Fast and Memory-Efficient Multi-Agent Pathfinding Ko-Hsin Cindy - - PowerPoint PPT Presentation

fast and memory efficient multi agent pathfinding
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Fast and Memory-Efficient Multi-Agent Pathfinding Ko-Hsin Cindy - - PowerPoint PPT Presentation

Fast and Memory-Efficient Multi-Agent Pathfinding Ko-Hsin Cindy Wang & Adi Botea NICTA & The Australian National University Outline The multi-agent path planning problem + applications Related work Our method: FAR Flow Annotation


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Fast and Memory-Efficient Multi-Agent Pathfinding

Ko-Hsin Cindy Wang & Adi Botea NICTA & The Australian National University

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Ko-Hsin Cindy Wang & Adi Botea 2

Outline

The multi-agent path planning problem + applications Related work Our method: FAR – Flow Annotation Replanning Results

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Ko-Hsin Cindy Wang & Adi Botea 3

Multi-Agent Path Planning

Multiple mobile units. Shared environment. Static obstacles in the environment. Dynamic obstacles: other units. Navigate every unit to its target. A difficult problem: PSPACE-hard [Hopcroft et al. 1984]. Often, needs to be solved in real time.

Image source: http://www.supremecommander.com/

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Applications

Robotics motion planning Air traffic control Vehicle routing Disaster rescue Military operation planning Computer games

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Related Work

Centralised approaches:

– (theoretically) optimal – scale up poorly in practice – e.g. Randomized Path Planner (RPP) [Barraquand & Latombe 1989]

Decentralised approaches:

– decompose into subproblems – typically faster, sub-optimal, incomplete – e.g. Windowed Hierarchical Cooperative A* (WHCA*) [Silver 2006], enhanced with spatial abstraction in [Sturtevant & Buro 2006];

Subgraph abstraction & planning [Ryan 2008]

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Problem Definition

Grid maps. Tiles: accessible (free or

  • ccupied); blocked.

Homogenous agents, uniform speed. A legal move: Distance travelled:

– 1 for a cardinal move, – sqrt(2) for a diagonal move.

Baldur's Gate Map AR0700 (320x320 tiles)

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The FAR Method

  • 1. Build a flow-annotated search graph.
  • 2. Run a complete A* search for each unit independently.
  • 3. Execute the plan:

 Avoid replanning;  Otherwise, do local plan repair.

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Flow-Annotated Search Graph (1)

Step 1. Abstract the grid map into a directed graph with controlled navigation flow: Directed edges. Alternate horizontal/vertical flows to adjacent rows/columns. Cover entire grid with criss-crossing virtual roads. Initially, no diagonals.

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Map Connectivity

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Flow-Annotated Search Graph (2)

Step 2. Additional rules ensure all adjacent nodes remain connected both ways. Single-width tunnel: bi-directional. Source/sink nodes:

– add a diagonal incoming/outgoing edge. – if leading to another source/sink, make edges bi-directional instead.

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Search and Execution

Try to avoid replanning:

– favour straighter paths on equal f-values. – temporal reservation: (x,y,t) for k steps ahead. – waiting. – traffic lights: temporal flow regulation.

Otherwise, when replanning has to be done:

– local replanning. – detect and break deadlocks.

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Deadlock Procedures

An arbitrary size cycle of units waiting for each other to move [Coffman et al. 1971]: Deadlock detection launched frequently: to identify and fix deadlocks early. Deadlock breaking: a critical unit takes a small detour.

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Critical Unit Selection

Node density: # computed paths passing through a node. For a unit in deadlock, the higher the density at its location, the more units are blocked. Select a unit at the highest density node.

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Deadlock Breaking Procedure

After selecting a critical unit, u' Let u' take a step away from the deadlock, respecting the flow annotation, Then u' replans its way back at the next time step, Meanwhile, units blocked by u' have a chance to pass through.

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Experimental Setup

2.8GHz Intel Core 2 Duo Mac, 2GB RAM. 10 largest maps from Baldur's Gate - a standard data set. For each map, increase N, the number of mobile units, by 100 at a time. Generate 10 problem instances for each N. Time limit set to 10 minutes per problem. k = 3. Compared with WHCA*(8,1), with and without diagonals [Silver 2005; Sturtevant & Buro 2006]. Run on the Hierarchical Open Graph framework (HOG) http://www.cs.ualberta.ca/~nathanst/hog.html

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Baldur's Gate Maps

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AR0411SR 272x232 tiles 14098 traversable tiles

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Future Work

Investigate new heuristics, better waiting strategies, smarter annotations/dynamic flows. Analytical studies. Incorporate FAR into a real game, or enter RoboCup Rescue. Extend FAR for: planning under uncertainty; initially unknown maps; dynamic environments; moving targets.

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Summary

FAR builds a flow-annotated search graph inspired by two- way roads. Replanning is done locally, keeping the computations cheap. FAR solves problems more quickly and uses less memory than WHCA*. FAR can often solve problems with larger number of units. Simple approaches can be very effective in many cases. Questions? ☺