Automated Planning addresses the problem of finding a sequence of actions, a plan, transforming the environment from its initial state to some goal state. In real-world environments, exogenous events might occur and might modify the environment without agent's consent. Besides disrupting agent's plan, events might hinder agent's pursuit towards its goals and even cause damage (e.g. destroying the robot).In this paper, we leverage the notion of Safe States in dynamic environments under presence of non-deterministic exogenous events that might eventually cause dead-ends (e.g. “damage” the agent) if the agent is not careful while executing its plan. We introduce a technique for generating plans that constrains the number of consecutive “unsafe” actions in a plan and a technique for generating “robust” plans that effectively evade event effects. Combination of both approaches plans and executes robust plans between safe states. We empirically show that such an approach effectively navigates the agent towards its goals in spite of presence of dead-ends.
Abstract. In the context of curricular history education both commercial entertainment games as well as serious games specifically tailored for educational purposes were employed. Especially the latter types of games were reported as being promising concerning instructional effectiveness. Still, there are not many complex serious games for history education, particularly in the secondary schools context. In this work-in-progress paper, we report on the progress of project Stories from the History of Czechoslovakia, a serious game for teaching history of the Czech lands in the 20th century. We introduce main game concepts, describe two main design challenges we have been facing during the development and how we have addressed them and overview our feasibility study on 71 high-school students. This paper can be informative for researchers and designers working on similar projects.
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