Abstract:While the study of unit-cost Multi-Agent Pathfinding (MAPF) problems has been popular, many real-world problems require continuous time and costs due to various movement models. In this context, this paper studies symmetry-breaking enhancements for Continuous-Time Conflict-Based Search (CCBS), a solver for continuous-time MAPF. Resolving conflict symmetries in MAPF can require an exponential amount of work. We adapt known enhancements from unit-cost domains for CCBS: bypassing, which resolves cost symmetries and biclique constraints which resolve spatial conflict symmetries. We formulate a novel combination of biclique constraints with disjoint splitting for spatial conflict symmetries. Finally, we show empirically that these enhancements yield a statistically significant performance improvement versus previous state of the art, solving problems for up to 10% or 20% more agents in the same amount of time on dense graphs.
Abstract:The shortest path problem in graphs is fundamental to AI. Nearly all variants of the problem and relevant algorithms that solve them ignore edge-weight computation time and its common relation to weight uncertainty. This implies that taking these factors into consideration can potentially lead to a performance boost in relevant applications. Recently, a generalized framework for weighted directed graphs was suggested, where edge-weight can be computed (estimated) multiple times, at increasing accuracy and run-time expense. We build on this framework to introduce the problem of finding the tightest admissible shortest path (TASP); a path with the tightest suboptimality bound on the optimal cost. This is a generalization of the shortest path problem to bounded uncertainty, where edge-weight uncertainty can be traded for computational cost. We present a complete algorithm for solving TASP, with guarantees on solution quality. Empirical evaluation supports the effectiveness of this approach.
Abstract:The MAPF problem is the fundamental problem of planning paths for multiple agents, where the key constraint is that the agents will be able to follow these paths concurrently without colliding with each other. Applications of MAPF include automated warehouses and autonomous vehicles. Research on MAPF has been flourishing in the past couple of years. Different MAPF research papers make different assumptions, e.g., whether agents can traverse the same road at the same time, and have different objective functions, e.g., minimize makespan or sum of agents' actions costs. These assumptions and objectives are sometimes implicitly assumed or described informally. This makes it difficult to establish appropriate baselines for comparison in research papers, as well as making it difficult for practitioners to find the papers relevant to their concrete application. This paper aims to fill this gap and support researchers and practitioners by providing a unifying terminology for describing common MAPF assumptions and objectives. In addition, we also provide pointers to two MAPF benchmarks. In particular, we introduce a new grid-based benchmark for MAPF, and demonstrate experimentally that it poses a challenge to contemporary MAPF algorithms.
Abstract:We formalize Multi-Agent Path Finding with Deadlines (MAPF-DL). The objective is to maximize the number of agents that can reach their given goal vertices from their given start vertices within the deadline, without colliding with each other. We first show that MAPF-DL is NP-hard to solve optimally. We then present two classes of optimal algorithms, one based on a reduction of MAPF-DL to a flow problem and a subsequent compact integer linear programming formulation of the resulting reduced abstracted multi-commodity flow network and the other one based on novel combinatorial search algorithms. Our empirical results demonstrate that these MAPF-DL solvers scale well and each one dominates the other ones in different scenarios.
Abstract:We formalize the problem of multi-agent path finding with deadlines (MAPF-DL). The objective is to maximize the number of agents that can reach their given goal vertices from their given start vertices within a given deadline, without colliding with each other. We first show that the MAPF-DL problem is NP-hard to solve optimally. We then present an optimal MAPF-DL algorithm based on a reduction of the MAPF-DL problem to a flow problem and a subsequent compact integer linear programming formulation of the resulting reduced abstracted multi-commodity flow network.
Abstract:In multi-agent path finding (MAPF) the task is to find non-conflicting paths for multiple agents. In this paper we focus on finding suboptimal solutions for MAPF for the sum-of-costs variant. Recently, a SAT-based approached was developed to solve this problem and proved beneficial in many cases when compared to other search-based solvers. In this paper, we present SAT-based unbounded- and bounded-suboptimal algorithms and compare them to relevant algorithms. Experimental results show that in many case the SAT-based solver significantly outperforms the search-based solvers.
Abstract:Recent advances in metareasoning for search has shown its usefulness in improving numerous search algorithms. This paper applies rational metareasoning to IDA* when several admissible heuristics are available. The obvious basic approach of taking the maximum of the heuristics is improved upon by lazy evaluation of the heuristics, resulting in a variant known as Lazy IDA*. We introduce a rational version of lazy IDA* that decides whether to compute the more expensive heuristics or to bypass it, based on a myopic expected regret estimate. Empirical evaluation in several domains supports the theoretical results, and shows that rational lazy IDA* is a state-of-the-art heuristic combination method.
Abstract:Grids with blocked and unblocked cells are often used to represent terrain in robotics and video games. However, paths formed by grid edges can be longer than true shortest paths in the terrain since their headings are artificially constrained. We present two new correct and complete any-angle path-planning algorithms that avoid this shortcoming. Basic Theta* and Angle-Propagation Theta* are both variants of A* that propagate information along grid edges without constraining paths to grid edges. Basic Theta* is simple to understand and implement, fast and finds short paths. However, it is not guaranteed to find true shortest paths. Angle-Propagation Theta* achieves a better worst-case complexity per vertex expansion than Basic Theta* by propagating angle ranges when it expands vertices, but is more complex, not as fast and finds slightly longer paths. We refer to Basic Theta* and Angle-Propagation Theta* collectively as Theta*. Theta* has unique properties, which we analyze in detail. We show experimentally that it finds shorter paths than both A* with post-smoothed paths and Field D* (the only other version of A* we know of that propagates information along grid edges without constraining paths to grid edges) with a runtime comparable to that of A* on grids. Finally, we extend Theta* to grids that contain unblocked cells with non-uniform traversal costs and introduce variants of Theta* which provide different tradeoffs between path length and runtime.
Abstract:Korf, Reid, and Edelkamp introduced a formula to predict the number of nodes IDA* will expand on a single iteration for a given consistent heuristic, and experimentally demonstrated that it could make very accurate predictions. In this paper we show that, in addition to requiring the heuristic to be consistent, their formulas predictions are accurate only at levels of the brute-force search tree where the heuristic values obey the unconditional distribution that they defined and then used in their formula. We then propose a new formula that works well without these requirements, i.e., it can make accurate predictions of IDA*s performance for inconsistent heuristics and if the heuristic values in any level do not obey the unconditional distribution. In order to achieve this we introduce the conditional distribution of heuristic values which is a generalization of their unconditional heuristic distribution. We also provide extensions of our formula that handle individual start states and the augmentation of IDA* with bidirectional pathmax (BPMX), a technique for propagating heuristic values when inconsistent heuristics are used. Experimental results demonstrate the accuracy of our new method and all its variations.
Abstract:Distributed constraint optimization (DCOP) problems are a popular way of formulating and solving agent-coordination problems. A DCOP problem is a problem where several agents coordinate their values such that the sum of the resulting constraint costs is minimal. It is often desirable to solve DCOP problems with memory-bounded and asynchronous algorithms. We introduce Branch-and-Bound ADOPT (BnB-ADOPT), a memory-bounded asynchronous DCOP search algorithm that uses the message-passing and communication framework of ADOPT (Modi, Shen, Tambe, and Yokoo, 2005), a well known memory-bounded asynchronous DCOP search algorithm, but changes the search strategy of ADOPT from best-first search to depth-first branch-and-bound search. Our experimental results show that BnB-ADOPT finds cost-minimal solutions up to one order of magnitude faster than ADOPT for a variety of large DCOP problems and is as fast as NCBB, a memory-bounded synchronous DCOP search algorithm, for most of these DCOP problems. Additionally, it is often desirable to find bounded-error solutions for DCOP problems within a reasonable amount of time since finding cost-minimal solutions is NP-hard. The existing bounded-error approximation mechanism allows users only to specify an absolute error bound on the solution cost but a relative error bound is often more intuitive. Thus, we present two new bounded-error approximation mechanisms that allow for relative error bounds and implement them on top of BnB-ADOPT.