Using Dynamically Generated Bayesian Networks
Beaudry, Eric (Universite de Sherbrooke) | Kabanza, Froduald (Universite de Sherbrooke) | Michaud, Francois (Universite de Sherbrooke)
An interesting class of planning domains, including planning for daily activities of Mars rovers, involves achievement of goals with time constraints and concurrent actions with probabilistic durations. Current probabilistic approaches, which rely on a discrete time model, introduce a blow up in the search state-space when the two factors of action concurrency and action duration uncertainty are combined. Simulation-based and sampling probabilistic planning approaches would cope with this state explosion by avoiding storing all the explored states in memory, but they remain approximate solution approaches. In this paper, we present an alternative approach relying on a continuous time model which avoids the state explosion caused by time stamping in the presence of action concurrency and action duration uncertainty. Time is represented as a continuous random variable. The dependency between state time variables is conveyed by a Bayesian network, which is dynamically generated by a state-based forward-chaining search based on the action descriptions. A generated plan is characterized by a probability of satisfying a goal. The evaluation of this probability is done by making a query the Bayesian network.