Multi-Agent Path Finding (MAPF) is the problem of moving a team of agents to their goal locations without collisions. In this paper, we study the lifelong variant of MAPF, where agents are constantly engaged with new goal locations, such as in large-scale automated warehouses. We propose a new framework Rolling-Horizon Collision Resolution (RHCR) for solving lifelong MAPF by decomposing the problem into a sequence of Windowed MAPF instances, where a Windowed MAPF solver resolves collisions among the paths of the agents only within a bounded time horizon and ignores collisions beyond it. RHCR is particularly well suited to generating pliable plans that adapt to continually arriving new goal locations. We empirically evaluate RHCR with a variety of MAPF solvers and show that it can produce high-quality solutions for up to 1,000 agents (= 38.9% of the empty cells on the map) for simulated warehouse instances, significantly outperforming existing work.
In real-time domains such as video games, planning happens concurrently with execution and the planning algorithm has a strictly bounded amount of time before it must return the next action for the agent to execute. We explore the use of real-time heuristic search in two benchmark domains inspired by video games. Unlike classic benchmarks such as grid pathfinding and the sliding tile puzzle, these new domains feature exogenous change and directed state space graphs. We consider the setting in which planning and acting are concurrent and we use the natural objective of minimizing goal achievement time. Using both the classic benchmarks and the new domains, we investigate several enhancements to a leading real-time search algorithm, LSS-LRTA*. We show experimentally that 1) it is better to plan after each action or to use a dynamically sized lookahead, 2) A*-based lookahead can cause undesirable actions to be selected, and 3) on-line de-biasing of the heuristic can lead to improved performance. We hope this work encourages future research on applying real-time search in dynamic domains.
Most work in heuristic search considers problems where a low cost solution is preferred (MIN problems). In this paper, we investigate the complementary setting where a solution of high reward is preferred (MAX problems). Example MAX problems include finding the longest simple path in a graph, maximal coverage, and various constraint optimization problems. We examine several popular search algorithms for MIN problems — optimal, suboptimal, and bounded suboptimal - and discover the curious ways in which they misbehave on MAX problems. We propose modifications that preserve the original intentions behind the algorithms but allow them to solve MAX problems, and compare them theoretically and empirically. Interesting results include the failure of bidirectional search and a discovered close relationships between Dijkstra's algorithm, weighted A*, and depth-first search. This work demonstrates that MAX problems demand their own heuristic search algorithms, which are worthy objects of study in their own right.
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