98 research outputs found

    Multi-agent pathfinding for unmanned aerial vehicles

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    Unmanned aerial vehicles (UAVs), commonly known as drones, have become more and more prevalent in recent years. In particular, governmental organizations and companies around the world are starting to research how UAVs can be used to perform tasks such as package deliver, disaster investigation and surveillance of key assets such as pipelines, railroads and bridges. NASA is currently in the early stages of developing an air traffic control system specifically designed to manage UAV operations in low-altitude airspace. Companies such as Amazon and Rakuten are testing large-scale drone deliver services in the USA and Japan. To perform these tasks, safe and conflict-free routes for concurrently operating UAVs must be found. This can be done using multi-agent pathfinding (mapf) algorithms, although the correct choice of algorithms is not clear. This is because many state of the art mapf algorithms have only been tested in 2D space in maps with many obstacles, while UAVs operate in 3D space in open maps with few obstacles. In addition, when an unexpected event occurs in the airspace and UAVs are forced to deviate from their original routes while inflight, new conflict-free routes must be found. Planning for these unexpected events is commonly known as contingency planning. With manned aircraft, contingency plans can be created in advance or on a case-by-case basis while inflight. The scale at which UAVs operate, combined with the fact that unexpected events may occur anywhere at any time make both advanced planning and planning on a case-by-case basis impossible. Thus, a new approach is needed. Online multi-agent pathfinding (online mapf) looks to be a promising solution. Online mapf utilizes traditional mapf algorithms to perform path planning in real-time. That is, new routes for UAVs are found while inflight. The primary contribution of this thesis is to present one possible approach to UAV contingency planning using online multi-agent pathfinding algorithms, which can be used as a baseline for future research and development. It also provides an in-depth overview and analysis of offline mapf algorithms with the goal of determining which ones are likely to perform best when applied to UAVs. Finally, to further this same goal, a few different mapf algorithms are experimentally tested and analyzed

    Push, Stop, and Replan: An Application of Pebble Motion on Graphs to Planning in Automated Warehouses

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    The pebble-motion on graphs is a subcategory of multi-agent pathfinding problems dealing with moving multiple pebble-like objects from a node to a node in a graph with a constraint that only one pebble can occupy one node at a given time. Additionally, algorithms solving this problem assume that individual pebbles (robots) cannot move at the same time and their movement is discrete. These assumptions disqualify them from being directly used in practical applications, although they have otherwise nice theoretical properties. We present modifications of the Push and Rotate algorithm [1], which relax the presumptions mentioned above and demonstrate, through a set of experiments, that the modified algorithm is applicable for planning in automated warehouses

    Priority Inheritance with Backtracking for Iterative Multi-agent Path Finding

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    The Multi-agent Path Finding (MAPF) problem consists in all agents having to move to their own destinations while avoiding collisions. In practical applications to the problem, such as for navigation in an automated warehouse, MAPF must be solved iteratively. We present here a novel approach to iterative MAPF, that we call Priority Inheritance with Backtracking (PIBT). PIBT gives a unique priority to each agent every timestep, so that all movements are prioritized. Priority inheritance, which aims at dealing effectively with priority inversion in path adjustment within a small time window, can be applied iteratively and a backtracking protocol prevents agents from being stuck. We prove that, regardless of their number, all agents are guaranteed to reach their destination within finite time, when the environment is a graph such that all pairs of adjacent nodes belong to a simple cycle of length 3 or more (e.g., biconnected). Our implementation of PIBT can be fully decentralized without global communication. Experimental results over various scenarios confirm that PIBT is adequate both for finding paths in large environments with many agents, as well as for conveying packages in an automated warehouse.Comment: 8 pages, 2 figures, 2 tables, to be presented at IJCAI-19, Aug 2019, Maca

    Agent-based Modelling and Big Data: Applications for Maritime Traffic Analysis

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    Agent based modeling (ABM) is a powerful tool for examining complex systems in many scientific applications, including maritime transport systems. Growing demands for freight transport and increased industry emphasis on reducing environmental impacts have heightened the focus on vessel and port efficiency. This research aimed to create a maritime route planning model to simulate vessel movement in all waterways. The goal of the ship routing model developed in this research was to develop a simulation tool capable of reproducing real world shipping routes useful for navigation planning, with emphasis on port scheduling and potential application for further use and exploration. A modified breadth-first search algorithm was implemented as a NetLogo ABM in this research. With increasing volumes of ship location monitoring data, new approaches are now possible for examining performance-based metrics and to improve simulations with more precise verification and analysis. A Satellite Automatic Identification System dataset with over 500,000 vessel logs travelling across the Pacific Ocean and into the Port of Metro Vancouver was used as the focal area for model development and validation in this study. Automatic identification system (AIS) is the global standard for maritime navigation and traffic management, and data derived from AIS messages can be used for calibrating simulation model scenarios. In this analysis, the results examined how changes in simulation parameters alter route choice behaviour and how effective large AIS datasets are for validating and calibrating model results. Using large AIS datasets, model results can be quantified to examine how closely they resemble real-time vessels in the same region. Heatmaps provide a data visualization tool that effectively uses large data sets and calculates how closely model results resemble AIS data from the same region. In the case of PMV, the Maritime Ship Routing Model (MSRM) was able to replicate path likeness with a high level of accuracy, generating realistic navigation paths between the many islands on the eastern side of southern Vancouver Island, B.C., a busy marine traffic region and sensitive ecological area. This research highlights the use of ABM as a powerful, user-friendly tool for developing maritime shipping models useful for port scheduling and route analysis. The results of this study emphasize the use of large data sets that are applicable, clean, and reliable as a crucial source for validating and calibrating the MSRM

    Heuristinen yhteistyöhaku ohjelmistoagenttien avulla

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    Parallel algorithms extend the notion of sequential algorithms by permitting the simultaneous execution of independent computational steps. When the independence constraint is lifted and executions can freely interact and intertwine, parallel algorithms become concurrent and may behave in a nondeterministic way. Parallelism has over the years slowly risen to be a standard feature of high-performance computing, but concurrency, being even harder to reason about, is still considered somewhat notorious and undesirable. As such, the implicit randomness available in concurrency is rarely made use of in algorithms. This thesis explores concurrency as a means to facilitate algorithmic cooperation in a heuristic search setting. We use agents, cooperating software entities, to build a single-source shortest path (SSSP) search algorithm based on parallelized A∗, dubbed A!. We show how asynchronous information sharing gives rise to implicit randomness, which cooperating agents use in A! to maintain a collective secondary ranking heuristic and focus search space exploration. We experimentally show that A! consistently outperforms both vanilla A∗ and a noncooperative, explicitly randomized A∗ variant in the standard n-puzzle sliding tile problem context. The results indicate that A! performance increases with the addition of more agents, but that the returns are diminishing. A! is observed to be sensitive to heuristic improvement, but also constrained by search overhead from limited path diversity. A hybrid approach combining both implicit and explicit randomness is also evaluated and found to not be an improvement over A! alone. The studied A! implementation based on vanilla A∗ is not as such competitive against state-of-the-art parallel A∗ algorithms, but rather a first step in applying concurrency to speed up heuristic SSSP search. The empirical results imply that concurrency and nondeterministic cooperation can successfully be harnessed in algorithm design, inviting further inquiry into algorithms of this kind.Rinnakkaisalgoritmit sallivat useiden riippumattomien ohjelmakäskyjen suorittamisen samanaikaisesti. Kun riippumattomuusrajoite poistetaan ja käskyjen suorittamisen järjestystä ei hallita, rinnakkaisalgoritmit voivat käskysuoritusten samanaikaisuuden vuoksi käyttäytyä epädeterministisellä tavalla. Rinnakkaisuus on vuosien saatossa noussut tärkeään rooliin tietotekniikassa ja samalla hallitsematonta samanaikaisuutta on yleisesti alettu pitää ongelmallisena ja ei-toivottuna. Samanaikaisuudesta kumpuavaa epäsuoraa satunnaisuutta hyödynnetään harvoin algoritmeissa. Tämä työ käsittelee käskysuoritusten samanaikaisuuden hyödyntämistä osana heuristista yhteistyöhakua. Työssä toteutetaan agenttien, yhteistyökykyisten ohjelmistokomponenttien, avulla uudenlainen A!-hakualgoritmi. A! perustuu rinnakkaiseen A∗ -algoritmiin, joka ratkaisee yhden lähteen lyhimmän polun hakuongelman. Työssä näytetään, miten ajastamaton viestintä agenttien välillä johtaa epäsuoraan satunnaisuuteen, jota A!-agentit kollektiivisesti hyödyntävät toissijaisen järjestämisheuristiikan ylläpitämisessä ja edelleen haun kohdentamisessa. Työssä näytetään kokeellisesti, kuinka A! suoriutuu niin tavanomaista kuin satunnaistettuakin A∗ -algoritmia paremmin n-puzzle pulmapelin ratkaisemisessa. Tulokset osoittavat, että A!-algoritmin suorituskyky kasvaa lisäagenttien myötä, mutta myös sen, että hyöty on joka lisäyksen jälkeen suhteellisesti pienempi. A! osoittautuu heuristiikan hyödyntämisen osalta verrokkeja herkemmäksi, mutta myös etsintäpolkujen monimuotoisuuden kannalta vaatimattomaksi. Yksinkertaisen suoraa ja epäsuoraa satunnaisuutta yhdistävän hybridialgoritmin ei todeta tuovan lisäsuorituskykyä A!-algoritmiin verrattuna. Empiiriset kokeet osoittavat, että hallitsematonta samanaikaisuutta ja epädeterminististä yhteistyötä voi onnistuneesti hyödyntää algoritmisuunnittelussa, mikä kannustaa lisätutkimuksiin näitä soveltavan algoritmiikan parissa
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