22 research outputs found
Bidirectional Temporal Plan Graph: Enabling Switchable Passing Orders for More Efficient Multi-Agent Path Finding Plan Execution
The Multi-Agent Path Finding (MAPF) problem involves planning collision-free
paths for multiple agents in a shared environment. The majority of MAPF solvers
rely on the assumption that an agent can arrive at a specific location at a
specific timestep. However, real-world execution uncertainties can cause agents
to deviate from this assumption, leading to collisions and deadlocks. Prior
research solves this problem by having agents follow a Temporal Plan Graph
(TPG), enforcing a consistent passing order at every location as defined in the
MAPF plan. However, we show that TPGs are overly strict because, in some
circumstances, satisfying the passing order requires agents to wait
unnecessarily, leading to longer execution time. To overcome this issue, we
introduce a new graphical representation called a Bidirectional Temporal Plan
Graph (BTPG), which allows switching passing orders during execution to avoid
unnecessary waiting time. We design two anytime algorithms for constructing a
BTPG: BTPG-na\"ive and BTPG-optimized. Experimental results show that following
BTPGs consistently outperforms following TPGs, reducing unnecessary waits by
8-20%.Comment: Accepted by AAAI-202
A preprocessing-based planning framework for utilizing contacts in high-precision insertion tasks
In manipulation tasks like plug insertion or assembly that have low tolerance
to errors in pose estimation (errors of the order of 2mm can cause task
failure), the utilization of touch/contact modality can aid in accurately
localizing the object of interest. Motivated by this, in this work we model
high-precision insertion tasks as planning problems under pose uncertainty,
where we effectively utilize the occurrence of contacts (or the lack thereof)
as observations to reduce uncertainty and reliably complete the task. We
present a preprocessing-based planning framework for high-precision insertion
in repetitive and time-critical settings, where the set of initial pose
distributions (identified by a perception system) is finite. The finite set
allows us to enumerate the possible planning problems that can be encountered
online and preprocess a database of policies. Due to the computational
complexity of constructing this database, we propose a general experience-based
POMDP solver, E-RTDP-Bel, that uses the solutions of similar planning problems
as experience to speed up planning queries and use it to efficiently construct
the database. We show that the developed algorithm speeds up database creation
by over a factor of 100, making the process computationally tractable. We
demonstrate the effectiveness of the proposed framework in a real-world plug
insertion task in the presence of port position uncertainty and a pipe assembly
task in simulation in the presence of pipe pose uncertainty.Comment: \c{opyright} 2023 IEEE. Personal use of this material is permitted.
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this work in other work
Scaling Lifelong Multi-Agent Path Finding to More Realistic Settings: Research Challenges and Opportunities
Multi-Agent Path Finding (MAPF) is the problem of moving multiple agents from
starts to goals without collisions. Lifelong MAPF (LMAPF) extends MAPF by
continuously assigning new goals to agents. We present our winning approach to
the 2023 League of Robot Runners LMAPF competition, which leads us to several
interesting research challenges and future directions. In this paper, we
outline three main research challenges. The first challenge is to search for
high-quality LMAPF solutions within a limited planning time (e.g., 1s per step)
for a large number of agents (e.g., 10,000) or extremely high agent density
(e.g., 97.7%). We present future directions such as developing more competitive
rule-based and anytime MAPF algorithms and parallelizing state-of-the-art MAPF
algorithms. The second challenge is to alleviate congestion and the effect of
myopic behaviors in LMAPF algorithms. We present future directions, such as
developing moving guidance and traffic rules to reduce congestion,
incorporating future prediction and real-time search, and determining the
optimal agent number. The third challenge is to bridge the gaps between the
LMAPF models used in the literature and real-world applications. We present
future directions, such as dealing with more realistic kinodynamic models,
execution uncertainty, and evolving systems.Comment: Accepted to Symposium on Combinatorial Search (SoCS), 202
From Space-Time to Space-Order: Directly Planning a Temporal Planning Graph by Redefining CBS
The majority of multi-agent path finding (MAPF) methods compute
collision-free space-time paths which require agents to be at a specific
location at a specific discretized timestep. However, executing these
space-time paths directly on robotic systems is infeasible due to real-time
execution differences (e.g. delays) which can lead to collisions. To combat
this, current methods translate the space-time paths into a temporal plan graph
(TPG) that only requires that agents observe the order in which they navigate
through locations where their paths cross. However, planning space-time paths
and then post-processing them into a TPG does not reduce the required
agent-to-agent coordination, which is fixed once the space-time paths are
computed. To that end, we propose a novel algorithm Space-Order CBS that can
directly plan a TPG and explicitly minimize coordination. Our main theoretical
insight is our novel perspective on viewing a TPG as a set of space-visitation
order paths where agents visit locations in relative orders (e.g. 1st vs 2nd)
as opposed to specific timesteps. We redefine unique conflicts and constraints
for adapting CBS for space-order planning. We experimentally validate how
Space-Order CBS can return TPGs which significantly reduce coordination, thus
subsequently reducing the amount of agent-agent communication and leading to
more robustness to delays during execution
A Data Efficient Framework for Learning Local Heuristics
With the advent of machine learning, there have been several recent attempts
to learn effective and generalizable heuristics. Local Heuristic A* (LoHA*) is
one recent method that instead of learning the entire heuristic estimate,
learns a "local" residual heuristic that estimates the cost to escape a region
(Veerapaneni et al 2023). LoHA*, like other supervised learning methods,
collects a dataset of target values by querying an oracle on many planning
problems (in this case, local planning problems). This data collection process
can become slow as the size of the local region increases or if the domain
requires expensive collision checks. Our main insight is that when an A* search
solves a start-goal planning problem it inherently ends up solving multiple
local planning problems. We exploit this observation to propose an efficient
data collection framework that does <1/10th the amount of work (measured by
expansions) to collect the same amount of data in comparison to baselines. This
idea also enables us to run LoHA* in an online manner where we can iteratively
collect data and improve our model while solving relevant start-goal tasks. We
demonstrate the performance of our data collection and online framework on a 4D
navigation domain.Comment: Accepted in the 17th International Symposium on Combinatorial Search
(SoCS 2024
Improving Learnt Local MAPF Policies with Heuristic Search
Multi-agent path finding (MAPF) is the problem of finding collision-free
paths for a team of agents to reach their goal locations. State-of-the-art
classical MAPF solvers typically employ heuristic search to find solutions for
hundreds of agents but are typically centralized and can struggle to scale when
run with short timeouts. Machine learning (ML) approaches that learn policies
for each agent are appealing as these could enable decentralized systems and
scale well while maintaining good solution quality. Current ML approaches to
MAPF have proposed methods that have started to scratch the surface of this
potential. However, state-of-the-art ML approaches produce "local" policies
that only plan for a single timestep and have poor success rates and
scalability. Our main idea is that we can improve a ML local policy by using
heuristic search methods on the output probability distribution to resolve
deadlocks and enable full horizon planning. We show several model-agnostic ways
to use heuristic search with learnt policies that significantly improve the
policies' success rates and scalability. To our best knowledge, we demonstrate
the first time ML-based MAPF approaches have scaled to high congestion
scenarios (e.g. 20% agent density).Comment: Accepted in ICAPS 202
Effectively Incorporating Weighted Cost-to-go Heuristic in Suboptimal CBS (Extended Abstract)
Conflict-Based Search (CBS) is a popular multi-agent path finding (MAPF) solver that employs a low-level single agent planner and a high-level constraint tree to resolve conflicts.
The majority of modern MAPF solvers focus on improving CBS by reducing the size of this tree through various strategies with few methods modifying the low level planner.
All low level planners in existing CBS methods use an unweighted cost-to-go heuristic, with suboptimal CBS methods also using a conflict heuristic to help the high level search.
Contrary to prevailing beliefs, we show that the cost-to-go heuristic can be used significantly more effectively by weighting it in a specific manner alongside the conflict heuristic. We introduce two variants of doing so and demonstrate that this change can lead to 2-100x speedups in certain scenarios.
Additionally, we show the first theoretical relation of prioritized planning and bounded suboptimal CBS and demonstrate that our methods are their natural generalization
Bidirectional Temporal Plan Graph: Enabling Switchable Passing Orders for More Efficient Multi-Agent Path Finding Plan Execution
The Multi-Agent Path Finding (MAPF) problem involves planning collision-free paths for multiple agents in a shared environment. The majority of MAPF solvers rely on the assumption that an agent can arrive at a specific location at a specific timestep. However, real-world execution uncertainties can cause agents to deviate from this assumption, leading to collisions and deadlocks. Prior research solves this problem by having agents follow a Temporal Plan Graph (TPG), enforcing a consistent passing order at every location as defined in the MAPF plan. However, we show that TPGs are overly strict because, in some circumstances, satisfying the passing order requires agents to wait unnecessarily, leading to longer execution time. To overcome this issue, we introduce a new graphical representation called a Bidirectional Temporal Plan Graph (BTPG), which allows switching passing orders during execution to avoid unnecessary waiting time. We design two anytime algorithms for constructing a BTPG: BTPG-naïve and BTPG-optimized. Experimental results show that following BTPGs consistently outperforms following TPGs, reducing unnecessary waits by 8-20%
Minimizing Coordination in Multi-Agent Path Finding with Dynamic Execution
Multi-agent Path Finding (MAPF) is an important problem in large games with many dynamic agents that need to follow space-time trajectories without inter-agent collisions. Modern MAPF solvers plan assuming that agents directly follow the space-time trajectories at known constant speeds without delays or speedups, resulting in rigid plans which need to be replanned if there are changes during execution. Instead we would like agents to be able to follow their computed paths with dynamic velocities while requiring minimal coordination with others to prevent collisions and deadlocks. One way to address this problem is to first produce collision free space-time paths and then compute a coordination controller that prevents collisions and deadlock during dynamic execution. This two step process prevents fully minimizing coordination as the initially planned space-time paths do not reason about coordination and can be arbitrarily bad. We introduce a novel paradigm and show how planning in space-coordination level, rather than space-time, allows us to simultaneously plan paths and a coordination controller. Our method, Space-Level Conflict-Based Search (SL-CBS), builds on the Conflict-Based Search framework and allows us to reason explicitly about coordination, producing paths as well as a coordination controller with bounded suboptimal minimal coordination. We show experimentally that this results in a 20-50% reduction in coordination compared to the closest state of the art solver