# Controller Synthesis for Timeline-based Games

arXiv: https://arxiv.org/abs/2209.10319 · HTML: https://mlsanity.com/paper/2209.10319/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 1 of its 35 references that are in the map.
- First posted on arXiv 21 Sep 2022.

## Builds on (most cited first, 1 of 1)

- [Timeline-based planning: Expressiveness and Complexity](https://mlsanity.com/paper/1902.06123/) (2019)

## Built on by (most cited first, 1 of 1)

- [Synthesis of timeline-based planning strategies avoiding determinization](https://mlsanity.com/paper/2507.17988/) (2025)

## Abstract (arXiv)

In the timeline-based approach to planning, originally born in the space sector, the evolution over time of a set of state variables (the timelines) is governed by a set of temporal constraints. Traditional timeline-based planning systems excel at the integration of planning with execution by handling temporal uncertainty. In order to handle general nondeterminism as well, the concept of timeline-based games has been recently introduced. It has been proved that finding whether a winning strategy exists for such games is 2EXPTIME-complete. However, a concrete approach to synthesize controllers implementing such strategies is missing. This paper fills this gap, outlining an approach to controller synthesis for timeline-based games.
