7,933 research outputs found

    EECBS: A Bounded-Suboptimal Search for Multi-Agent Path Finding

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    Multi-Agent Path Finding (MAPF), i.e., finding collision-free paths for multiple robots, is important for many applications where small runtimes are necessary, including the kind of automated warehouses operated by Amazon. CBS is a leading two-level search algorithm for solving MAPF optimally. ECBS is a bounded-suboptimal variant of CBS that uses focal search to speed up CBS by sacrificing optimality and instead guaranteeing that the costs of its solutions are within a given factor of optimal. In this paper, we study how to decrease its runtime even further using inadmissible heuristics. Motivated by Explicit Estimation Search (EES), we propose Explicit Estimation CBS (EECBS), a new bounded-suboptimal variant of CBS, that uses online learning to obtain inadmissible estimates of the cost of the solution of each high-level node and uses EES to choose which high-level node to expand next. We also investigate recent improvements of CBS and adapt them to EECBS. We find that EECBS with the improvements runs significantly faster than the state-of-the-art bounded-suboptimal MAPF algorithms ECBS, BCP-7, and eMDD-SAT on a variety of MAPF instances. We hope that the scalability of EECBS enables additional applications for bounded-suboptimal MAPF algorithms.Comment: Published at AAAI 202

    Learning to Resolve Conflicts for Multi-Agent Path Finding with Conflict-Based Search

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    Conflict-Based Search (CBS) is a state-of-the-art algorithm for multi-agent path finding. At the high level, CBS repeatedly detects conflicts and resolves one of them by splitting the current problem into two subproblems. Previous work chooses the conflict to resolve by categorizing the conflict into three classes and always picking a conflict from the highest-priority class. In this work, we propose an oracle for conflict selection that results in smaller search tree sizes than the one used in previous work. However, the computation of the oracle is slow. Thus, we propose a machine-learning framework for conflict selection that observes the decisions made by the oracle and learns a conflict-selection strategy represented by a linear ranking function that imitates the oracle's decisions accurately and quickly. Experiments on benchmark maps indicate that our method significantly improves the success rates, the search tree sizes and runtimes over the current state-of-the-art CBS solver

    Pathfinding in Games

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    Commercial games can be an excellent testbed to artificial intelligence (AI) research, being a middle ground between synthetic, highly abstracted academic benchmarks, and more intricate problems from real life. Among the many AI techniques and problems relevant to games, such as learning, planning, and natural language processing, pathfinding stands out as one of the most common applications of AI research to games. In this document we survey recent work in pathfinding in games. Then we identify some challenges and potential directions for future work. This chapter summarizes the discussions held in the pathfinding workgroup

    Scalable and Safe Multi-Agent Motion Planning with Nonlinear Dynamics and Bounded Disturbances

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    We present a scalable and effective multi-agent safe motion planner that enables a group of agents to move to their desired locations while avoiding collisions with obstacles and other agents, with the presence of rich obstacles, high-dimensional, nonlinear, nonholonomic dynamics, actuation limits, and disturbances. We address this problem by finding a piecewise linear path for each agent such that the actual trajectories following these paths are guaranteed to satisfy the reach-and-avoid requirement. We show that the spatial tracking error of the actual trajectories of the controlled agents can be pre-computed for any qualified path that considers the minimum duration of each path segment due to actuation limits. Using these bounds, we find a collision-free path for each agent by solving Mixed Integer-Linear Programs and coordinate agents by using the priority-based search. We demonstrate our method by benchmarking in 2D and 3D scenarios with ground vehicles and quadrotors, respectively, and show improvements over the solving time and the solution quality compared to two state-of-the-art multi-agent motion planners.Comment: Accepted at AAAI2021. 9 pages, 5 figures, 1 tabl

    Proceedings of the 2022 XCSP3 Competition

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    This document represents the proceedings of the 2022 XCSP3 Competition. The results of this competition of constraint solvers were presented at FLOC (Federated Logic Conference) 2022 Olympic Games, held in Haifa, Israel from 31th July 2022 to 7th August, 2022.Comment: arXiv admin note: text overlap with arXiv:1901.0183

    Engineering LaCAM∗^\ast: Towards Real-Time, Large-Scale, and Near-Optimal Multi-Agent Pathfinding

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    This paper addresses the challenges of real-time, large-scale, and near-optimal multi-agent pathfinding (MAPF) through enhancements to the recently proposed LaCAM* algorithm. LaCAM* is a scalable search-based algorithm that guarantees the eventual finding of optimal solutions for cumulative transition costs. While it has demonstrated remarkable planning success rates, surpassing various state-of-the-art MAPF methods, its initial solution quality is far from optimal, and its convergence speed to the optimum is slow. To overcome these limitations, this paper introduces several improvement techniques, partly drawing inspiration from other MAPF methods. We provide empirical evidence that the fusion of these techniques significantly improves the solution quality of LaCAM*, thus further pushing the boundaries of MAPF algorithms.Comment: 20 page
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