Efficiently Dispatching Plans Encoded as Simple Temporal Problems

Author(s):  
Martha E. Pollack ◽  
Ioannis Tsamardinos

The Simple Temporal Problem (STP) formalism was developed to encode flexible quantitative temporal constraints, and it has been adopted as a commonly used framework for temporal plans. This chapter addresses the question of how to automatically dispatch a plan encoded as an STP, that is, how to determine when to perform its constituent actions so as to ensure that all of its temporal constraints are satisfied. After reviewing the theory of STPs and their use in encoding plans, we present detailed descriptions of the algorithms that have been developed to date in the literature on STP dispatch. We distinguish between off-line and online dispatch, and present both basic algorithms for dispatch and techniques for improving their efficiency in time-critical situations.

2017 ◽  
Vol 47 (4) ◽  
pp. 425-436 ◽  
Author(s):  
Paul Robinette ◽  
Ayanna M. Howard ◽  
Alan R. Wagner

Author(s):  
M.F.L. de Vries ◽  
G.J.M. Koeners ◽  
F. Roefs ◽  
H.T.A. Van Ginkel ◽  
E. Theunissen

2011 ◽  
Vol 27 (1) ◽  
pp. 52-62 ◽  
Author(s):  
Leysia Palen ◽  
Sarah Vieweg ◽  
Kenneth Mark Anderson

2021 ◽  
Author(s):  
Natalia Sevcenko ◽  
Manuel Ninaus ◽  
Franz Wortha ◽  
Korbinian Moeller ◽  
Peter Gerjets

Serious games have become an important tool to train individuals in a range of different skills. Importantly, serious games or gamified scenarios allow for simulating realistic time-critical situations to train and also assess individual performance. In this context, determining the user’s cognitive load during (game-based) training seems crucial for predicting performance and potential adaptation of the training environment to improve training effectiveness. Therefore, it is important to identify in-game metrics sensitive to users’ cognitive load. According to Barrouillets’ time-based resource-sharing model, particularly relevant for measuring cognitive load in time-critical situations, cognitive load doesn’t depend solely on the complexity of actions but also on temporal aspects of a given task. In this study, we applied this idea to the context of a serious game by proposing in-game metrics for workload prediction that reflect a relation between the time during which participants’ attention is captured and the total time available for the task at hand. We used an emergency simulation serious game requiring management of time-critical situations. 47 participants completed the emergency simulation and rated their workload using the NASA-TLX questionnaire. Results indicated that the proposed in-game metrics yielded significant associations both with subjective workload measures as well as with gaming performance. Moreover, we observed that a prediction model based solely on data from the first minutes of the gameplay predicted overall gaming performance with a classification accuracy significantly above chance level and not significantly different from a model based on subjective workload ratings. These results imply that in-game metrics may qualify for a real-time adaptation of a game-based learning environment.


Sign in / Sign up

Export Citation Format

Share Document