In this paper we present our ideas for an Arimaa-playing program (also called a bot) that uses plans and pattern matching to guide a highly selective search. We restrict move gener...
We present a logical approach to plan recognition that builds on Kautz's theory of keyhole plan recognition, defined as the problem of inferring descriptions of high-level pl...
Motion planning in dynamic environments consists of the generation of a collision-free trajectory from an initial to a goal state. When the environment contains uncertainty, preven...
Case-Based Planning (CBP) is an effective technique for solving planning problems that has the potential to reduce the computational complexity of the generative planning approache...
Finite-state controllers represent an effective action selection mechanisms widely used in domains such as video-games and mobile robotics. In contrast to the policies obtained fr...