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    <article-meta>
      <title-group>
        <article-title>Have a Little Patience: Let Planners Play Cards</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Mauro Vallati</string-name>
          <email>m.vallatig@hud.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Rabia Jilani and Andrew Crampton and Diane Kitchin and School of Computing and Engineering University of Huddersfield United Kingdom</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>As every card player knows, most existing card games share a large number of actions and situations. This is the case, for instance, for stacking cards in columns according to some allowed sequence or taking cards from a deal. This is true for both multi-player and solitaire patience games. Although they have such strong similarities, every game also has some peculiarity making it different, and affecting its complexity and -at the end of the day- its enjoyability. Interestingly, from an AI planning perspective, most of the differences emerge from the problem description: domain models tend to be very similar because of the similar actions that can be performed. In this paper we envisage the exploitation of solitaire card games as a pool of interesting benchmarks. In order to “access” such benchmarks, we exploit state-of-the-art tools for automated domain model generation -LOCM and ASCoLfor creating domain models corresponding to a number of solitaires, and extracting the underlying game constraints (e.g., the initial setup, stacking rules etc.) which come from problem models. The contribution of our work is twofold. On the one hand, the analysis of the generated models, and the learning process itself, gives insights into the strengths and weaknesses of the approaches, highlighting lessons learned regarding sensitivity to observed traces. On the other hand, an experimental analysis shows that generated solitaires are challenging for the state-of-the-art of satisficing planning: therefore solitaires can provide a set of interesting and easyto-extract benchmarks.</p>
      </abstract>
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  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Traditionally, the planning domain model acquisition
problem has mainly been addressed by considering two
approaches. On the one hand, knowledge engineering tools for
planning have been introduced over time, for supporting
human experts in modelling the knowledge; this is the case of
itSIMPLE
        <xref ref-type="bibr" rid="ref21">(Vaquero et al. 2007)</xref>
        and PDDL studio
        <xref ref-type="bibr" rid="ref16">(Plch et
al. 2012)</xref>
        . On the other hand, automatic domain model
acquisition –relying on example data– has been investigated.
The interested reader is referred to
        <xref ref-type="bibr" rid="ref11">(Jilani et al. 2014)</xref>
        for an
overview of existing systems.
      </p>
      <p>
        Despite the enormous amount of work done in the area
of automatic domain model acquisition –see for instance,
ARMS
        <xref ref-type="bibr" rid="ref23">(Yang, Wu, &amp; Jiang 2007)</xref>
        ,
        <xref ref-type="bibr" rid="ref23">(Yang, Wu, &amp; Jiang
2007)</xref>
        LAMP
        <xref ref-type="bibr" rid="ref24">(Zhuo et al. 2010)</xref>
        , and LAWS
        <xref ref-type="bibr" rid="ref25">(Zhuo et
al. 2011)</xref>
        –, little or no work has been done on the topic
of learning problem-specific information and constraints.
Clearly, domain models include knowledge about the
dynamic side, i.e. describe actions which are under the
control of the planner, but the actual instantiation and possible
execution of such actions depend on the specific problem.
Moreover, problem descriptions usually include
structurerelated knowledge, that usually does not change much
between problems from the same domain. This is the case,
for instance, for patience card games. The dynamic side
of games is very similar: cards can be stacked, dealt or
moved. Very few differences can then be spotted in the
domain models of each patience games. What makes a great
difference, thus differentiating patience games, is mainly the
initial setup –in terms of number of columns, presence and
number of reserve cells, distribution of cards, etc.– and the
goal that has to be reached.
      </p>
      <p>
        There has been some recent work in General Game
Playing (GGP) in the direction of learning game specific
information and formal models of the rules of games using as
input only example sequences of the moves made in playing
those games.
        <xref ref-type="bibr" rid="ref14">Kowalski and Szykula (2016)</xref>
        present a system
that learns the interactions between the pieces in the board
games by constructing the rules of games and the formal
domain model to utilise those rules. In developing the system,
the authors combined the two techniques for domain-model
acquisition, one rooted in game playing and the other in
autonomous planning.
      </p>
      <p>
        In this paper we exploit state-of-the-art tools for
automated domain model generation for creating domain
models corresponding to a number of solitaires, and extracting
the underlying game static constraints (e.g., the initial setup,
stacking rules, etc.) described both in domain and problem
models. LOCM (Cresswell, McCluskey, &amp; West 2013) has
been selected for generating domain models because it
requires a minimal amount of information for generating
domain models: it only needs a set of plan traces. We also
use ASCoL
        <xref ref-type="bibr" rid="ref12">(Jilani et al. 2015)</xref>
        , which can effectively learn
static relations missing in automatically generated domain
models. Another system to support domain learning
systems is LOP
        <xref ref-type="bibr" rid="ref4">(Gregory &amp; Cresswell 2015)</xref>
        that learns static
knowledge. LOP exploits optimal goal-oriented plan traces
in input and compares them with the optimal plans found by
using the improved domain model. If the latter are shorter,
Algorithm 1 Learning process
      </p>
      <sec id="sec-1-1">
        <title>1: procedure LEARN(P )</title>
        <p>2: D,F ,I = LOCM(P )
3: DE ,s = ASCoL(P ,D)
4: r = identifyPatienceRules(s,I,DE )</p>
      </sec>
      <sec id="sec-1-2">
        <title>5: end procedure</title>
        <p>then some static relations are deemed to be missing. We
did not use LOP system as it strongly depends on the
availability of optimal plans which are usually hard to obtain for
non-trivially solvable problems.</p>
        <p>
          Skill-based solitaire card games, especially Freecell, have
long been a subject of study in artificial intelligence
literature. In the AI planning context, almost all works
focused on Freecell. Some interesting works include
          <xref ref-type="bibr" rid="ref15 ref19 ref2 ref9">(Russell et al. 2003; Hoffmann, Porteous, &amp; Sebastia 2004;
Elyasaf, Hauptman, &amp; Sipper 2011; Paul &amp; Helmert 2016)</xref>
          .
        </p>
        <p>The contribution of our work is twofold. On the one
hand, we investigate the ability of state-of-the-art tools in
extracting useful static constraints and information that are
required for a complete understanding of the domain (or
patience game, in this case). This gives insights into the
strengths and weaknesses of the approaches –with
particular regards to their ability into extracting problem-specific
knowledge, highlighting lessons learned regarding
sensitivity to observed traces. On the other hand, we observe that
patience games provide a number of challenging and
interesting benchmarks, that can be fruitfully exploited for
testing and comparing planning techniques and engines.</p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>Learning Framework</title>
      <p>The exploited learning framework is described in Algorithm
1. For LOCM, the only required input is a pool of correct
sequences of actions P of card playing. i.e. a sequence of N
actions in order of occurrence, which all have the form:</p>
      <p>Ai(Oi1; :::; Oij ) f or i = 1; :::; N
where A is the action name and O is the affected action’s
object name. It should be noted that, given the high
similarity between patience card games, action sequences can
be easily taken by observing human players or from large
database of solutions to existing games online (e.g.,
freecellgamesolutions.com). Given plan traces P , LOCM
automatically generates a domain model D. Moreover, LOCM
provides a finite state machine F for each identified type of
object in the domain and –for each plan trace– part of the
initial and goal state descriptions I. ASCoL receives as
input part of the knowledge extracted by LOCM, in order to
improve the domain model D with preconditions involving
static facts: such preconditions are not identified by LOCM.
For extracting static constraints, ASCoL analyses relations
between objects taken from the provided plan traces. Such
relations (s) represent part of the knowledge from the
problem description.</p>
      <p>Considering solitaire patience games, static constraints
here are analogous to static game rules e.g. the fixed
stacking relationships between cards keeping the concept of suit
(that generally alternate between red and black in columns
and remains the same in home cells) and rank (that
generally is in descending order in columns and in ascending
order in home cells) intact. Also in most solitaire games, the
knowledge about available free cells and empty columns act
as a resource and plays a vital role in game winning or goal
achievement.</p>
      <p>As evidence of the concept of this learning, we include
the learning of an operator as a running example from
Freecell domain. Figure 2 shows the encoding of the
homefromfreecell operator in the benchmark domain
and the figure 3 shows the operator learnt by LOCM. This
definition of an operator in LOCM is formed by OLHE
(Object Life History Editor) process from parameterised state
machine’s transitions that are induced as a step of LOCM
algorithm. Figure 4 shows the Induced FSMs
corresponding to action homefromfreecell, for card, num and
suit objects. LOCM creates one predicate corresponding
to one state in each FSM. To understand the induced
domain model by LOCM, the automatically generated state
labels must be converted to a sensible form before
general use. The predicates card state6, card state1, card state0
and card state7 can be understood as incell, home, suit
and in home cell and covered respectively. Based on
certain assumptions and hypothesis, authors have defined the
LOCM algorithm in much detail in the paper (Cresswell,
McCluskey, &amp; West 2013).</p>
      <p>
        It can be observed that LOCM does not learn
the background knowledge about objects i.e.
the successor(?vcard ?vhomecard) and
successor(?ncells ?cells) predicates, the
adjacency between particular cards and the alternating
sequence of black and red cards. ASCoL exploits graph
analysis which has been designed to identify static relations
automatically from input plan traces P . Figure 5 shows the
linear graphs ASCoL identified for the two missing static
relations successor(?vcard ?vhomecard) and
successor(?ncells ?cells). Figure 6 represents
the enhanced version of Figure 3 homefromfreecell
operator by ASCoL. Complete details on ASCoL graph
analysis can be found in
        <xref ref-type="bibr" rid="ref12">(Jilani et al. 2015)</xref>
        .
      </p>
      <p>In order to verify validity of results, the output of the
learning framework was compared against manually
written domains that had been written by knowledge engineers
(Freecell domain taken from IPC3) and domain developers
by hand. Here, we take manually written domains as
benchmark for the sake of comparison. Following the footprints
of LOCM evaluation, we checked to see if both learnt and
manually-generated results are equivalent. For this, a type of
equivalence was introduced between the two domains, one
for the known manually written benchmarks (DBenchmark)
and the other for the results of learning framework (DLF ).
DBenchmark and DLF are equivalent iff the operator set
and the initial states in the directed graphs for their
reachable state spaces are isomorphic. We evaluated the output
based on Equivalence and Adequacy of the generated
domain model by using the concept of Achiever and Clobberer
(Chrpa, Vallati, &amp; McCluskey ) for analysing planning
operator schema. We also validate the structure of the domain
model manually through observation of finite state machines
generated by LOCM system.</p>
      <p>Finally, the extended domain model DE , the initial and
goal states generated by LOCM and the relations s are
analysed in order to extract useful knowledge about the
structure of problems, static constraints in patience game and
goals that need to be achieved. identif yP atienceRules
method compares initial and goal states provided by LOCM
and identifies elements that do not change –given a
confidence threshold–. Specifically, while the initial
distribution of cards vary significantly, the number of columns and
reserves does not, as well as goal states. This can
provide some important insights into the structure of problems.
Moreover, relations s provide information about predicates
and facts that need to be declared in the initial state.</p>
    </sec>
    <sec id="sec-3">
      <title>Assumptions</title>
      <p>Here we focus on three patience games: Freecell, Klondike
Solitaire and Bristol. These patience games share the
presence of reserve cells to hold cards during play,
foundation/home cells for all four suits and multiple columns for
the initial card deal and the subsequent movement of cards
to achieve winning conditions.</p>
      <p>Starting from an initial state with a standard 52-card deck,
and a random configuration of cards across a number of
columns, the user can move cards in a specified order onto
four home cells following typical card stacking constraints
that are game-specific, and using a number of free/reserve
cells and empty columns as a resource. The static game
constraints encoded in preconditions of actions in domain
model and initial states of problem models are the allowed
sequential arrangement of cards in the free cells, the home
cells (played in ascending rank order) and among the card
columns (played in descending rank order). Home cells
build four stacks of four suits starting from ace to king.</p>
      <p>In order to generate the plans required as input by the
exploited learning framework, we manually developed two
domain models, and corresponding problem instances. This
also provide a way for validating and comparing the
automatically generated models.</p>
      <p>In existing PDDL encodings of card games –i.e., the
well-known Freecell and Thoughtful domains, considered in
IPCs– Can-Stack and Successor constraints are used. The
latter provides an ordering on the value of cards, and is
usually considered for specifying constraints about the order of
cards in home cells. The Can-Stack(card1 card2) constraint
is used to control the movement of cards in columns; e.g.,
card1 must be played in descending order, and alternating
colours to card2 In our encoding, we decomposed the
Canstack constraint into two sub-constraints i.e. Rank-successor
(rank1 rank2) and Compatible (suit1 suit2), as some games
will require red and black cards to be alternated, but
others may require cards to be built in suit, or may ignore suit
altogether.</p>
      <p>Considered games are briefly described in the following.
1. Freecell: We used the IPC created version of Freecell
domain. In this game all the 52 cards are already available
and distributed among eight columns. They can be moved
between columns following specific stack rules involving
suit and rank; reserve cells can be used for moving cards.
Reserve cells are represented by four empty free cells at
the start of the game.
2. Klondike Solitaire: We manually wrote this domain. This
domain represents one of the most popular solitaire card
games. Klondike does not use reserve cells, it deals cards
into 7 columns. In the initial configuration 28 cards are
dealt in seven columns, containing 1, 2, 3, 4, 5, 6 and
3. Bristol: In this game cards can be stacked regardless of
suit both in home cells and columns. Three cards are dealt
to each column with the remaining cards staying in the
deal stack. Cards are dealt from this stack onto the three
reserve cells, one card each per deal. The top cards in
three reserve cells are available to play. Reserve cells can
only be filled from the deal stack. We manually wrote this
domain after taking inspiration from already existing IPC
Freecell and Thoughtful domains .</p>
    </sec>
    <sec id="sec-4">
      <title>Empirical Analysis</title>
      <p>The aim of this experimental analysis is to assess the ability
of the LOCM + ASCoL technique to combine and identify
a complete domain model that is usable by solvers to play
card games on its own.</p>
      <p>The limitation of LOCM is that it does not detect
background static facts of the domain objects e.g. the adjacency
between specific series of objects, the alternating trend, the
stacking sequence, the map of the travailing locations and
the decreasing or increasing levels of objects. Considering
solitaire patience games, static constraints here are
analogous to static game rules. In order to extract static relations
for extending LOCM-generated domain models, ASCoL
exploits the same input plan traces to learn static facts.</p>
      <p>Three patience game domain models have been
considered, Freecell, Klondike Solitaires and Bristol. These
domains have been selected because they are encoded using
same modelling strategy and contain partly different design
of game layout but common game rules. Many other
patience games share the same general playing rules.</p>
      <sec id="sec-4-1">
        <title>Complexity of Input</title>
        <p>
          Plan traces required by the learning framework have been
generated by running the FF planner
          <xref ref-type="bibr" rid="ref10">(Hoffmann 2003)</xref>
          on
an number of planning instances from the considered three
patience games. FF has been selected due to its ability in
solving instances quickly.
        </p>
        <p>The complexity of training plans increases with the
complexity of problems used to generate them. Mainly it
depends on following two factors:
1. The high card rank included in problem goals: Including
cards of higher ranks to achieve the goals requires more
moves and makes it complex exponentially, as the home
cells build four stacks of four suits starting from ace up to
king.
2. The initial configuration of cards: Initial random
configuration of cards matters more in some solitaire games than
others e.g. In Bristol solitaires, the restriction on reusing
empty columns makes the initial configuration the
deciding factor in achieving the goal. Less complex
configurations include low ranked cards near to top of column piles
to easily work towards achieving the goal as the home
cells build stacks of four suits starting from low rank up
to higher ranks.</p>
        <p>For Freecell and Klondike, we included problem
instances starting from the goal to have all four home piles
filled till rank 8, to having complete suit of 52 cards in home
cells. For Bristol, planner exceed the memory limit and run
out of time for problems with goal above rank 9.</p>
        <p>The convergence point of LOCM is the number of plan
traces of some average length to induce the complete
domain model after which it doesn’t undergo any changes with
increase in number of plan traces. Freecell, Klondike and
Bristol required 4, 6 and 10 plan traces with 58, 45 and 28
average actions per plan, respectively. ASCoL generally
requires a larger amount of input example data (N 0) to
converge than LOCM (N ) as it relies on the generation of
directed graphs. The more complete the graphs are, the more
accurate the analysis is, thus the largest number of static
relations can be identified. We can call the input set of ASCoL
the super-set of the input set for LOCM (N N 0).</p>
        <p>Freecell, Klondike and Bristol required 327, 409 and 376
milliseconds to learn static game constraints by ASCoL.
ASCoL requires larger number of plans for some operators that
are rarely used, or when the number of arguments of the
same type are high, per operator. Klondike and Bristol spent
more time for identifying static preconditions. This is due to
the reason that many operators require more objects of same
type in both of these domains than Freecell.</p>
      </sec>
      <sec id="sec-4-2">
        <title>Complexity of Card Games Modelling</title>
        <p>What makes card games modelling complex to extract a
usable domain model is the large set of operators that each
has different effects. e.g To send a card to home cell there
must at-least be 3 + n actions. One, to send card from the
top of the pile of cards in columns, where in the effects of
the action the card under it must become clear now.
Second, to send the last card of the pile in column to the home
cell, where the effects of the action would leave the column
empty. Third, to send a card to the home cell straight from
the reserve cells. Here, n indicate the variable that changes
according to game layout. e.g in Bristol, to send required
card to home it first needs deal action to populate reserve
cells and then homefromreserve action to fulfil the
subgoal. Beside this, all game constraints needs mentioning in
problem definition.</p>
      </sec>
      <sec id="sec-4-3">
        <title>Performance of Automatic Models Generation</title>
        <p>Although LOCM generated domain model is not
understandable due to predicates with automatically generated
unique labels, we evaluated the output based on Equivalence
and Adequacy of the generated domain model. For
evaluation we examined the output finite state machines (FSMs)
and compared the transition with the actual domain model.</p>
        <p>There are a number of flaws that LOCM cannot handle.
The structural difference between induced and actual
domains is that the former contains extra states for the cards
in home cells that are covered by another card. LOCM also
generates some planner oriented knowledge including
initial and goal states corresponding to each input plan. These
initial and goal states are captured from the generated
dynamic finite state machines (FSMs), thus these do not
include the static states required for complete definition of
a problem. In other words, LOCM uses generated actions
to specify states e.g. in cards game, initial states of the
cards are obtained by applying deal (sendtocolumn or
sendtoemptycolumn) actions on cards and considering
transitions ending of each object as its initial state.</p>
        <p>Similarly, by specifying all actions that send cards to
home cell, goal states are achieved but this level of
problem specification is of limited use provided the plan traces
already exist for those problem instances. Also the output
domain model and problem instances are inadequate due to
the absence of static preconditions which are analogous to
game rules in card domains.</p>
        <p>Running ASCoL on the same set of plan traces learns 90%
of problem specific static game constraints i.e. static
knowledge to enhance LOCM output, including the knowledge of
stacking cards according to ranks in home and column piles
and the knowledge about number of available free cells and
empty columns which is vital in game winning. By
combining this static information along with the LOCM generated
planner oriented knowledge including initial and goal states,
our learning framework can generate the problem instances
along with the benchmark domain models. Thus it is
possible to state a planning task independently of the knowledge
of state representation.</p>
        <p>The remaining 10% of static facts are those for which
ASCoL generates a cyclic graph (work in progress). ASCoL
generates static facts for such facts but require manual
investigation of the graph for now. This includes the suit
compatibility of cards in column piles.</p>
        <p>We found the combined results of LOCM + ASCoL for
patience games domain model learning, to be adequate for
use by solvers to solve low to medium complexity problems.
Low to medium complexity problems involves the problems
that have less complex configurations include low ranked
cards near to top of column piles to easily work towards
achieving the goal as the home cells build stacks of four
suits starting from low rank up to higher ranks. A factor
that requires further work is that the ASCoL system
generates game constraints that are generally based on a complete
set of input plan traces, while the LOCM generated problem
instances are specific to each input plan. To manually fix this
problem needs a human designer to allow only the required
subset of constraints according to the objects involved in the
problem instance (or input plan). Beside, as mentioned by
LOCM authors, to use the action schema model for
planning, it is not understandable due to predicates with
automatically generated unique labels. To understand the
commonly generated problem instances, the automatically
generated state labels must be converted to a sensible form
before general use.</p>
      </sec>
      <sec id="sec-4-4">
        <title>Performance of State-of-the-Art Planners</title>
        <p>
          Patience card games are considered some of the most
difficult domains in classical planning and the evidence is the
poor performance of most of the general purpose planners
on the domain. The critical and the most complex situation
while solving Patience card games problems is the deadlock
situation. It is a situation when one particular action, say
A, cannot be executed because it requires action B as
prerequisite, which in turn requires action A to occur and the
generalisation of such situations leads to a waiting condition.
The deadlocks can be represented as cycles of the graph
when the state space of the game is characterised by directed
graph
          <xref ref-type="bibr" rid="ref15">(Paul &amp; Helmert 2016)</xref>
          . A number of
methodologies have been designed that exploit graph analysis in
order to investigate the complexity of the problems
          <xref ref-type="bibr" rid="ref6 ref7">(Gupta &amp;
Nau 1992; Helmert 2003)</xref>
          and planning heuristics
          <xref ref-type="bibr" rid="ref8">(Helmert
2004)</xref>
          .
        </p>
        <p>
          We empirically evaluated the complexity of the
previously-introduced patience games, in order to check
their exploitability as benchmarks for comparing planners’
performance. Here we consider FF
          <xref ref-type="bibr" rid="ref10">(Hoffmann 2003)</xref>
          , Lpg
          <xref ref-type="bibr" rid="ref3">(Gerevini, Saetti, &amp; Serina 2003)</xref>
          , Madagascar
          <xref ref-type="bibr" rid="ref18">(Rintanen
2014)</xref>
          (hereinafter Mp) and Yahsp3
          <xref ref-type="bibr" rid="ref22">(Vidal 2014)</xref>
          . All of
them took part in IPC, with notable results. Specifically,
Yahsp3 was the winner of the Agile track of IPC 2014,
which focused on runtime, while Madagascar has been
awarded as the runner-up
          <xref ref-type="bibr" rid="ref20">(Vallati et al. 2015)</xref>
          . Moreover FF
and Lpg, due to their good performance and to the fact that
they are easy to use, are currently exploited in a number
of real-world planning applications. Planners have been
run on a set of instances from the different patience games
using the benchmark and hand written domain models.
The complexity of the problem instances increases due to
initial arrangement and number of cards included in the
game setup. We designed the instances starting from low
complexity by including only 32 cards (all four suits till
rank 8) and went up-till 40 cards (up-till rank 10) to be
placed in the four home piles to achieve the goal conditions.
Experiments were run on 3.0 Ghz machine CPU with 4GB
of RAM. Cutoff time was 1800 CPU-time seconds
        </p>
        <p>Table 1 shows the performance of FF, Lpg and Mp on
instances from the considered patience games in terms of
percentage of solved problems and CPU-time seconds. Yahsp3
results are not shown since the planner did not solve any
considered instance. Interestingly, we observe that most
recent planners, i.e. Mp and Yahsp3, perform less well than
FF and Lpg in terms of both CPU-time and coverage. None
of the considered planners was able to solve problems with
a larger number of cards. Most of the failures are due to the
planners running out of time, while a few are due to memory
limits being exceeded.</p>
        <p>In terms of quality, solutions look very similar for all the
considered solvers. Number of actions ranges between tens
and few hundreds.
Many domain acquisition systems use other inputs in
addition to plan traces to learn the output domain model.
Empirical analysis suggests that only plan traces can be an
interesting test bed to generate a domain model that is complete
or near to complete. We learnt that plan traces to act as a
fruitful source of knowledge, should not include only
single instance of static types in operator parameters, rather it
should be in the form of pairs to learn static factors
effectively. Specially, for our framework one of the assumptions
of ASCoL is based on the condition of at-least two objects
of same type to allow analysis of totally ordered graphs.</p>
        <p>Characteristic differences exist between goal oriented
input plan traces and randomly generated ones in terms of
learning. Goal oriented (GO) solutions are generally
expensive in that a tool or a planner is needed to generate a large
enough number of correct plans to be used by the system, but
it can also provide useful heuristic information.
Randomwalk (RW) generators can be used to artificially include an
almost equal spread of all operators in plan traces and
produce large sequences. However, problems can occur from
this approach as it can fail to achieve goals due to its
random execution of actions.</p>
        <p>In accordance with above mentioned facts and our
empirical analysis, LOCM supports GO solutions better than RW
as GO allows it to produce better and more complete finite
state machines (FSMs) for involved objects while most of
FSMs generated with RW solutions are incomplete as many
operators appear rarely (or not at all) in the randomly
generated plan traces. Also because random walks makes it nearly
impossible to identify goal states and constraints controlling
home cells. In general, for ASCoL, no strict balance exist
between the number of plans, or actions per plan, required
for the number of operators or number of static facts in the
domain. Rather, it depends on the types of static
precondition and the frequency of actions in plan traces exploited
by the domain. Specifically card games facts require a large
set of goal-oriented plan traces in order to learn a complete
graph; as one missing edge can prevent linearity in the
output and so leads to a partially ordered graph with no utility.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Conclusion and Future Work</title>
      <p>In this paper we envision the exploitation of solitaire card
games as a set of interesting benchmarks with automatic
generation of these benchmarks from the set of input
training data only with no background information. We exploit
state-of-the art tools for automated domain model generation
–LOCM and ASCoL– for extracting domain models
corresponding to a number of solitaires, and finding the
underlying patience game constraints which are mainly described in
the problem definition (e.g., the initial setup, stacking rules
etc.).</p>
      <p>The work is at an early stage, but we still have obtained
useful results and can see many pathways for future work.
We want to improve ASCoL to produce static game
constraints for a specific range of objects in a particular problem
instance without manual handling. We also plan to identify
domain models for other games including broad games and
other logic-based combinatorial number placement puzzle
games. As a comparative study, we also want to try to learn
these domains using other domain learning systems
mentioned in the related work.
Chrpa, L.; Vallati, M.; and McCluskey, T. L. Determining
linearity of optimal plans by operator schema analysis. In
SARA.</p>
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