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Fast and Memory-Efficient Multi-Agent Pathfinding

机译:快速且高效存储的多代理寻路

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Multi-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.rnIn this paper we introduce FAR (Flow Annotation Replan-ning), 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 GATE, 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.
机译:多主体路径规划已显示为PSPACE难题。实际上,在全球范围内进行完整的搜索(例如A〜*)通常很困难,因为状态的数量和分支因子都随着移动单元数量的增加而呈指数增长。除了问题的固有困难之外,在许多现实生活中的应用程序(例如计算机游戏)中,还必须使用有限的CPU和内存资源实时计算解决方案。rn本文介绍了FAR(流注释重计划) ,一种用于在网格地图上进行多智能体路径规划的方法。当从网格地图构建搜索图时,FAR实施了受道路网络启发的限流理念。沿给定行(或列)的运动仅限于一个方向,从而避免了头对头碰撞。移动方向从一行(或一列)切换到下一行。其他规则可确保原始地图上彼此可达的两个位置在图中保持连接(双向)。建立搜索图后,将为每个移动单元独立运行A〜*搜索。在计划执行期间,死锁被检测为等待彼此移动的单元周期。尝试打破僵局的启发式程序尝试在本地修复计划,而不是运行大规模,更昂贵的重新计划步骤。在从流行的商用计算机游戏BALDUR'S GATE提取的地图集合上进行实验。我们将FAR与WHCA〜*进行了比较,WHCA〜*是一种最近成功的网格地图上多代理路径规划算法。 FAR被证明运行速度明显加快,使用的内存更少,并且可以扩展到更多移动设备出现的问题。

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