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Dana S. Nau

dblp:n/DanaSNau · DBLP profile ↗
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97ranked-venue papers
15as first author
9since 2021 · last 2026
0000-0001-6940-6293ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 75 · 14 first-author · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 43 · 6 first-author · 3 since 2021Databases, data management, data science and information retrieval · 15 · 1 first-authorTheory of computation · 3Systems, architecture and hardware · 2Human-computer interaction and ubiquitous computing · 2Applied, interdisciplinary, general and emerging computing · 2 · 1 first-author · 1 since 2021Security and privacy · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
50 papers
Planning, search and constraint satisfaction · 85% Reinforcement learning · 6% Multi-agent systems · 4%
Computer networks
1 paper
Network management and operations · 50% Software-defined and programmable networks · 50%
Theoretical computer science
18 papers
Logic in computer science · 44% Algorithmic game theory and mechanism design · 30% Computational complexity · 15%

Topics — the 30 heaviest of 66, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
hierarchical planning
3.2122026
Probabilistic Hierarchical Goal Network Planning with UCT · AAAI 2026
HTN Plan Repair Algorithms Compared: Strengths and Weaknesses of Different Methods · ICAPS 2025
Deliberative acting, planning and learning with hierarchical operational models · Artif. Intell. 2021
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › planning under uncertainty
probabilistic planning
1.122026
Probabilistic Hierarchical Goal Network Planning with UCT · AAAI 2026
Using Domain-Configurable Search Control for Probabilistic Planning · AAAI 2005
Machine learning › Reinforcement learning
hierarchical reinforcement learning
0.512021
Deliberative acting, planning and learning with hierarchical operational models · Artif. Intell. 2021
Network management and operations › fault management
fault diagnosis
0.512021
Using Online Planning and Acting to Recover from Cyberattacks on Software-defined Networks · AAAI 2021
Software-defined and programmable networks › SDN-based network management
SDN failure recovery
0.512021
Using Online Planning and Acting to Recover from Cyberattacks on Software-defined Networks · AAAI 2021
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
nondeterministic planning
0.332014
Plan aggregation for strong cyclic planning in nondeterministic domains · Artif. Intell. 2014
Task decomposition on abstract states, for planning under nondeterminism · Artif. Intell. 2009
Controlled Search over Compact State Representations, in Nondeterministic Planning Domains and Beyond · AAAI 2006
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game tree search
0.292010
When is it better not to look ahead? · Artif. Intell. 2010
Overconfidence or Paranoia? Search in Imperfect-Information Games · AAAI 2006
Game-Tree Search with Combinatorially Large Belief States · IJCAI 2005
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › nondeterministic planning
strong cyclic planning
0.212014
Plan aggregation for strong cyclic planning in nondeterministic domains · Artif. Intell. 2014
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › planning
domain-independent planning
0.232013
The GoDeL Planning System: A More Perfect Union of Domain-Independent and Hierarchical Planning · IJCAI 2013
Complexity, Decidability and Undecidability Results for Domain-Independent Planning · Artif. Intell. 1995
On the Complexity of Domain-Independent Planning · AAAI 1992
Robotics › Motion planning and robot control
motion planning
0.212013
Model-predictive target defense by team of unmanned surface vehicles operating in uncertain environments · ICRA 2013
Knowledge, reasoning and agents › Multi-agent systems
multi-robot systems
0.212013
Model-predictive target defense by team of unmanned surface vehicles operating in uncertain environments · ICRA 2013
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › hierarchical planning
hierarchical refinement
0.112021
Using Online Planning and Acting to Recover from Cyberattacks on Software-defined Networks · AAAI 2021
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › hierarchical problem solving
task decomposition
0.122009
Task decomposition on abstract states, for planning under nondeterminism · Artif. Intell. 2009
SiN: Integrating Case-based Reasoning with Task Decomposition · IJCAI 2001
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › plan representation › planning languages
PDDL
0.112009
Translating HTNs to PDDL: A Small Amount of Domain Knowledge Can Go a Long Way · IJCAI 2009
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game playing
computer go
0.112007
Probabilistic Go Theories · IJCAI 2007
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game playing
0.112007
Probabilistic Go Theories · IJCAI 2007
Knowledge, reasoning and agents › Multi-agent systems
agent architecture
0.112015
Blended Planning and Acting: Preliminary Approach, Research Challenges · AAAI 2015
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › state-space compression
compact state representation
0.112006
Controlled Search over Compact State Representations, in Nondeterministic Planning Domains and Beyond · AAAI 2006
Knowledge, reasoning and agents › Multi-agent systems
multi-agent collaboration
0.112006
Maintaining Cooperation in Noisy Environments · AAAI 2006
Algorithmic game theory and mechanism design
imperfect information games
0.112006
Overconfidence or Paranoia? Search in Imperfect-Information Games · AAAI 2006
Logic in computer science
modal logic
0.122005
Going Far, Logically · IJCAI 2005
On the Nature of Modal Truth Criteria in Planning · AAAI 1994
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › classical planning
partial-order planning
0.122001
Total-Order Planning with Partially Ordered Subtasks · IJCAI 2001
SHOP: Simple Hierarchical Ordered Planner · IJCAI 1999
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › planning under uncertainty
belief state search
0.112005
Game-Tree Search with Combinatorially Large Belief States · IJCAI 2005
Knowledge, reasoning and agents › Knowledge representation and reasoning › nonmonotonic reasoning
closed world assumption
0.112005
A Motion Closed World Asumption · IJCAI 2005
Knowledge, reasoning and agents › Knowledge representation and reasoning
commonsense reasoning
0.112005
A Motion Closed World Asumption · IJCAI 2005
Knowledge, reasoning and agents › Knowledge representation and reasoning › qualitative reasoning
qualitative spatial reasoning
0.012004
A Logic of Motion · KR 2004
Computational complexity › complexity of reasoning
planning complexity
0.041994
HTN Planning: Complexity and Expressivity · AAAI 1994
On the Complexity of Blocks-World Planning · Artif. Intell. 1992
On the Complexity of Domain-Independent Planning · AAAI 1992
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › planning › knowledge-based planning
case-based planning
0.012001
SiN: Integrating Case-based Reasoning with Task Decomposition · IJCAI 2001
Knowledge, reasoning and agents › Knowledge representation and reasoning
case-based reasoning
0.012001
SiN: Integrating Case-based Reasoning with Task Decomposition · IJCAI 2001
Geometric modeling and processing
feature recognition
0.031997
Towards multiprocessor feature recognition · Comput. Aided Des. 1997
An Algebraic Approach to Feature Interactions · IEEE Trans. Pattern Anal. Mach. Intell. 1992
Systematic approach to analysing the manufacturability of machined parts · Comput. Aided Des. 1995

Methods — techniques the papers use, named apart from their topics

operational models · 1.5refinement planning · 1.0monte carlo tree search · 1.0UCT · 1.0replanning · 0.9chronological backtracking · 0.9backjumping · 0.9deliberative acting · 0.5monte carlo rollout simulation · 0.4hierarchical task-oriented language · 0.4game theory · 0.1plan trace learning · 0.1multi-part milling · 0.0branch-and-bound · 0.0feature algebra · 0.0alternating fixpoint computation · 0.0iterative deepening a · 0.0set covering model · 0.0
YearPublicationVenuePosition
2026 Probabilistic Hierarchical Goal Network Planning with UCT
abstract
Hierarchical goal networks (HGNs) provide a framework for goal-directed planning by decomposing high-level goals into ordered subgoals. While prior work has examined non-determinism for hierarchical planning (specifically, HTNs), scant work studies how HGNs can help in stochastic settings. We introduce a formalism for probabilistic HGN planning with action-insertion semantics, enabling probabilistic planners to incorporate domain knowledge from goal decomposition methods. We design and evaluate two UCT-based algorithms for solving probabilistic HGN planning problems: an asymptotically optimal approach and a compressed, shared-value approach that optimizes separately for each goal within the goal-subgoal hierarchy. We compare our two UCT-based HGN search algorithms experimentally on modified benchmark domains from the FOND HTN literature. Our results demonstrate that on larger problems, the compressed search converges more quickly and outperforms the asymptotically optimal search. This suggests that HGNs can be effective in probabilistic planning, and compression may yield better performance on large problems in anytime settings with stochastic action outcomes.
David H. Chan, Mark Roberts, Dana S. Nau
AAAI3
2025 Landmark-Assisted Monte Carlo Planning
abstract
Landmarks—conditions that must be satisfied at some point in every solution plan—have contributed to major advancements in classical planning, but they have seldom been used in stochastic domains. We formalize probabilistic landmarks and adapt the UCT algorithm to leverage them as subgoals to decompose MDPs; core to the adaptation is balancing between greedy landmark achievement and final goal achievement. Our results in benchmark domains show that well-chosen landmarks can significantly improve the performance of UCT in online probabilistic planning, while the best balance of greedy versus long-term goal achievement is problem-dependent. The results suggest that landmarks can provide helpful guidance for anytime algorithms solving MDPs.
David H. Chan, Mark Roberts, Dana S. Nau
ECAI3
2025 HTN Plan Repair Algorithms Compared: Strengths and Weaknesses of Different Methods
abstract
This paper provides theoretical and empirical comparisons of three recent hierarchical plan repair algorithms: SHOPFIXER, IPYHOPPER, and REWRITE. Our theoretical results show that the three algorithms correspond to three different definitions of the plan repair problem, leading to differences in the algorithms’ search spaces, the repair problems they can solve, and the kinds of repairs they can make. Understanding these distinctions is important when choosing a repair method for any given application. Building on the theoretical results, we evaluate the algorithms empirically in a series of benchmark planning problems. Our empirical results provide more detailed insight into the run- time repair performance of these systems and the coverage of the repair problems solved, based on algorithmic properties such as replanning, chronological backtracking, and back- jumping over plan trees.
Paul Zaidins, Robert P. Goldman, Ugur Kuter, Dana S. Nau, Mark Roberts
ICAPS4
2025 Automating Curriculum Learning for Reinforcement Learning using a Skill-Based Bayesian Network
Vincent Hsiao, Mark Roberts, Laura M. Hiatt, George Dimitri Konidaris, Dana S. Nau
AAMAS5
2025 The Impact of Strategic Communication in Coopetitive Multiagent Settings
abstract
We consider behavior of agents in a long-term multiagent coopetitive setting in which agents vary their cooperative and competitive stances over time. Using the game ofDiplomacyas a testbed, we study how successful agents vary their coopetitive behavior, developing a new “style of play” (SoP) characterization of player behavior. We assess five novel SoP hypotheses about successful behavior. We propose two algorithms to automatically compute an agent’s SoP vector and describe the important factors in this computation. As an agent’s SoP depends on the game state and its perception of threat, we develop a novel “means, motive, and opportunity” (MMO) model of threat and show that we can predict threats effectively using this model. We provide novel insights into how agents should behave to more successfully achieve their goals in long-term coopetitive settings.
Julian Baldwin, Lawrence Birnbaum, David H. Chan, Natalia Denisenko, Dana S. Nau, Jose N. Paredes, Chiara Pulice, Gerardo I. Simari, V. S. Subrahmanian, Rand Waltzman
IEEE Trans. Comput. Soc. Syst.5
2024 Surrogate Bayesian Networks for Approximating Evolutionary Games
abstract
Spatial evolutionary games are used to model large systems of interacting agents. In earlier work, a method was developed using Bayesian Networks to approximate the population dynamics in these games. One of the advantages of the Bayesian Network modeling approach is that it is possible to smoothly adjust the size of the network to get more accurate approximations. However, scaling the method up can be intractable if the number of strategies in the evolutionary game increases. In this paper, we propose a new method for computing more accurate approximations by using surrogate Bayesian Networks. Instead of computing inference on larger networks directly, we perform inference on a much smaller surrogate network extended with parameters that exploit the symmetry inherent to the domain. We learn the parameters on the surrogate network using KL-divergence as the loss function. We illustrate the value of this method empirically through a comparison on several evolutionary games.
Vincent Hsiao, Dana S. Nau, Bobak Pezeshki, Rina Dechter
AISTATS2
2022 Fast Fourier Transform Reductions for Bayesian Network Inference
abstract
Bayesian Networks are useful for analyzing the properties of systems with large populations of interacting agents (e.g., in social modeling applications and distributed service applications). These networks typically have large functions (CPTs), making exact inference intractable. However, often these models have additive symmetry. In this paper we show how summation-based CPTs, especially in the presence of symmetry, can be computed efficiently through the usage of the Fast Fourier Transform (FFT). In particular, we propose an efficient method using the FFT for reducing the size of Conditional Probability Tables (CPTs) in Bayesian Networks with summation-based causal independence (CI). We then show how to apply this reduction directly towards the acceleration of Bucket Elimination, and we subsequently provide experimental results demonstrating the computational speedup provided by our method.
Vincent Hsiao, Dana S. Nau, Rina Dechter
AISTATS2
2021 Using Online Planning and Acting to Recover from Cyberattacks on Software-defined Networks
abstract
We describe ACR-SDN, a system to monitor, diagnose, and quickly respond to attacks or failures that may occur in software-defined networks (SDNs). An integral part of ACR-SDN is its use of RAE+UPOM, an automated acting and planning engine that uses hierarchical refinement. To advise ACR-SDN on how to recover a target system from faults and attacks, RAE+UPOM uses attack recovery procedures written as hierarchical operational models. Our experimental results show that the use of refinement planning in ACR-SDN is successful in recovering SDNs from attacks with respect to five performance metrics: estimated time for recovery, efficiency, retry ratio, success ratio, and costEffectiveness.
Sunandita Patra, Alexander Velazquez, Myong H. Kang, Dana S. Nau
AAAI4
2021 Deliberative acting, planning and learning with hierarchical operational models
Sunandita Patra, James Mason, Malik Ghallab, Dana S. Nau, Paolo Traverso
Artif. Intell.4
2019 Acting and Planning Using Operational Models
abstract
The most common representation formalisms for planning are descriptive models. They abstractly describe what the actions do and are tailored for efficiently computing the next state(s) in a state transition system. But acting requires operational models that describe how to do things, with rich control structures for closed-loop online decision-making. Using descriptive representations for planning and operational representations for acting can lead to problems with developing and verifying consistency of the different models.We define and implement an integrated acting-and-planning system in which both planning and acting use the same operational models, which are written in a general-purpose hierarchical task-oriented language offering rich control structures. The acting component is inspired by the well-known PRS system, except that instead of being purely reactive, it can get advice from the planner. Our planning algorithm, RAEplan, plans by doing Monte Carlo rollout simulations of the actor’s operational models. Our experiments show significant benefits in the efficiency of the acting and planning system.
Sunandita Patra, Malik Ghallab, Dana S. Nau, Paolo Traverso
AAAI3
2018 Avoiding game-tree pathology in 2-player adversarial search
abstract
Abstract Adversarial search, or game‐tree search, is a technique for analyzing an adversarial game to determine what moves a player should make in order to win a game. Until recently, lookahead pathology (in which deeper game‐tree search results in worse play) has been thought to be quite rare. We provide an analysis that shows that every game should have some sections that are locally pathological, assuming that both players can potentially win the game. We also modify the minimax algorithm to recognize local pathologies in arbitrary games and cut off search accordingly (shallower search is more effective than deeper search when local pathologies occur). We show experimentally that our modified search procedure avoids local pathologies and consequently provides improved performance, in terms of decision accuracy, when compared with the minimax algorithm. In addition, we provide an experimental evaluation on the African game of Kalah, which shows the improved performances of our suggested error‐minimizing minimax algorithm when there is a large degree of pathology.
Inon Zuckerman, Brandon Wilson, Dana S. Nau
Comput. Intell.3
2018 Extending Classical Planning with State Constraints: Heuristics and Search for Optimal Planning
abstract
We present a principled way of extending a classical AI planning formalism with systems of state constraints, which relate - sometimes determine - the values of variables in each state traversed by the plan. This extension occupies an attractive middle ground between expressivity and complexity. It enables modelling a new range of problems, as well as formulating more efficient models of classical planning problems. An example of the former is planning-based control of networked physical systems - power networks, for example - in which a local, discrete control action can have global effects on continuous quantities, such as altering flows across the entire network. At the same time, our extension remains decidable as long as the satisfiability of sets of state constraints is decidable, including in the presence of numeric state variables, and we demonstrate that effective techniques for cost-optimal planning known in the classical setting - in particular, relaxation-based admissible heuristics - can be adapted to the extended formalism. In this paper, we apply our approach to constraints in the form of linear or non-linear equations over numeric state variables, but the approach is independent of the type of state constraints, as long as there exists a procedure that decides their consistency. The planner and the constraint solver interact through a well-defined, narrow interface, in which the solver requires no specialisation to the planning context.
Patrik Haslum, Franc Ivankovic, Miquel Ramírez, Dan Gordon 0002, Sylvie Thiébaux, Vikas Shivashankar, Dana S. Nau
J. Artif. Intell. Res.7
2018 Modeling agent's preferences by its designer's social value orientation
abstract
Human social preferences have been shown to play an important role in many areas of decision-making. There is evidence from the social science literature that human preferences in interpersonal interactions depend partly on a measurable personality trait called, Social Value Orientation (SVO). Automated agents are often written by humans to serve as their delegates when interacting with other agents. Thus, one might expect an agent’s behaviour to be influenced by the SVO of its human designer. With that in mind, we present the following: first, we explore, discuss and provide a solution to the question of how SVO tests that were designed for humans can be used to evaluate agents’ social preferences. Second, we show that in our example domain there is a medium–high positive correlation between the social preferences of agents and their human designers. Third, we exemplify how the SVO information of the designer can be used to improve the performance of some other agents playing against those agents, and lastly, we develop and exemplify the behavioural signature SVO model which allows us to better predict performances when interactions are repeated and behaviour is adapted.
Inon Zuckerman, Kan-Leung Cheng, Dana S. Nau
J. Exp. Theor. Artif. Intell.3
2015 Blended Planning and Acting: Preliminary Approach, Research Challenges
abstract
In a recent position paper in Artificial Intelligence, we argued that the automated planning research literature has underestimated the importance and difficulty of deliberative acting, which is more than just interleaving planning and execution. We called for more research on the AI problems that emerge when attempting to integrate acting with planning. To provide a basis for such research, it will be important to have a formalization of acting that can be useful in practice. This is needed in the same way that a formal account of planning was necessary for research on planning. We describe some first steps toward developing such a formalization, and invite readers to carry out research along this line.
Dana S. Nau, Malik Ghallab, Paolo Traverso
AAAI1
2014 Predicting Agents' Behavior by Measuring their Social Preferences
abstract
There are many situations in which two or more agents (e.g., human or computer decision makers) interact with each other repeatedly in settings that can be modeled as repeated stochastic games. In such situations, each agent's performance may depend greatly on how well it can predict the other agents' preferences and behavior. For use in making such predictions, we adapt and extend the Social Value Orientation (SVO) model from social psychology, which provides a way to measure an agent's preferences for both its own payoffs and those of the other agents.
Kan-Leung Cheng, Inon Zuckerman, Dana S. Nau, Jennifer Golbeck
ECAI3
2014 Plan aggregation for strong cyclic planning in nondeterministic domains
Ron Alford, Ugur Kuter, Dana S. Nau, Robert P. Goldman
Artif. Intell.3
2014 The actor's view of automated planning and acting: A position paper
Malik Ghallab, Dana S. Nau, Paolo Traverso
Artif. Intell.2
2013 Model-predictive target defense by team of unmanned surface vehicles operating in uncertain environments
abstract
In this paper, we present a heuristic planning approach for guarding a valuable asset by a team of autonomous unmanned surface vehicles (USVs) operating in a continuous state-action space. The team's objective is to maximize the amount of time it takes an intruder boat to reach the asset. The team must cooperatively deal with uncertainty about which boats are actual intruders, employ active blocking to slow down intruders' movement towards the asset, and intelligently distribute themselves around the target to optimize future guarding opportunities. Our planner incorporates a market-based algorithm for allocating tasks to individual USVs by forward-simulating the mission and assigning estimated utilities to candidate task-allocation plans. The planner can be automatically adapted to a specific mission by optimizing the behaviors used to fulfil individual tasks. We present detailed simulation results that demonstrate the effectiveness of our approach.
Eric Raboin, Petr Svec, Dana S. Nau, Satyandra K. Gupta
ICRA3
2013 The GoDeL Planning System: A More Perfect Union of Domain-Independent and Hierarchical Planning
Vikas Shivashankar, Ron Alford, Ugur Kuter, Dana S. Nau
IJCAI4
2013 Introduction to the special section on social computing, behavioral-cultural modeling, and prediction
abstract
No abstract available.
Shanchieh Jay Yang, Dana S. Nau, John J. Salerno
ACM Trans. Intell. Syst. Technol.2
2012 Advice and trust in games of choice
abstract
This work provides a game theoretic framework through which one can study the different trust and mitigation strategies a decision maker can employ when soliciting advice or input from a potentially self-interested third-party. The framework supports a single decision maker's interacting with an arbitrary number of either honest or malicious (and malicious in varying ways) advisors. We include some preliminary results on the analysis of this framework in some constrained instances and propose several avenues of future work.
Cody Buntain, Jennifer Golbeck, Dana S. Nau, Sarit Kraus
PST3
2012 HTN Problem Spaces: Structure, Algorithms, Termination
abstract
For HTN planning, we formally characterize and classify four kinds of problem spaces in which each node represents a planning problem or subproblem. Two of the problem spaces are searched by current HTN planning algorithms; the other two problem spaces are new.This enables us to provide:Sufficient (and in one case, necessary) conditions for finiteness of each kind of problem space. The conditions can be evaluated up-front to see if an HTN planning problem is finite.Loop-detection tests that can be used in HTN planners to ensure termination when the problem space is finite.A way to compute the correct value for an upper-bound parameter in an HTN-to-PDDL translation algorithm published in IJCAI-2009.Planning algorithms that utilize the two new problem spaces to guarantee termination on broader classes of planning problems than previous HTN planning algorithms.
Ron Alford, Vikas Shivashankar, Ugur Kuter, Dana S. Nau
SOCS4
2011 Introduction
abstract
No abstract available.
Huan Liu 0001, Dana S. Nau
ACM Trans. Intell. Syst. Technol.2
2010 When is it better not to look ahead?
Dana S. Nau, Mitja Lustrek, Austin Parker, Ivan Bratko, Matjaz Gams
Artif. Intell.1
2010 Introduction to the ACM TIST special issue AI in social computing and cultural modeling
abstract
No abstract available.
Huan Liu 0001, Dana S. Nau
ACM Trans. Intell. Syst. Technol.2
2010 Evolution of state-dependent risk preferences
abstract
Researchers have invested much effort in constructing models of the state-dependent (sometimes risk-averse and sometimes risk-prone) nature of human decision making. An important open question is how state-dependent risk behavior can arise and remain prominent in populations. We believe that one part of the answer is the interplay between risk-taking and sequentiality of choices in populations subject to evolutionary population dynamics. To support this hypothesis, we provide simulation and analytical results for evolutionary lottery games, including results on evolutionary stability. We consider a parameterized class of imitation dynamics in which the parameter 0 ≤ α ≤ 1 yields the replicator dynamic with α = 1 and the imitate-the-better dynamic with α = 0. Our results demonstrate that for every population dynamic in this class except for the replicator dynamic, the interplay between risk-taking and sequentiality of choices allows state-dependent risk behavior to have an evolutionary advantage over expected-value maximization.
Patrick Roos, Ryan Carr, Dana S. Nau
ACM Trans. Intell. Syst. Technol.3
2009 Translating HTNs to PDDL: A Small Amount of Domain Knowledge Can Go a Long Way
Ron Alford, Ugur Kuter, Dana S. Nau
IJCAI3
2009 Task decomposition on abstract states, for planning under nondeterminism
Ugur Kuter, Dana S. Nau, Marco Pistore, Paolo Traverso
Artif. Intell.2
2008 Combining Domain-Independent Planning and HTN Planning: The Duet Planner
abstract
Despite the recent advances in planning for classical domains, the question of how to use domain knowledge in planning is yet to be completely and clearly answered. Some of the existing planners use domain-independent search heuristics, and some others depend on intensively-engineered domain-specific knowledge to guide the planning process. In this paper, we describe an approach to combine ideas from both of the above schools of thought. We present Duet, our planning system that incorporates the ability of using hierarchical domain knowledge in the form of Hierarchical Task Networks (HTNs) as in SHOP2 [14] and using domain-independent local search techniques as in LPG [8]. In our experiments, Duet was able to solve much larger problems than LPG could solve, with only minimal domain knowledge encoded in HTNs (much less domain knowledge than SHOP2 needed to solve those problems by itself).
Alfonso Gerevini, Ugur Kuter, Dana S. Nau, Alessandro Saetti, Nathaniel Waisbrot
ECAI3
2007 Reactive Query Policies: A Formalism for Planning with Volatile External Information
abstract
To generate plans for collecting data for data mining, an important problem is information volatility during planning: the information needed by the planning system may change or expire during the planning process, as changes occur in the data being collected. In such situations, the planning system faces two challenges: how to generate plans despite these changes, and how to guarantee that a plan returned by the planner will remain valid for some period of time after the planning ends. The focus of our work is to address both of the above challenges. In particular, we provide: 1) A formalism for reactive query policies, a class of strategies for deciding when to reissue queries for information that has changed during the planning process. This class includes all query management strategies that have yet been developed. 2) A new reactive query policy called the presumptive strategy. In our experiments, the presumptive strategy ran exponentially faster than the lazy strategy, the best previously known query management strategy. In the hardest set of problems we tested, the presumptive strategy took 4.7% as much time and generated 6.9% as many queries as the lazy strategy
Tsz-Chiu Au, Dana S. Nau
CIDM2
2007 Probabilistic Go Theories
Austin Parker, Fusun Yaman, Dana S. Nau, V. S. Subrahmanian
IJCAI3
2006 Maintaining Cooperation in Noisy Environments
Tsz-Chiu Au, Dana S. Nau
AAAI2
2006 Controlled Search over Compact State Representations, in Nondeterministic Planning Domains and Beyond
Ugur Kuter, Dana S. Nau
AAAI2
2006 Overconfidence or Paranoia? Search in Imperfect-Information Games
Austin Parker, Dana S. Nau, V. S. Subrahmanian
AAAI2
2006 The Incompleteness of Planning with Volatile External Information
Tsz-Chiu Au, Dana S. Nau
ECAI2
2005 Using Domain-Configurable Search Control for Probabilistic Planning
Ugur Kuter, Dana S. Nau
AAAI2
2005 Learning approximate preconditions for methods in hierarchical plans
abstract
A significant challenge in developing planning systems for practical applications is the difficulty of acquiring the domain knowledge needed by such systems. One method for acquiring this knowledge is to learn it from plan traces, but this method typically requires a huge number of plan traces to converge. In this paper, we show that the problem with slow convergence can be circumvented by having the learner generate solution plans even before the planning domain is completely learned. Our empirical results show that these improvements reduce the size of the training set that is needed to find correct answers to a large percentage of planning problems in the test set. 1.
Okhtay Ilghami, Hector Muñoz-Avila, Dana S. Nau, David W. Aha
ICML3
2005 Game-Tree Search with Combinatorially Large Belief States
Austin Parker, Dana S. Nau, V. S. Subrahmanian
IJCAI2
2005 Going Far, Logically
Fusun Yaman, Dana S. Nau, V. S. Subrahmanian
IJCAI2
2005 A Motion Closed World Asumption
Fusun Yaman, Dana S. Nau, V. S. Subrahmanian
IJCAI2
2005 Web Service Composition with Volatile Information
Tsz-Chiu Au, Ugur Kuter, Dana S. Nau
ISWC3
2005 Learning Preconditions for Planning from Plan Traces and HTN Structure
abstract
A great challenge in developing planning systems for practical applications is the difficulty of acquiring the domain information needed to guide such systems. This paper describes a way to learn some of that knowledge. More specifically, the following points are discussed. (1) We introduce a theoretical basis for formally defining algorithms that learn preconditions for Hierarchical Task Network (HTN) methods. (2) We describe Candidate Elimination Method Learner (CaMeL), a supervised, eager, and incremental learning process for preconditions of HTN methods. We state and prove theorems about CaMeL's soundness, completeness, and convergence properties. (3) We present empirical results about CaMeL's convergence under various conditions. Among other things, CaMeL converges the fastest on the preconditions of the HTN methods that are needed the most often. Thus CaMeL's output can be useful even before it has fully converged.
Okhtay Ilghami, Dana S. Nau, Hector Muñoz-Avila, David W. Aha
Comput. Intell.2
2005 Information gathering during planning for Web Service composition
Ugur Kuter, Evren Sirin, Bijan Parsia, Dana S. Nau, James A. Hendler
J. Web Semant.4
2004 Forward-Chaining Planning in Nondeterministic Domains
Ugur Kuter, Dana S. Nau
AAAI2
2004 Utilizing Volatile External Information During Planning
Tsz-Chiu Au, Dana S. Nau, V. S. Subrahmanian
ECAI2
2004 A Logic of Motion
Fusun Yaman, Dana S. Nau, V. S. Subrahmanian
KR2
2004 Information Gathering During Planning for Web Service Composition
Ugur Kuter, Evren Sirin, Dana S. Nau, Bijan Parsia, James A. Hendler
ISWC3
2004 HTN planning for Web Service composition using SHOP2
Evren Sirin, Bijan Parsia, James A. Hendler, Dana S. Nau
J. Web Semant.5
2003 Automating DAML-S Web Services Composition Using SHOP2
Bijan Parsia, Evren Sirin, James A. Hendler, Dana S. Nau
ISWC5
2003 Algorithms for selecting cutters in multi-part milling problems
Zhiyang Yao, Satyandra K. Gupta, Dana S. Nau
Comput. Aided Des.3
2003 SHOP2: An HTN Planning System
abstract
The SHOP2 planning system received one of the awards for distinguished performance in the 2002 International Planning Competition. This paper describes the features of SHOP2 which enabled it to excel in the competition, especially those aspects of SHOP2 that deal with temporal and metric planning domains.
Dana S. Nau, Tsz-Chiu Au, Okhtay Ilghami, Ugur Kuter, J. William Murdock, Fusun Yaman
J. Artif. Intell. Res.1
2002 Theoretical and Empirical Aspects of a Planner in a Multi-agent Environment
Jürgen Dix, Hector Muñoz-Avila, Dana S. Nau
JELIA3
2001 SiN: Integrating Case-based Reasoning with Task Decomposition
Hector Muñoz-Avila, David W. Aha, Dana S. Nau, Rosina O. Weber, Len Breslow, Fusun Yaman
IJCAI3
2001 Total-Order Planning with Partially Ordered Subtasks
Dana S. Nau, Hector Muñoz-Avila, Amnon Lotem, Steven Mitchell
IJCAI1
2000 Ontology-Based Semantics
Mihai Ciocoiu, Dana S. Nau
KR2
1999 Using Guidelines to Constrain Interactive Case-Based HTN Planning
Hector Muñoz-Avila, Daniel C. McFarlane, David W. Aha, Len Breslow, James A. Ballas, Dana S. Nau
ICCBR6
1999 SHOP: Simple Hierarchical Ordered Planner
Dana S. Nau, Amnon Lotem, Hector Muñoz-Avila
IJCAI1
1999 On the Use of Integer Programming Models in AI Planning
Thomas W. M. Vossen, Michael O. Ball, Amnon Lotem, Dana S. Nau
IJCAI4
1997 Towards multiprocessor feature recognition
William C. Regli, Satyandra K. Gupta, Dana S. Nau
Comput. Aided Des.3
1996 On the Nature and Role of Modal Truth Criteria in Planning
Subbarao Kambhampati, Dana S. Nau
Artif. Intell.2
1996 Generating redesign suggestions to reduce setup cost: a step towards automated redesign
Diganta Das, Satyandra K. Gupta, Dana S. Nau
Comput. Aided Des.3
1996 A Planning Approach to Declarer Play in Contract Bridge
abstract
Although game‐tree search works well in perfect‐information games, it is less suitable for imperfect‐information games such as contract bridge. The lack of knowledge about the opponents’ possible moves gives the game tree a very large branching factor, making it impossible to search a significant portion of this tree in a reasonable amount of time. This paper describes our approach for overcoming this problem. We represent information about bridge in a task network extended to represent multi‐agency and uncertainty. Our game‐playing procedure uses this task network to generate game trees in which the set of alternative choices is determined not by the set of possible actions, but by the set of available tactical and strategic schemes. We have tested this approach on declarer play in the game of bridge, in an implementation called Tignum 2. On 5000 randomly generated notrump deals, Tignum 2 beat the strongest commercially available program by 1394 to 1302, with 2304 ties. These results are statistically significant at the α= 0.05 level. Tignum 2 searched an average of only 8745.6 moves per deal in an average time of only 27.5 seconds per deal on a Sun SPARCstation 10. Further enhancements to Tignum 2 are currently underway.
Stephen J. J. Smith, Dana S. Nau, Thomas A. Throop
Comput. Intell.2
1995 A Critical Look at Critics in HTN Planning
Kutluhan Erol, James A. Hendler, Dana S. Nau, Reiko Tsuneto
IJCAI3
1995 AI Planning Versus Manufacturing-Operation Planning: A Case Study
Dana S. Nau, Satyandra K. Gupta, William C. Regli
IJCAI1
1995 Complexity, Decidability and Undecidability Results for Domain-Independent Planning
Kutluhan Erol, Dana S. Nau, V. S. Subrahmanian
Artif. Intell.2
1995 Systematic approach to analysing the manufacturability of machined parts
Satyandra K. Gupta, Dana S. Nau
Comput. Aided Des.2
1995 PRA*: Massively Parallel Heuristic Search
Matthew P. Evett, James A. Hendler, Ambuj Mahanti, Dana S. Nau
J. Parallel Distributed Comput.4
1995 WFS + Branch and Bound = Stable Models
abstract
Though the semantics of nonmonotonic logic programming has been studied extensively, relatively little work has been done on operational aspects of these semantics. In this paper, we develop techniques to compute the well-founded model of a logic program. We describe a prototype implementation and show, based on experimental results, that our technique is more efficient than the standard alternating fixpoint computation. Subsequently, we develop techniques to compute the set of all stable models of a deductive database. These techniques first compute the well-founded semantics and then use an intelligent branch and bound strategy to compute the stable models. We report on our implementation, as well as on experiments that we have conducted on the efficiency of our approach.>
V. S. Subrahmanian, Dana S. Nau, Carlo Vago
IEEE Trans. Knowl. Data Eng.2
1994 HTN Planning: Complexity and Expressivity
Kutluhan Erol, James A. Hendler, Dana S. Nau
AAAI3
1994 ITS: An Efficient Limited-Memory Heuristic Tree Search Algorithm
Subrata Ghosh, Ambuj Mahanti, Dana S. Nau
AAAI3
1994 On the Nature of Modal Truth Criteria in Planning
Subbarao Kambhampati, Dana S. Nau
AAAI2
1994 An Analysis of Forward Pruning
Stephen J. J. Smith, Dana S. Nau
AAAI2
1994 Improvements on a Heuristic Algorithm for Multiple-Query Optimization
Kyuseok Shim, Timos K. Sellis, Dana S. Nau
Data Knowl. Eng.3
1992 On the Complexity of Domain-Independent Planning
Kutluhan Erol, Dana S. Nau, V. S. Subrahmanian
AAAI2
1992 Performance of IDA on Trees and Graphs
Ambuj Mahanti, Subrata Ghosh, Dana S. Nau, Asim K. Pal, Laveen N. Kanal
AAAI3
1992 On the Complexity of Blocks-World Planning
Naresh Gupta, Dana S. Nau
Artif. Intell.2
1992 Merging Separately Generated Plans with Restricted Interactions
abstract
Generating action sequences to achieve a set of goals is a computationally difficult task. When multiple goals are present, the problem is even worse. Although many solutions to this problem have been discussed in the literature, practical solutions focus on the use of restricted mechanisms for planning or the application of domain dependent heuristics for providing rapid solutions (i.e., domain‐dependent planning). One previously proposed technique for handling multiple goals efficiently is to design a planner or even a set of planners (usually domain‐dependent) that can be used to generate separate plans for each goal. The outputs are typically either restricted to be independent and then concatenated into a single global plan, or else they are merged together using complex heuristic techniques. In this paper we explore a set of limitations, less restrictive than the assumption of independence, that still allow for the efficient merging of separate plans using straightforward algorithmic techniques. In particular, we demonstrate that for cases where separate plans can be individually generated, we can define a set of limitations on the allowable interactions between goals that allow efficient plan merging to occur. We propose a set of restrictions that are satisfied across a significant class of planning domains. We present algorithms that are efficient for special cases of multiple plan merging, propose a heuristic search algorithm that performs well in a more general case (where alternative partially ordered plans have been generated for each goal), and describe an empirical study that demonstrates the efficiency of this search algorithm.
Qiang Yang 0001, Dana S. Nau, James A. Hendler
Comput. Intell.2
1992 Incremental planning using conceptual graphs
abstract
When performing a planning or design task in many domains it is often difficult to specify in advance what the precise goals are. It is therefore useful to have a system in which the planning process is performed interactively, with the solution approaching the users' intent incrementally through iterations of the planning process. A planning system intended to function in this way must be able to take goal specifications interactively rather than all at once at the beginning of the planning process. The planning process then becomes one of satisfying new goals as they are given by the user, modifying as little as possible the results of previous planning work. Incremental planning is an approach to interactive planning problems that allows a system to create a plan incrementally, modifying a previous plan to satisfy new or more precise goal specifications. In this paper we present an incremental planning system called the general constraint system (GCS) that is based on the conceptual programming environment (CP) developed at New Mexico State University and we show an example of the use of the system for a simple civil engineering design problem
Daniel Eshner, James A. Hendler, Dana S. Nau
J. Exp. Theor. Artif. Intell.3
1992 An Algebraic Approach to Feature Interactions
abstract
The various approaches proposed to provide communication between CAD systems and process planning systems share the major problem that, due to geometric interactions among features, there may be several equally valid sets of manufacturable features describing the same part, and different sets of features may differ in their manufacturability. Thus, to produce a good process plan-or, in some cases, any plan at ll-it may be necessary to interpret the part as a different set of features than the one initially obtained from the CAD model. This is addressed using an algebra of features. Given a set of features describing a machinable part, other equally valid interpretations of the part can be produced by performing operations in the algebra. This will enable automated process planning systems to examine these interpretations in order to see which one is most appropriate for use in manufacturing. The feature algebra has been implemented for a restricted domain and integrated with the Protosolid solid modeling system and the EFHA process planning system.>
Raghu Karinthi, Dana S. Nau
IEEE Trans. Pattern Anal. Mach. Intell.2
1991 Complexity Results for Blocks-World Planning
Naresh Gupta, Dana S. Nau
AAAI2
1989 Using a Feature Algebra for Reasoning about Geometric Feature Interactions
Raghu Karinthi, Dana S. Nau
IJCAI2
1989 Preprocessing Search Spaces for Branch and Bound Search
Qiang Yang 0001, Dana S. Nau
IJCAI2
1987 Comparing Minimax and Product in a Variety of Games
Ping-Ching Chi, Dana S. Nau
AAAI2
1986 Hierarchical representation of problem-solving knowledge in a frame-based process planning system
abstract
In most frame-based reasoning systems, the information being manipulated is represetned using frames, but the problem-solving knowledge that manipulates the frames is represented as production rules. One problem with this approach is that rules are not always a natrual way to represent knowledge; another is that systems containing lots of rules may suffer from problems with “exponetial blowup” in the amount of computation required. This paper describes a way to address these problems by organizing the problem-solving knowledge not as rules, but in a particular kind of frame hierarchy. the approach described in this paper has been implemented in a problem-solving system called SIPP (Semi-Intelligent Process Planner), which produces plans of action for the manufacture of metal parts. the paper gives an overview of SIPP, compares its knowledge representation and problem solving methods to approaches used in other knowledge-based systems, and describes goals for further research.
Dana S. Nau, Tien-Chien Chang
Int. J. Intell. Syst.1
1986 A Comparative Analysis of Methods for Expert Systems
Connie Loggia Ramsey, James A. Reggia, Dana S. Nau, Andrew Ferrentino
Int. J. Man Mach. Stud.3
1985 An Evaluation of Two Alternatives to Minimax
Dana S. Nau, Paul Walton Purdom Jr., Chun-Hung Tzeng
UAI1
1985 A formal model of diagnostic inference. I. Problem formulation and decomposition
James A. Reggia, Dana S. Nau, Pearl Y. Wang
Inf. Sci.2
1985 A formal model of diagnostic inference, II. Algorithmic solution and application
James A. Reggia, Dana S. Nau, Pearl Y. Wang, Yun Peng 0001
Inf. Sci.2
1984 General Branch and Bound, and its Relation to A and AO
Dana S. Nau, Vipin Kumar 0006, Laveen N. Kanal
Artif. Intell.1
1983 A New Inference Method for Frame-Based Expert Systems
James A. Reggia, Dana S. Nau, Pearl Y. Wang
AAAI2
1983 Pathology on Game Trees Revisited, and an Alternative to Minimaxing
Dana S. Nau
Artif. Intell.1
1983 Diagnostic Expert Systems Based on a Set Covering Model
James A. Reggia, Dana S. Nau, Pearl Y. Wang
Int. J. Man Mach. Stud.2
1983 Decision Quality As a Function of Search Depth on Game Trees
abstract
One important application of tree searching ~s "looking ahead" on a decision tree or game tree to try to predict the results of a decision.To guarantee correct results, substantial portions of the tree must be completely searched, which is physically impossible for very large trees.Aruficial intelligence researchers have obtained good results by searching the tree to some arbitrary depth and using a static evaluation function to estimate the values of the nodes at that depth.It is generally believed that when this is done, the quality of the decision improves as the search depth increases.This belief is based purely on empirical evidence.The author has developed a mathematical theory modeling the effects of search depth on the probability of making a correct decision.In this theory, the errors made by the evaluation function are modeled as independent, identically distributed random errors superimposed on the true values of the nodes evaluated.This research has produced the surprising result that there is an infinite class of game trees for which searching deeper does not increase the probability of making a correct decision, but instead causes the decision to become more and more random.The paper contains a mathematical proof of this statement, experimental verification of it, and a discussion of its significance.
Dana S. Nau
J. ACM1
1982 A General Paradigm for A.I. Search Procedures
Dana S. Nau, Vipin Kumar 0006, Laveen N. Kanal
AAAI1
1982 An Investigation of the Causes of Pathology in Games
Dana S. Nau
Artif. Intell.1
1982 The Last Player Theorem
Dana S. Nau
Artif. Intell.1
1980 Pathology on Game Trees: A Summary of Results
Dana S. Nau
AAAI1