Fast and memory-efficient multi-agent pathfinding

dc.contributor.authorWang, Ko-Hsin
dc.contributor.authorBotea, Adi
dc.coverage.spatialSydney Australia
dc.date.accessioned2015-12-10T22:21:39Z
dc.date.createdSeptember 14-18 2008
dc.date.issued2008
dc.date.updated2016-02-24T11:43:49Z
dc.description.abstractMulti-agent path planning has been shown to be a PSPACE-hard problem. Running a complete search such as A* at the global level is often intractable in practice, since both the number of states and the branching factor grow exponentially as the number of mobile units increases. In addition to the inherent difficulty of the problem, in many real-life applications such as computer games, solutions have to be computed in real time, using limited CPU and memory resources. In this paper we introduce FAR (Flow Annotation Replannig), a method for multi-agent path planning on grid maps. When building a search graph from a grid map, FAR implements a flow restriction idea inspired by road networks. The movement along a given row (or column) is restricted to only one direction, avoiding head-to-head collisions. The movement direction alternates from one row (or column) to the next. Additional rules ensure that two locations reachable from each other on the original map remain connected (in both directions) in the graph. After building the search graph, an A* search is independently run for each mobile unit. During plan execution, deadlocks are detected as cycles of units that wait for each other to move. A heuristic procedure for deadlock breaking attempts to repair plans locally, instead of running a larger scale, more expensive replanning step. Experiments are run on a collection of maps extracted from Baldur's Gate1, a popular commercial computer game. We compare FAR with WHCA*, a recent successful algorithm for multi-agent path planning on grid maps. FAR is shown to run significantly faster, use much less memory, and scale up to problems with more mobile units.
dc.identifier.isbn9781577353867
dc.identifier.urihttp://hdl.handle.net/1885/52305
dc.publisherAAAI Press
dc.relation.ispartofseriesInternational Conference on Automated Planning and Scheduling (ICAPS 2008)
dc.sourceProceedings of the 18th International Conference on Automated Planning and Scheduling (ICAPS 2008)
dc.source.urihttp://www.informatik.uni-trier.de/~ley/db/conf/aips/index.html
dc.subjectKeywords: Branching factors; Complete searches; Computer games; Flow restrictions; Global levels; Grid maps; Hard problems; Heuristic procedures; Memory resources; Mobile units; Multi agents; Number of state; Path findings; Path-planning; Plan executions; Re-planni
dc.titleFast and memory-efficient multi-agent pathfinding
dc.typeConference paper
local.bibliographicCitation.lastpage387
local.bibliographicCitation.startpage380
local.contributor.affiliationWang, Ko-Hsin, College of Engineering and Computer Science, ANU
local.contributor.affiliationBotea, Adi , College of Engineering and Computer Science, ANU
local.contributor.authoruidWang, Ko-Hsin, u4292076
local.contributor.authoruidBotea, Adi , u1814829
local.description.embargo2037-12-31
local.description.notesImported from ARIES
local.description.refereedYes
local.identifier.absfor080199 - Artificial Intelligence and Image Processing not elsewhere classified
local.identifier.ariespublicationu8803936xPUB243
local.identifier.scopusID2-s2.0-58849143928
local.type.statusPublished Version

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