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The document discusses Ontological Engineering, which involves the development and structuring of ontologies to represent knowledge across various domains. It outlines the components of ontologies, different ontology languages, and the steps involved in ontology engineering, as well as applications in fields like AI and data integration. Additionally, it covers reasoning types in AI, including deductive, inductive, and non-monotonic reasoning, and introduces classical planning in AI, emphasizing the importance of deterministic actions and complete knowledge in planning processes.
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UNIT-4
KNOWLEDGE REPRESENTATION AND CLASSICAL PLANNING
i ONTOLOGICAL ENGINEERING
ke nema as :
tology 18 a brarich (Of HietapHYSTEs) NVBICH is a’ BraHCHIOE phlilosOphy that deals
with studying being, existence, and feality.
Ontology Engineering is “the set of activities that concern the ontology
development process, the ontology life cycle, and the methodologies, tools and
languages for building ontologies”
jologies are a powerful tool for organizing and understanding information in a
structured way. They provide a clear framework for defining the relationships
between different concepts, making it easier to share and analyze data across
various fields.
Ontologi
Ontologies are formal definitions of vocabularies that allow us to define difficult
or complex structures and new relationships between vocabulary terms and
members of classes that we define. Ontologies generally describe specific
domains such as scientific research areas.
Example:
Ontology depicting Movie:-Components of Ontology:
1. Individuals - Individuals are also known as instances of objects or
concepts. It may or may not be present in an ontology. It represents the atomic
level of an ontology. For example, in the above ontology of movie, individuals
can be a film (Titanic), a director (James Cameron), an actor (Leonardo
DiCaprio).
1. Classes — Sets of collections of various objects are termed as classes. For
example, in the above ontology representing movie, movie genre (e.g. Thriller,
Drama), and types of person (Actor or Director) are classes.
1. Attributes — Properties that objects may possess. For example, a movie is
described by the set of ‘parts’ it contains like Script, Director, and Actors.
1. Relations — Ways in which concepts are related to one another. For
example, as shown above in the diagram a movie has to have a script and
actors in it.
Different Ontology Languages:
+ CycL — It was developed for the Cyc project and is based on First Order
Predicate Calculus.
+ Rule Interchange Format (RIF) — It is the language used for combining
ontologies and rules.
+ Open Biomedical Ontologies (OBO) — It is used for various biological and
biomedical ontologies.
+ Web Ontology Language (OWL) - It is developed for using ontologies over
the World Wide Web (WWW).
Ontology Engineering Steps:
1. Domain Analysis: Identify the domain, scope, and requirements of the
ontology. /
2. Knowledge Acquisition: Gather knowledge from experts, literature, and
data sources. ae
3. Conceptualization: Identify key concepts, relationships, and rules.
4, Formalization: Represent the conceptualization using a formal language
(e.g., OWL, RDF).Categories:
5. Implementation: Create the ontology using tools (¢.g., Protégé, TopBraid),
6. Testing and Validation: Verify the ontology's consistency, completeness,
and accuracy.
7. Maintenance and Evolution: Update and refine the ontology as the domain
evolves.
Applications of Ontology Engineering:
- Knowledge Management: Ontologies enable the representation and sharing
of knowledge across organizations.
. Artificial Intelligence: Ontologies provide a foundation for AI systems to
reason and make decisions.
. Data Integration: Ontologies facilitate the integration of data from disparate
sources.
4. Natural Language Processing: Ontologies enable the representation of
linguistic knowledge and support NLP applications.
5. Semantic Web: Ontologies are a key component of the Semantic Web,
enabling the creation of a web of meaning.
N
w
CATEGORIES AND OBJECTS
In ontology, categories and objects are fundamental concepts used to represent
knowledge and describe the world.
Categories, also known as concepts or classes, are abstract representations of sets
of objects that share common characteristics, properties, or attributes. Categories
are the basic building blocks of an ontology and are used to organize and structure
knowledge.
Examples of categories:
1. Animal
2. Vehicle
3. City4, Person
5. Organization
aE i ities that belong to
i Iso known as instances or individuals, are specific Ree ste
is category. Objects have unique identities and are cl
a particular ny.
properties and attributes.
Examples of objects:
1. Lion (an instance of the category Animal)
2. Toyota Camry (an instance of the category Vehicle)
3. New York City (an instance of the category City)
4 John Smith (an instance of the category Person)
5. Google (an instance of the category Organization)
Relationships between Categories and Objects:
1. Instantiation: An object is an instance ofa category (e.g., Lion is an instance of
Animal).
2. Classification: A cate;
Bory is a classifi
classification of Lion),
ication of an object (e.g., Animal is a
3. Inheritance: An object inherits
~ Inheritan Properties and attributes from its Category (e.g.,
Lion inherits the Property "has four legs" from Animal),
Ontology Example:
Suppose we
Motorcycle.
Davidson
have an ontolo,
gy about vehicles, with categories like Car, Truck, and
We can create
objects like Toyota Camry, Ford F-150, and Harley-In this ontology:
~ Car, Truck, and Motorcycle are categories,
~ Toyota Camry, Ford F-150, and Harley-Davidson are objects.
~ Toyota Camry is an instance of the category Car,
~ Caria classification of Toyota Camry,
EVENTS AND MENTAL EVENTS AND MENTAL, OBJECTS
Tn ontology, ¢vents, mental events, and mental obj
used to represent and describe the world,
Event
jects are fundamental concepts
Events are occurrences or happeni
Physical, social, or abstract, an
spatial properties.
Examples of events
1. A car accident
ngs that take place in the world. They can be
id are often characterized by their temporal and
2. A wedding ceremony
3. A scientific experiment
4. A natural disaster (¢.g., earthquake, hurricane)
Mental Events:
Mental events are a type of event that 0
consciousness. They are subjective ex;
feelings, perceptions, or intentions.
Examples of mental events:
1. A person thinking about a problem
ccurs within an individual's mind or
periences that can be described as thoughts,
2. A person feeling happy or sad
3. A person perceiving a visual stimulus4. A person intending to perform an action
Mental Objects:
Mental objects are abstract entities that exist within an individual's mind or
consciousness. They can be thoughts, concepts, ideas, or mental images.
Examples of mental objects:
1. A person's concept of a chair
2. A person's mental image of a loved one
3. A person's idea of a hypothetical scenario
4. A person's thought about a mathematical concept
Relationships between Events, Mental Events, and Mental Objects:
1. Causality: Events can cause mental events (e.g., a car accident causes a person
to feel scared).
2. Association: Mental events can be associated with mental objects (e.g., a person
thinking about a chair is associated with their concept of a chair).
3. Influence: Mental objects can influence mental events (e.g., a person's concept
of a chair influences their perception of a chair).
4. Representation: Mental objects can represent events or other mental objects
(e.g., a person's mental image of a loved one represents their memory of that
person).
Ontology Example:
Suppose we have an ontology about human experiences, with events, mental
events, and mental objects as key concepts. We can represent the following
scenario:
~ Event: A person attends a concert.
- Mental Event: The person feels happy and excited during the concert.- Mental Object: The person's concept of music and their mental image of the
concert.
In this ontology:
- The concert is an event that causes the person to feel happy and excited (mental
event).
- The person's concept of music and their mental image of the concert are mental
objects that influence their mental event (feeling happy and excited).
- The person's mental event (feeling happy and excited) is associated with their
mental objects (concept of music and mental image of the concert).
REAS' iG SYSTEMS FOR CATEGORIES
Reasoning:
The reasoning is the mental process of deriving logical conclusion and making
dictions from available knowledge, facts, and beliefs. Or we can say,
pre
" Tt is a general process of
"Reasoning is a way to infer facts from existing data.
thinking rationally, to find valid conclusions.
In artificial intelligence, the reasoning is essential so that the machine can also
think rationally as a human brain, and can perform like a human.
Types of Reasoning
In artificial intelligence, reasoning can be divided into the following categories:
o Deductive reasoning
o Inductive reasoning
o Abductive reasoning
o Common Sense Reasoning
o Monotonic Reasoning
o Non-monotonic Reasoning
1. Deductive reasoning:Deductive reasoning is deducing new information from logically tela
information. It is the form of valid reasoning, which means the
conclusion must be true when the premises are true.
ted Kooy, $
argue,
Deductive reasoning is a type of propositional logic in Al, and it requires Various
tules and facts. It is sometimes referred to as top-down Teasoning, ang
contradictory to inductive reasoning.
In deductive reasoning,
the truth of the premises guarantees the truth of the
conclusion,
Deductive Teasoning mostly starts from the general premises to the specific
Conclusion, which can be explained as below example.
Example:
Premise-1: All the human eats veggiesPremise-2: Suresh is human.
Conclusion: Suresh eats veggies.
The general process of deductive Teasoning is given below:
OL
2. Inductive Reasoning:
Inductive reasoning is a form of reasoning to arrive at a conclusion using limited
sets of facts by the process of generalization. It starts with the series of specific
facts or data and reaches to a general statement or conclusion.
Inductive reasoning is a type of propositional logic, which is also known as cause-
effect reasoning or bottom-up reasoning.
In inductive reasoning, we use historical data or various premises to generate a
generic rule, for which premises support the conclusion.
i ion, so
In inductive reasoning, premises provide probable supports to the conelusior
the truth of premises does not guarantee the truth of the conclusion.Oe
Example:
Premise: All of the pigeons we have seen in the zoo are white.
Conclusion: Therefore, we can expect all the pigeons to be white.
Observations Pera -@®- @®
3. Abductive reasoning:
Abductive reasoning is a form of logical reasoning which starts with single or
multiple observations then seeks to find the most likely explanation or conclusion
for the observation.
Abductive reasoning is an extension of deductive reasoning, but in abductive
reasoning, the premises do not guarantee the conclusion.
Example:
Implication: Cricket ground is wet if it is raining
Axiom: Cricket ground is wet.
Conclusion It is raining.
4. Common Sense Reasoning
Common sense reasoning is an informal form of reasoning, which can be gained
through experiences.
Common Sense reasoning simulates the human ability to make presumptions about
events which occurs on every day.
It relies on good judgment rather than
exact logic and operates on heuristic
knowledge and heuristic rules.
Example:
1. One person can be at one place at a time.
2. If I put my hand in a fire, then it will burn,Sr ee
The above two statements are the examples of common sense reasoning which ,
human mind can easily understand and assume.
5. Monoto:
Reasoning: att 7
In monotonic teasoning, once the conclusion is taken, then it will remain the same
even if we add some other information to existing information in our knowledge
base. In Monotonic reasoning, adding knowledge does not decrease the set of
Prepositions that can be derived,
To solve monotonic Problems, we can derive the valid conclusion from the
available facts only, and it will not be affected by new facts,
Monotonic Teasoning is used in conventional Teasoning systems, and a logic-based
system is monotonic,
Any theorem Proving is an example of monotonic Teasoning.
Example:
e Earth revolves around the Sun,
It is a true fact, and it cannot be changed even if we add another sentence in
e, "Th
knowledge base lik ‘The moon revolves around the earth" Or "Earth is not
round," ete,
Advantages of Monotonic Reasoning:
© In monotonic Teasoning, each old Proof will always remain valid.
I
We cannot Tepresent the real world scenarios using Monotonic reasoning. :
Hypothesis knowledge cannot be expressed with monotonic reasoning,
which means facts should be true. Sea
o Since we can only derive conclusions from the old proofs, so
knowledge from the real world cannot be added.
6. Non-monotonic Reasoningae
In Non-monotonic reasoning, some conclusions may be invalidated if we add some
more information to our knowledge base.
Logic will be said as non-monotonic if some conclusions can be invalidated by
adding more knowledge into our knowledge base.
Non-monotonic reasoning deals with incomplete and uncertain models.
“Human perceptions for various things in daily life, "is a general example of non-
monotonic reasoning.
Example: Let suppose the knowledge base contains the following knowledge:
© Birds can fly
o Penguins cannot fly
o Pitty is a bird
So from the above sentences, we can conclude that Pitty can fly.
However, if we add one another sentence into knowledge base "Pitty is a
penguin", which concludes "Pitty cannot fly", so it invalidates the above
conclusion.
Advantages of Non-monotonic reasoning:
For real-world systems such as Robot navigation, we can use non-monotonic
reasoning.
In Non-monotonic reasoning, we can choose probabilistic facts or can make
°
assumptions.
Disadvantages of Non-monotonic Reasoning:
e Innon-monotonic reasoning, the old facts may be invalidated by adding new
sentences.
o Itcannot be used for theorem proving.
Reasoning with Default Information in AIi er
Default reasoning is a fundamental concept in Artificial Intelligence (At
enables systems to make assumptions and draw conclusions based on Incomplete
Or uncertain information,
Types of Default Reasoning:
|. Closed-World Assumption (CWA): Assumes that any information not explicitly
stated is false,
2. Open-World Assumption (OWA): Assumes that any information not explicitly
stated may be true or false,
>. Default Logic: A formal system for reasoning with defaults, introduced by
Raymond Reiter.
Default Reasoning Techniques:
1. Default Rules: Rules that apply unless there is explicit information to the
contrary.
Example: "By default, students are enrolled in the morning session."
2. Default Assumptions: Assumptions made in the absence of explicit information.
Example: “Assuming the weather is sunny, we will have a picnic."
3. Circumscription: A technique for minimizing the extent of a predicate.
Example: "All students are enrolled in either the morning or afternoon session."
Applications of Default Reasoning:
i is isions based on
1. Expert Systems: Default reasoning is used to make decision:
incomplete or uncertain information. oe
fea
2. Natural Language Processing (NLP): Default reasoning is us
ambiguities and make inferences in text.3. Robotics: Default reasoning is used to make decisions based on incomplete or
uncertain sensor data.
Challenges and Limitations:
1. Inconsistent Defaults: Conflicting default rules or assumptions can lead to
inconsistent conclusions.
2. Default Overriding: Defaults can be overridden by explicit information, leading
to inconsistent conclusions.
3. Computational Complexity: Default reasoning can be computationally
expensive, especially in large knowledge bases.
CLASSICAL PLANNING
planning
In Artificial Intelligence (AI), planning refers to the process of finding a sequence
of actions to achieve a specific goal or set of goals.
Types of Planning:
1. Classical Planning: Planning with complete knowledge and deterministic
actions.
2. Planning under Uncertainty: Planning with incomplete knowledge or
‘ic outcomes.
probabil
3. Planning with Incomplete Knowledge: Planning with incomplete knowledge of
the environment or actions.
4, Hybrid Planning: Planning that combines different planning approaches or
techniques.
Classical planning
1. Deterministic actions: Actions have deterministic effects, meaning that the
outcome of an action is always known.2. Static environment: The environment is static, meaning that it does not Chang,
unless an action is taken. \
i ete knowledge of the ©
3. Complete knowledge: The planning system has comp! Be Of the
environment and the actions.
4. Sequential actions: Actions are taken sequentially, one at a time.
Classical Planning Techniques
Classical planning stands for the assumption of a static world, where the
transition between the states is deterministic, and the observable environment is
fully observable. The purpose is to search for a series of actions (i.¢., a plan)
which will take the current state and move it until the goal state is reached, while
satisfying the given conditions and limitations.
Classical planning algorithms can be broadly categorized into two main
approaches:
State-SpaceSearch:
These algorithms make use of the state space by producing and concerning the
successive states recurrently until reaching a goal state. For instance, there are
breadth-first search, depth-first search and more as A* and greedy best-first
search. The part of the state-space search collective is usually maintained with a
frontier unexplored state and then these states systematically expanded until a
solution is found or the space in the search is exhausted.
Plan-SpaceSearch:
Such algorithms are applied in the operational plan space, where the emphasis is
on developing and fine-tuning the partial maps. Segments mentioned herein
include partial-order planning, hierarchical task network planning, and search
algorithms like UCPOP and VHPOP that can search the plan space. Form-space
search algorithms work by continuously growing and changing these partial
plans, using the constraints and dealing with the inconsistencies until there is a
complete and consistent plan.
ALGORITHMS FOR PLANNING WITH STATE SPACE SEARCH
State space search
State space search is a fundamental technique in artificial intelligence (AI)
solving planning problems. In AI planning, the goal is to determine a sete
actions that transitions from an initial state to a desired goal state. State sp:
forclassical planning Techniques
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| effect , e Have (cake)search algorithms explore all possible states and actions to find an optimal or
feasible solution. This approach is crucial in various applications such as
robotics, game playing, logistics, and scheduling.
State Space Search Algorithms
1. Breadth-First Search (BFS)
Breadth-First Search (BFS) explores the state space level by level, starting from
the initial state. It systematically explores all possible states at each level before
moving to the next level.
Advantages
Guarantees finding the shortest path to the goal if one exists.
+ Simple to implement and understand.
Disadvantages
Can be memory-intensive, as it needs to store all states at the current level.
Applications
« Puzzle solving (e.g., Rubik's Cube, sliding puzzles).
« Finding shortest paths in unweighted graphs.
2. Depth-First Search (DFS)
Depth-First_Search (DFS) explores as far down a branch as possible before
backtracking. It uses a stack data structure to keep track of the states to be
explored.
Advantages
Requires less memory compared to BFS.
« Can be more efficient for problems with deep solutions.
Disadvantages
+ May get stuck in deep or infinite branches.
« Does not guarantee the shortest path to reach the goal.
Applications
+ Solving mazes.
+ Pathfinding in games.
3. Iterative Deepening Search (IDSIterative Deepening Search IDS) combines BFS and DFS. It performs a Series ¢
d ‘easing the depth limit with each iteration,
lepth-limited searches, incr
Advantages
+ Uses less memory than BFS.
+ Guarantees finding the shortest path to the goal.
Disadvantages
+ Can be slower than BFS due to repeated exploration of states.
Applications
. Situations where the depth of the solution is unknown.
+ Alin games and puzzles.
4. A* Search
A* search uses a heuristic function to estimate the cost from the current state to
the goal State. It explores states based on the sum of the cost to reach the state and
the estimated cost to the goal (f(n) = g(n) + h(n)).
Advantages
+ Efficiently finds the shortest path if the heuristic is admissible (never
overestimates the cost).
+ Can handle a wide range of problems.
Disadvantages
+ The performance depends on the quality of the heuristic.
+ Can be memory-intensive.
Applications
+ Pathfinding in navigation systems.
+ Robotics and motion planning.
5. Greedy Best-First Search
Greedy Best-First Search selects the state that appears to be closest to the ‘goal
according to a heuristic function. It focuses on exploring the most promising
states first.
Advantages
Can be faster than A* in some cases,
- Simple to implement.
Disadvantages
Does not guarantee finding the shortest path.
Can get stuck in local minima.Applications
+ Approximate solutions in large search spaces.
+ Real-time pathfinding in games.
6. Dynamic Programming
Dynamic programming breaks the problem into smaller subproblems and solves
each sub problem only once, storing the results. It uses these stored results to
construct the solution to the larger problem.
Advantages
+ Efficient for problems with overlapping sub problems.
+ Guarantees optimal solutions.
Disadvantages
+ Requires significant memory to store intermediate results.
+ May not be applicable to all state space problems.
Applications
+ Route planning in transportation networks.
+ Resource allocation problems.
Applications of State Space Search Algorithms
- Robotics: State space search algorithms enable robots to plan paths, avoid
obstacles, and perform tasks autonomously in dynamic environments.
. Game Playing: Algorithms like A* and BFS are used in game AI to find optimal
paths, solve puzzles, and develop strategies.
- Logistics and Supply Chain: State space search helps in optimizing delivery
routes, warehouse management, and resource allocation.
- Natural Language Processing: Dynamic programming algorithms like the
Viterbi algorithm are used for tasks such as speech recognition and part-of-
speech tagging.
Challenges in State Space Search
1. Scalability: As the state space grows, the computational resources required
increase exponentially. Efficient heuristics and pruning techniques are
essential to manage large state spaces.
1. Heuristic Design: The quality of heuristic functions greatly impacts the
performance of algorithms like A*. Designing effective heuristics can be
challenging and problem-specific.
: Memory Management: State space search algorithms can be memory-
intensive, especially for large or complex problems. Techniques like iterative
deepening help mitigate memory usage but may increase computation time.Eh LL
PLANNING GRAPHS
rily used in automated planning ang
A Planning Graph is a data structure prima
artificial intelligence to find solutions to planning problems. It Tepresents ;
planning problem's progression through a series of levels that describe states of
the world and the actions that can be taken.
COMPONENTS:
pes of levels: action levels and
1. Levels: A Planning graph has two alternating ty}
state levels, The first level is always a state level, representing the initial state
of the planning problem.
J. State Levels: These levels consist of nodes representing logical propositions
or facts about the world. Each successive state level contains all the
propositions of the previous level plus any that can be derived by the actions
of the intervening action levels.
%. Action Levels: These levels contain nodes representing actions. An action
node connects to a state level if the state contains all the preconditions
necessary for that action. Actions in turn can create new state conditions,
influencing the subsequent state level.
L, Edges: The graph has two types of edges: one connecting state nodes to action
nodes (indicating that the state meets the preconditions for the action), and
another connecting action nodes to state nodes (indicating the effects of the
action).
{ Mutual Exclusion (Mutex) Relationships: At each level, certain pairs of
actions or states might be mutually exclusive, meaning they cannot coexist or
occur together due to conflicting conditions or effects. These mutex
relationships are critical for reducing the complexity of the planning problem
by limiting the combinations of actions and states that need to be considered.
Levels in Planning Graphs
1 state of the planning graph that consists of nodes
Level SO: It is the initial
each representing the state or conditions that can be true.
les that are responsible for taking all
Level AO: Level AO consists of nod
of the initial condition described in the SO.
specific actions in terms : :
«Si: It represents the state or condition which could hold at a time i, it
may be both P and ~P. i 2
> Ak It contains the actions that could have their preconditions
satisfied at i.
Working of Planning GraphThe planning graph has a single proposition level that contains all the initial
conditions. The planning graph runs in stages, each stage and its key workings
are described below:
ie
Extending the Planning Graph: At stage i (the current level), the graph plan
takes the planning graph from stage i-1 (the previous stage) and extends it by
one time step. This adds the next action level representing all possible actions
given the propositions (states) in the previous level, followed by the
proposition level representing the resulting states after actions have been
performed.
Valid Plan Found: If the graph plan finds a valid plan, it halts the planning
process.
Proceeding to the Next Stage: If no valid plan is found, the algorithm
determines that the goals are not all achievable in time i and moves to the next
stage,
OTHER CLASSICAL PLANNING APPROACHES
1. STRIPS (Stanford Research Institute Problem Solver)
STRIPS is a planning system developed in the 1970s.
It uses a formal language to represent planning problems and solutions.
STRIPS is based on the concept of a planning problem as a triple (S, G, A), where:
+ $ is the initial state
+ Gis the goal state
+ A is the set of available actions
2. Plan-Graph-Based Planning
Plan-graph-based planning is a planning approach that uses a graph data structure
to represent the planning problem.
The graph consists of nodes representing states and actions, and edges representing
the relationships between them.
*plan-graph-based planning is used in planning systems such as Graphplan and
Plan-space Planning.3. Plan-Space Planning
Plan-space planning is a planning approach that searches the space of Possible
Plans to find a solution
It uses a planning graph to represent the planning problem and a search algorithm
to find a plan
*Plan-space planning is used in planning systems such as Plan-space Planning and
Planning as Satisfiability (SAT),
4. Planning as Satisfiability (SAT
Planning as SAT is a planning approach that reduces the planning problem to a
Satisfiability problem and solves it using a SAT solver.
It uses a formal language to Tepresent the planning problem and a SAT solver to
find a solution.
*Planning as SAT is used in planning systems such as Planning as SAT and
Planning as Model Checking.
5. Planning as Model Checking
Planning as model checking is a planning approach that reduces the planning
problem to a model checking problem and solves it using a model checker.
It uses a formal language to Tepresent the planning problem and a model checker to
find a solution.
*Planning as model checking is used in planning systems such as Planning as
Model Checking and Planning as Synthesis.
6. HTN (Hierarchical Task Network) Planning
HTN planning is a planning approach that uses a hierarchical task network to
represent the planning problem.It uses a top-down approach to decompose the planning problem into smaller sub-
problems and solve them recursively.
*HTN planning is used in planning systems such as HTN Planning and
Hierarchical Planning.
7. Planning with Petri Nets
Planning with Petri nets is a planning approach that uses Petri nets to represent the
planning problem.
Petri nets are a formal language for modeling concurrent systems and can be used
to represent planning problems.
Planning with Petri nets is used in planning systems such as Planning with Petri
Nets and Petri Net Planning.
ANALYSIS OF PLANNING APPROACHES
The analysis of planning approaches in Al involves evaluating and comparing
different planning algorithms and techniques to determine their strengths,
weaknesses, and suitability for specific planning problems.
Types of Analysis:
1. Complexity Analysis: Analyzes the computational complexity of planning
algorithms, including time and space complexity.
2. Correctness Analysis: Verifies that the planning algorithm produces correct
plans, i.e., plans that achieve the goals and satisfy the constraints.
3. Completeness Analysis: Evaluates the ability of the planning algorithm to find a
plan, if one exists.
4. Optimality Analysis: Analyzes the quality of the plans produced by the planning
algorithm, including optimality criteria such as plan length, cost, or resource usage.
5. Scalability Analysis: Evaluates the ability of the planning algorithm to handle
large planning problems, including the number of actions, states, and goals.Evaluation Metrics:
1. Plan Quality: Measures the quality of the plans produced by the planning
algorithm, including optimality criteria such as plan length, cost, or resource usage.
2. Planning Time: Measures the time taken by the planning algorithm to produce a
plan.
3. Memory Usage: Measures the memory usage of the planning algorithm.
4. Number of Plans: Measures the number of plans produced by the planning
algorithm.
5. Plan Diversity: Measures the diversity of the plans produced by the planning
algorithm.