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10 On Representations of Problems of Reasoning about Actions Saul Amarel

AI Classics

The general problem of re-Presentation is concerned with the relationship between different ways of formulating a problem to a problem solving system and the efficiency with which the system can be expected to find a solution to the problem. An understanding of the relationship between problem formulation and problem solving efficiency is a prerequisite for the design of procedures that can automatically choose the most appropriate' representation of a problem (they can find a point of view' of the problem that maximally simplifies the process of finding a solution). Many problems of practical importance are problems of reasoning about actions. In these problems, a course of action has to be found that satisfies a number of specified conditions. A formal definition of this class of problems is given in the next section, in the context of a general conceptual framework for formulating these problems for computers. Everyday examples of reasoning about actions include planning an airplane trip, organizing a dinner party, etc. There are many examples of industrial and military problems in this category, such as scheduling assembly and transportation processes, designing a program for a computer, planning a military operation, etc. The research presented in this paper was sponsored in part by the Air Force Office of Scientific Research, under Contract Number A F49(638)-1184. Part of this work was done while the author was on a visiting appointment at the Computer Science Department of the Carnegie Institute of Technology, Pittsburgh, Pa.


A Method for Planning Given Uncertain and Incomplete Information

arXiv.org Artificial Intelligence

This paper describes ongoing research into planning in an uncertain environment. In particular, it introduces U-Plan, a planning system that constructs quantitatively ranked plans given an incomplete description of the state of the world. U-Plan uses a DempsterShafer interval to characterise uncertain and incomplete information about the state of the world. The planner takes as input what is known about the world, and constructs a number of possible initial states with representations at different abstraction levels. A plan is constructed for the initial state with the greatest support, and this plan is tested to see if it will work for other possible initial states. All, part, or none of the existing plans may be used in the generation of the plans for the remaining possible worlds. Planning takes place in an abstraction hierarchy where strategic decisions are made before tactical decisions. A super-plan is then constructed, based on merging the set of plans and the appropriately timed acquisition of essential knowledge, which is used to decide between plan alternatives. U-Plan usually produces a super-plan in less time than a classical planner would take to produce a set of plans, one for each possible world.