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G. Michael Youngblood

Publications and source records attributed to G. Michael Youngblood.

4 recordsLinked to original sources

Graph-Based Orchestration of Heterogeneous AI Models: A Control Node Approach to Composite Intelligence

We present a graph-based framework for Composite AI systems that integrate multiple AI techniques to address complex problems. We describe an architecture using specialized control nodes to orchestrate diverse models including planning, machine learning, constraint programming, and large language models. The system employs directed acyclic graphs and behavior trees to manage model relationships and execution sequencing. Our methodology encompasses data connectors, computational services, and a containerized deployment framework supporting hierarchical, sequential, and concurrent model composition patterns. Through case studies, we demonstrate how this architecture enables the creation of composite systems that leverage the strengths of multiple AI techniques within a unified operational schema, overcoming the limitations of single-model approaches.

cs.AI↗

Which LLM is Best for Translating Natural Language Goals to PDDL

Bridging the gap between human intent and machine execution remains a challenge in automated planning, where expressing goals in formal languages like PDDL restricts accessibility to non-experts. This paper empirically evaluates whether current Large Language Models (LLMs) can reliably translate natural language testing goals, written in informal language by video game testers, into well-formed PDDL targets suitable for classical planning. We present a carefully designed prompt template, integrating insights from iterative experimentation, aimed at maximizing both accuracy and response coherence from multiple state-of-the-art LLMs. Six contemporary models are systematically assessed on correctness, speed, and error tendencies using real-world, domain-specific benchmarks. All models demonstrate high correctness, exceeding 92\%, with Gemini 2.5 Flash achieving the highest accuracy at 96\% and the lowest incidence of false positives, while GPT-4.1 leads in response speed. Despite these advances, critical distinctions exist in model performance, and occasional failures arise from language ambiguity and limitations in domain representation. Our analysis underscores both the significant progress and ongoing gaps in enabling LLMs to act as robust bridges between natural language objectives and automated planning pipelines.

cs.AI↗

Planning Domain Model Acquisition from State Traces without Action Parameters

Existing planning action domain model acquisition approaches consider different types of state traces from which they learn. The differences in state traces refer to the level of observability of state changes (from full to none) and whether the observations have some noise (the state changes might be inaccurately logged). However, to the best of our knowledge, all the existing approaches consider state traces in which each state change corresponds to an action specified by its name and all its parameters (all objects that are relevant to the action). Furthermore, the names and types of all the parameters of the actions to be learned are given. These assumptions are too strong. In this paper, we propose a method that learns action schema from state traces with fully observable state changes but without the parameters of actions responsible for the state changes (only action names are part of the state traces). Although we can easily deduce the number (and names) of the actions that will be in the learned domain model, we still need to deduce the number and types of the parameters of each action alongside its precondition and effects. We show that this task is at least as hard as graph isomorphism. However, our experimental evaluation on a large collection of IPC benchmarks shows that our approach is still practical as the number of required parameters is usually small. Compared to the state-of-the-art learning tools SAM and Extended SAM our new algorithm is able to provide better results in multiple domains in terms of learning action models more similar to reference models, even though it uses less information and has fewer restrictions on the input traces.

cs.AI↗

On Automating Video Game Regression Testing by Planning and Learning

In this paper, we propose a method and workflow for automating regression testing of certain video game aspects using automated planning and incremental action model learning techniques. The basic idea is to use detailed game logs and incremental action model learning techniques to maintain a formal model in the planning domain description language (PDDL) of the gameplay mechanics. The workflow enables efficient cooperation of game developers without any experience with PDDL or other formal systems and a person experienced with PDDL modeling but no game development skills. We describe the method and workflow in general and then demonstrate it on a concrete proof-of-concept example -- a simple role-playing game provided as one of the tutorial projects in the popular game development engine Unity. This paper presents the first step towards minimizing or even eliminating the need for a modeling expert in the workflow, thus making automated planning accessible to a broader audience.

cs.HC↗