Skip to main content

Part of the book series: Lecture Notes in Computer Science ((LNAI,volume 9060))

  • 943 Accesses

Abstract

We consider the problem of verifying whether one action theory can simulate a second one. Action theories provide modular descriptions of state machines, and simulation means that all possible sequences of actions in one transition system can be matched by the other. We show how Answer Set Programming can be used to automatically prove simulation by induction from an axiomatisation of two action theories and a projection function between them. Our interest in simulation of action theories comes from general game-playing robots as systems that can understand the rules of new games and learn to play them effectively in a physical environment. A crucial property of such games is their playability, that is, each legal play sequence in the abstract game must be executable in the real environment.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Apt, K., Blair, H., Walker, A.: Towards a theory of declarative knowledge. In: Minker, J. (ed.) Foundations of Deductive Databases and Logic Programming, ch. 2, pp. 89–148. Morgan Kaufmann (1987)

    Google Scholar 

  2. Babb, J., Lee, J.: cplus2ASP: Computing action language \({\cal C}\)+ in answer set programming. In: Cabalar, P., Son, T.C. (eds.) LPNMR 2013. LNCS, vol. 8148, pp. 122–134. Springer, Heidelberg (2013)

    Chapter  Google Scholar 

  3. van Benthem, J.: Logic in Games. MIT Press (2014)

    Google Scholar 

  4. Brewka, G., Eiter, T., Truszczynski, M.: Answer set programming at a glance. Communications of the ACM 54(12), 92–103 (2011)

    Article  Google Scholar 

  5. Brewka, G., Hertzberg, J.: How to do things with worlds: on formalizing actions and plans. Journal of Logic and Computation 3(5), 517–532 (1993)

    Article  MathSciNet  MATH  Google Scholar 

  6. Cerexhe, T., Gebser, M., Thielscher, M.: Online agent logic programming with oClingo. In: Pham, D.-N., Park, S.-B. (eds.) PRICAI 2014. LNCS, vol. 8862, pp. 945–957. Springer, Heidelberg (2014)

    Google Scholar 

  7. Clune, J.: Heuristic evaluation functions for general game playing. In: Proceedings of the AAAI Conference on Artificial Intelligence, pp. 1134–1139. AAAI Press, Vancouver (2007)

    Google Scholar 

  8. Fikes, R., Nilsson, N.: STRIPS: A new approach to the application of theorem proving to problem solving. Artificial Intelligence 2, 189–208 (1971)

    Article  MATH  Google Scholar 

  9. Finnsson, H., Björnsson, Y.: Simulation-based approach to general game playing. In: Proceedings of the AAAI Conference on Artificial Intelligence, pp. 259–264. AAAI Press, Chicago (2008)

    Google Scholar 

  10. Finnsson, H., Björnsson, Y.: Learning simulation control in general game-playing agents. In: Proceedings of the AAAI Conference on Artificial Intelligence, pp. 954–959. AAAI Press, Atlanta (2010)

    Google Scholar 

  11. Fox, M., Long, D.: PDDL2.1: an extension to PDDL for expressing temporal planning domains. Journal of Artificial Intelligence Research 20, 61–124 (2003)

    MATH  Google Scholar 

  12. Gebser, M., Kaminski, R., Knecht, M., Schaub, T.: plasp: A prototype for PDDL-based planning in ASP. In: Delgrande, J.P., Faber, W. (eds.) LPNMR 2011. LNCS, vol. 6645, pp. 358–363. Springer, Heidelberg (2011)

    Chapter  Google Scholar 

  13. Gelfond, M.: Answer sets. In: van Harmelen, F., Lifschitz, V., Porter, B. (eds.) Handbook of Knowledge Representation, pp. 285–316. Elsevier (2008)

    Google Scholar 

  14. Gelfond, M., Lifschitz, V.: Representing action and change by logic programs. Journal of Logic Programming 17, 301–321 (1993)

    Article  MathSciNet  MATH  Google Scholar 

  15. Genesereth, M., Björnsson, Y.: The international general game playing competition. AI Magazine 34(2), 107–111 (2013)

    Google Scholar 

  16. Genesereth, M., Love, N., Pell, B.: General game playing: Overview of the AAAI competition. AI Magazine 26(2), 62–72 (2005)

    Google Scholar 

  17. Genesereth, M., Thielscher, M.: General Game Playing. Synthesis Lectures on Artificial Intelligence and Machine Learning. Morgan & Claypool (2014)

    Google Scholar 

  18. Haufe, S., Schiffel, S., Thielscher, M.: Automated verification of state sequence invariants in general game playing. Artificial Intelligence, 187–188, 1–30 (2012)

    Google Scholar 

  19. Hsu, F.H.: Behind Deep Blue: Building the Computer that Defeated the World Chess Champion. Princeton University Press (2002)

    Google Scholar 

  20. Kowalski, R.: Database updates in the event calculus. Journal of Logic Programming 12, 121–146 (1992)

    Article  MathSciNet  Google Scholar 

  21. Lee, J.: Reformulating the situation calculus and the event calculus in the general theory of stable models and in answer set programming. Journal of Artificial Intelligence Research 43, 571–620 (2012)

    MathSciNet  MATH  Google Scholar 

  22. Li, N., Fan, Y., Liu, Y.: Reasoning about state constraints in the situation calculus. In: Proceedings of the International Joint Conference on Artificial Intelligence (IJCAI), Beijing, China (August 2013)

    Google Scholar 

  23. Lloyd, J.: Foundations of Logic Programming, 2nd extended edn. Series Symbolic Computation. Springer (1987)

    Google Scholar 

  24. Lloyd, J., Topor, R.: A basis for deductive database systems II. Journal of Logic Programming 3(1), 55–67 (1986)

    Article  MathSciNet  MATH  Google Scholar 

  25. Love, N., Hinrichs, T., Haley, D., Schkufza, E., Genesereth, M.: General Game Playing: Game Description Language Specification. Tech. Rep. LG–2006–01, Stanford Logic Group, Computer Science Department, Stanford University, 353 Serra Mall, Stanford, CA 94305 (2006), games.stanford.edu

  26. McCarthy, J.: Situations and Actions and Causal Laws. Stanford Artificial Intelligence Project, Memo 2, Stanford University, CA (1963)

    Google Scholar 

  27. Pritchard, D.: The Encycolpedia of Chess Variants. Godalming (1994)

    Google Scholar 

  28. Rajaratnam, D., Thielscher, M.: Towards general game-playing robots: Models, architecture and game controller. In: Cranefield, S., Nayak, A. (eds.) AI 2013. LNCS, vol. 8272, pp. 271–276. Springer, Heidelberg (2013)

    Chapter  Google Scholar 

  29. Sandewall, E.: Features and Fluents. The Representation of Knowledge about Dynamical Systems. Oxford University Press (1994)

    Google Scholar 

  30. Sangiorgi, D.: Introduction to Bisumlation and Coinduction. Cambridge University Press (2011)

    Google Scholar 

  31. Schiffel, S., Thielscher, M.: Fluxplayer: A successful general game player. In: Proceedings of the AAAI Conference on Artificial Intelligence, pp. 1191–1196. AAAI Press, Vancouver (2007)

    Google Scholar 

  32. Schiffel, S., Thielscher, M.: A multiagent semantics for the game description language. In: Filipe, J., Fred, A., Sharp, B. (eds.) ICAART 2009. CCIS, vol. 67, pp. 44–55. Springer, Heidelberg (2010)

    Chapter  Google Scholar 

  33. Thielscher, M.: From situation calculus to fluent calculus: State update axioms as a solution to the inferential frame problem. Artificial Intelligence 111(1-2), 277–299 (1999)

    Article  MathSciNet  MATH  Google Scholar 

  34. Thielscher, M.: Answer set programming for single-player games in general game playing. In: Hill, P.M., Warren, D.S. (eds.) ICLP 2009. LNCS, vol. 5649, pp. 327–341. Springer, Heidelberg (2009)

    Chapter  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2015 Springer International Publishing Switzerland

About this chapter

Cite this chapter

Thielscher, M. (2015). Simulation of Action Theories and an Application to General Game-Playing Robots. In: Eiter, T., Strass, H., Truszczyński, M., Woltran, S. (eds) Advances in Knowledge Representation, Logic Programming, and Abstract Argumentation. Lecture Notes in Computer Science(), vol 9060. Springer, Cham. https://doi.org/10.1007/978-3-319-14726-0_3

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-14726-0_3

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-14725-3

  • Online ISBN: 978-3-319-14726-0

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics