In
artificial intelligence
Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machines, as opposed to intelligence displayed by animals and humans. Example tasks in which this is done include speech r ...
, reactive planning denotes a group of techniques for
action selection Action selection is a way of characterizing the most basic problem of intelligent systems: what to do next. In artificial intelligence and computational cognitive science, "the action selection problem" is typically associated with intelligent age ...
by
autonomous agents. These techniques differ from
classical planning in two aspects. First, they operate in a timely fashion and hence can cope with highly dynamic and unpredictable
environments. Second, they compute just one next action in every instant, based on the current context. Reactive planners often (but not always) exploit reactive plans, which are stored structures describing the agent's priorities and behaviour.
Although the term ''reactive planning'' goes back to at least 1988, the term "
reactive" has now become a
pejorative
A pejorative or slur is a word or grammatical form expressing a negative or a disrespectful connotation, a low opinion, or a lack of respect toward someone or something. It is also used to express criticism, hostility, or disregard. Sometimes, a ...
{{says who, date=January 2016 used as an
antonym
In lexical semantics, opposites are words lying in an inherently incompatible binary relationship. For example, something that is ''long'' entails that it is not ''short''. It is referred to as a 'binary' relationship because there are two members ...
for
proactive
Proactivity or proactive behavior refers to self-initiated behavior that endeavours to solve a problem before it has occurred. Proactive behavior involves acting in advance of a future situation, rather than reacting. It refers to taking control o ...
. Since nearly all agents using reactive planning ''are'' proactive, some researchers have begun referring to reactive planning as dynamic planning.
Reactive plan representation
There are several ways to represent a reactive plan. All require a basic representational unit and a means to compose these units into plans.
Condition-action rules (productions)
A condition action rule, or if-then rule, is a rule in the form: if ''condition'' then ''action''. These rules are called
productions. The meaning of the rule is as follows: if the condition holds, perform the action. The action can be either external (e.g., pick something up and move it), or internal (e.g., write a fact into the internal memory, or evaluate a new set of rules). Conditions are normally boolean and the action either can be performed, or not.
Production rules may be organized in relatively flat structures, but more often are organized into a
hierarchy
A hierarchy (from Greek: , from , 'president of sacred rites') is an arrangement of items (objects, names, values, categories, etc.) that are represented as being "above", "below", or "at the same level as" one another. Hierarchy is an important ...
of some kind. For example,
subsumption architecture Subsumption architecture is a reactive robotic architecture heavily associated with behavior-based robotics which was very popular in the 1980s and 90s. The term was introduced by Rodney Brooks and colleagues in 1986.Brooks, R. A., "A Robust Pro ...
consists of layers of interconnected ''behaviors'', each actually a
finite state machine
A finite-state machine (FSM) or finite-state automaton (FSA, plural: ''automata''), finite automaton, or simply a state machine, is a mathematical model of computation. It is an abstract machine that can be in exactly one of a finite number o ...
which acts in response to an appropriate input. These layers are then organized into a simple stack, with higher layers subsuming the goals of the lower ones. Other systems may use
trees
In botany, a tree is a perennial plant with an elongated stem, or trunk, usually supporting branches and leaves. In some usages, the definition of a tree may be narrower, including only woody plants with secondary growth, plants that are ...
, or may include special mechanisms for changing which goal / rule subset is currently most important. Flat structures are relatively easy to build, but allow only for description of simple behavior, or require immensely complicated conditions to compensate for the lacking structure.
An important part of any distributed
action selection Action selection is a way of characterizing the most basic problem of intelligent systems: what to do next. In artificial intelligence and computational cognitive science, "the action selection problem" is typically associated with intelligent age ...
algorithms is a conflict resolution mechanism. This is a mechanism for resolving conflicts between actions proposed when more than one rules' condition holds in a given instant. The conflict can be solved for example by
* assigning fixed priorities to the rules in advance,
* assigning preferences (e.g. in
Soar architecture),
* learning relative utilities between rules (e.g. in
ACT-R
ACT-R (pronounced /ˌækt ˈɑr/; short for "Adaptive Control of Thought—Rational") is a cognitive architecture mainly developed by John Robert Anderson (psychologist), John Robert Anderson and Christian Lebiere at Carnegie Mellon University. Li ...
),
* exploiting a form of
planning
Planning is the process of thinking regarding the activities required to achieve a desired goal. Planning is based on foresight, the fundamental capacity for mental time travel. The evolution of forethought, the capacity to think ahead, is c ...
.
Expert systems often use other simpler
heuristic
A heuristic (; ), or heuristic technique, is any approach to problem solving or self-discovery that employs a practical method that is not guaranteed to be optimal, perfect, or rational, but is nevertheless sufficient for reaching an immediat ...
s such as
recency
Serial-position effect is the tendency of a person to recall the first and last items in a series best, and the middle items worst. The term was coined by Hermann Ebbinghaus through studies he performed on himself, and refers to the finding that r ...
for selecting rules, but it is difficult to guarantee good behavior in a large system with simple approaches.
Conflict resolution is only necessary for rules that want to take mutually exclusive actions (c.f. Blumberg 1996).
Some limitations of this kind of reactive planning can be found in Brom (2005).
Finite State Machines
Finite state machine
A finite-state machine (FSM) or finite-state automaton (FSA, plural: ''automata''), finite automaton, or simply a state machine, is a mathematical model of computation. It is an abstract machine that can be in exactly one of a finite number o ...
(FSM) is model of behaviour of a system. FSMs are used widely in computer science. Modeling behaviour of
agents is only one of their possible applications.
A typical FSM, when used for describing behaviour of an agent, consists of a set of states and transitions between these states. The transitions are actually condition action rules. In every instant, just one state of the FSM is active, and its transitions are evaluated. If a transition is taken it activates another state. That means, in general transitions are the rules in the following form: if ''condition'' then ''activate-new-state''. But transitions can also connect to the 'self' state in some systems, to allow execution of transition actions without actually changing the state.
There are two ways of how to produce behaviour by a FSM. They depend on what is associated with the states by a designer --- they can be either 'acts', or scripts. An 'act' is an atomic action that should be performed by the agent if its FSM is the given state. This action is performed in every time step then. However, more often is the latter case. Here, every state is associated with a script, which describes a sequence of actions that the agent has to perform if its FSM is in a given state. If a transition activates a new state, the former script is simply interrupted, and the new one is started.
If a script is more complicated, it can be broken down to several scripts and a hierarchical FSM can be exploited. In such an automaton, every state can contain substates. Only the states at the atomic level are associated with a script (which is not complicated) or an atomic action.
Computationally, hierarchical FSMs are equivalent to FSMs. That means that each hierarchical FSM can be converted to a classical FSM. However, hierarchical approaches facilitate designs better.
See th
paperof Damian Isla (2005) for an example of ASM of
computer game bots, which uses hierarchical FSMs.
Fuzzy approaches
Both if-then rules and FSMs can be combined with
fuzzy logic
Fuzzy logic is a form of many-valued logic in which the truth value of variables may be any real number between 0 and 1. It is employed to handle the concept of partial truth, where the truth value may range between completely true and complet ...
. The conditions, states and actions are no more boolean or "yes/no" respectively but are approximate and smooth. Consequently, resulted behaviour will transition smoother, especially in the case of transitions between two tasks. However, evaluation of the fuzzy conditions is much slower than evaluation of their crisp counterparts.
See th
architecture of Alex Champandard
Connectionists approaches
Reactive plans can be expressed also by
connectionist networks like
artificial neural networks or free-flow hierarchies. The basic representational unit is a unit with several input links that feed the unit with "an abstract activity" and output links that propagate the activity to following units. Each unit itself works as the activity transducer. Typically, the units are connected in a layered structure.
Positives of connectionist networks is, first, that the resulted behaviour is more smooth than behaviour produced by crisp if-then rules and FSMs, second, the networks are often adaptive, and third, mechanism of inhibition can be used and hence, behaviour can be also described proscriptively (by means of rules one can describe behaviour only prescriptively). However, the methods have also several flaws. First, for a designer, it is much more complicated to describe behaviour by a network comparing with if-then rules. Second, only relatively simple behaviour can be described, especially if adaptive feature is to be exploited.
Reactive planning algorithms
Typical reactive planning algorithm just evaluates if-then rules or computes the state of a connectionist network. However, some algorithms have special features.
*
Rete evaluation: with a proper logic representation (which is suitable only for crisp rules), the rules need not to be re-evaluated at every time step. Instead, a form of a cache storing the evaluation from the previous step can be used.
*Scripting languages: Sometimes, the rules or FSMs are directly the primitives of an architecture (e.g. in
Soar). But more often, reactive plans are programmed in a
scripting language
A scripting language or script language is a programming language that is used to manipulate, customize, and automate the facilities of an existing system. Scripting languages are usually interpreted at runtime rather than compiled.
A scripti ...
, where the rules are only one of the primitives (like in JAM or ABL).
Steering
Steering is a special reactive technique used in navigation of agents. The simplest form of reactive steering is employed in
Braitenberg vehicles
A Braitenberg vehicle is a concept conceived in a thought experiment by the Italian-Austrian cyberneticist Valentino Braitenberg. The book models the animal world in a minimalistic and constructive way, from simple reactive behaviours (like photo ...
, which map sensor inputs directly to effector outputs, and can follow or avoid. More complex systems are based on a superposition of attractive or repulsive forces that effect on the agent. This kind of steering is based on the original work on
boids
Boids is an artificial life program, developed by Craig Reynolds in 1986, which simulates the flocking behaviour of birds. His paper on this topic was published in 1987 in the proceedings of the ACM SIGGRAPH conference. The name "boid" corres ...
of Craig Reynolds.
By means of steering, one can achieve a simple form of:
* towards a goal navigation
*
obstacle avoidance behaviour
* a wall following behaviour
* enemy approaching
* predator avoidance
* crowd behaviour
The advantage of steering is that it is computationally very efficient. In
computer games
A personal computer game, also known as a PC game or computer game, is a type of video game played on a personal computer (PC) rather than a video game console or arcade machine. Its defining characteristics include: more diverse and user-d ...
, hundreds of soldiers can be driven by this technique. In cases of more complicated terrain (e.g. a building), however, steering must be combined with
path-finding (as e.g. in Milan
, which is a form of
planning
Planning is the process of thinking regarding the activities required to achieve a desired goal. Planning is based on foresight, the fundamental capacity for mental time travel. The evolution of forethought, the capacity to think ahead, is c ...
.
See also
*
Behavior based AI
References
* Blumberg, B.
Old Tricks, New Dogs: Ethology and Interactive Creatures PhD thesis, Massachusetts Institute of Technology (1996).
* Brom, C.
Hierarchical Reactive Planning: Where is its limit?In: Proceedings of MNAS workshop. Edinburgh, Scotland (2005)
* Bryson, J.
Intelligence by Design: Principles of Modularity and Coordination for Engineering Complex Adaptive Agents PhD thesis, Massachusetts Institute of Technology (2001)
* Champandard, A. J.
AI Game Development: Synthetic Creatures with learning and Reactive Behaviors New Riders, USA (2003)
* Grand, S., Cliff, D., Malhotra, A.
Creatures: Artificial life autonomous software-agents for home entertainment In: Johnson, W. L. (eds.): Proceedings of the First International Conference on Autonomous Agents. ACM press (1997) 22-29
* Huber, M. J.
In: Proceedings of the Third International Conference on Autonomous Agents (Agents'99). Seattle (1999) 236-243
* Isla, D.
Handling complexity in Halo 2 In: Gamastura online, 03/11 (2005)
* Milani, A., Poggioni, V.
Planning in Reactive Environment In Computational Intelligence, 23(4), 439–463, Blackwell-Wiley, (200
* Reynolds, C. W
Flocks, Herds, and Schools: A Distributed Behavioral Model In: Computer Graphics, 21(4) (SIGGRAPH '87 Conference Proceedings) (1987) 25-34.
* de Sevin, E. Thalmann, D
A motivational Model of Action Selection for Virtual Humans In: Computer Graphics International (CGI), IEEE Computer SocietyPress, New York (2005)
Softimage/Behavior product Avid Technology Inc.
* Tyrrell, T.
Computational Mechanisms for Action Selection Ph.D. Dissertation. Centre for Cognitive Science, University of Edinburgh (1993)
* van Waveren, J. M. P.: The Quake III Arena Bot. Master thesis. Faculty ITS, University of Technology Delft (2001)
* Wooldridge, M
An Introduction to MultiAgent Systems John Wiley & Sons (2009)
Pogamut2 Platform for fast agent prototyping in Unreal Tournament 2004 – using POSH – reactive planner designed and developed by J.J. Bryson.
Wortham, R. H., Gaudl, S. E. & Bryson, J. J., Instinct: A Biologically Inspired Reactive Planner for Intelligent Embedded Systems, In : Cognitive Systems Research. (2018)
External links
''Creatures'', an implementation of reactive planningby Grand et al.
Automated planning and scheduling