  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.
