LIPIcs.TIME.2023.22.pdf
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This extended abstract discusses timeline-based planning, a modeling approach that offers a unique way to model complex systems. Recently, the timeline-based planning framework has been extended to handle general nondeterminism in a game-theoretic setting, resulting in timeline-based games. In this context, the problem of establishing whether a timeline-based game admits a winning strategy and synthesizing such a strategy have been addressed. We propose exploring simpler yet expressive fragments of timeline-based games by leveraging results about the role of past operators in synthesis from temporal logic specifications. The qualitative fragment of timeline-based planning is a good starting point for this exploration. We suggest introducing syntactic restrictions on synchronization rules so that they only constrain the behavior of the system before the current time point, which is expected to lower the complexity of synthesizing timeline-based games to EXPTIME.
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