PLANNING
The process of doing a sequence of actions to achieve a goal is called
planning. A plan is a representation of the crude structure of the input scene
by the various object labels. The process of planning is a bottom up process to
provide clues concerning which knowledge can be applied to different parts of
the scene. The knowledge of the task world is represented by sets of
productions rules. Each rule in the bottom up process has a fuzzy predicate
which describes the properties of relations between objects. Generally there
are various agents who act to plan. The environments for an agent may be
deterministic, finite, static in which change happens only when the agent acts.
The discrete environment includes the time factor, objects, effects etc. These
environments are called classical planning environments. On the other hand, the
non classical planning environments are partially observable and involves a
different set of algorithms and agent designs. Planning refers to the process
of computing several steps of a problem solving procedure before evaluation of
that problem.
Computer cannot solve any problem without planning it. For example, in
8-puzzle game, the computer can’t replace the tiles onto their positions
without the planning procedure of that problem. When we discuss the computer
solution of the 8-puzzle game, what we are really doing was outlining the way
the computer might generate a plan for solving it. A computer could look for a
solution plan in the same way as a person who was actually trying to solve the
problem by moving tiles on a board. If solution steps in the real world cannot
be ignored or undone, though planning becomes extremely important. Although
real world steps may be irrevocable, computer simulation of those steps is not.
So we can circumvent the constraints of the real world by looking for a
complete solution in a simulated world in which backtracking is allowed. After
we find a solution, we can execute it in the real world. The fact that we can
leave out properties of world states that are irrelevant to the problem at hand
or that are not known is one of the powerful aspects of using a feature based
approach. This aspect is particularly important is describing the goal
condition that we want the agent to achieve by its actions.
Related Topics
Privacy Policy, Terms and Conditions, DMCA Policy and Compliant
Copyright © 2018-2023 BrainKart.com; All Rights Reserved. Developed by Therithal info, Chennai.