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For an unfinished project of mine, I used standard PDDL for planning and have used Prolog to convert program data to PDDL format and then parse solver's output. It proved to be unimpressive. Performance was bad and I was starting to have more problems than I hoped that approach would solve. Maybe your approach trying to implement everything in Prolog will turn out better, but I can't comment on the implementation – I don't have much experience with this sort of things. |
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The data structure in the screenshot is a list with uniform elements (property-value pairs) and would for example correspond to: [action-take, parameters-[location-L,creature-C,object-O], preconditions-[not(hold(Object,C)),'at-c'(L,C),'at-o'(L,O)], effects-[not('at-o'(L,O)),hold(Object,C)] ] This may simplify reasoning about it. The remaining |
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I'm trying to implement a planning algorithm from video game literature and I am surprised about how gnarly the unification part is turning out to be:
Now, my current implementation seems to match what is in the literature:
(Should I be concerned about all these
dif
s??)However, I was surprised how much work I had to do to unify this, so I'm wondering if anyone has any suggestions.
This was my approach:
a. All positive preconditions are present in the state
b. There are no negated precondition terms which contradict terms in the state, i.e.,
not(a)
contradictsa
.So far so good... this is where it starts to get hairy.
The Rest of the Owl
So, it seems to be working, but I feel like there's probably a more elegant way to do it. That being said,
reif
came in very handy here, but I feel like the pattern ofis probably a solved problem that I don't have a better way to do. Would appreciate any thoughts/critiques!
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