pathfinding
Cooperative Hybrid Multi-Agent Pathfinding Based on Shared Exploration Maps
Liu, Ning, Shen, Sen, Kong, Xiangrui, Zhang, Hongtao, Bräunl, Thomas
Multi-Agent Pathfinding is used in areas including multi-robot formations, warehouse logistics, and intelligent vehicles. However, many environments are incomplete or frequently change, making it difficult for standard centralized planning or pure reinforcement learning to maintain both global solution quality and local flexibility. This paper introduces a hybrid framework that integrates D* Lite global search with multi-agent reinforcement learning, using a switching mechanism and a freeze-prevention strategy to handle dynamic conditions and crowded settings. We evaluate the framework in the discrete POGEMA environment and compare it with baseline methods. Experimental outcomes indicate that the proposed framework substantially improves success rate, collision rate, and path efficiency. The model is further tested on the EyeSim platform, where it maintains feasible Pathfinding under frequent changes and large-scale robot deployments.
RAILGUN: A Unified Convolutional Policy for Multi-Agent Path Finding Across Different Environments and Tasks
Tang, Yimin, Xiong, Xiao, Xi, Jingyi, Li, Jiaoyang, Bıyık, Erdem, Koenig, Sven
Multi-Agent Path Finding (MAPF), which focuses on finding collision-free paths for multiple robots, is crucial for applications ranging from aerial swarms to warehouse automation. Solving MAPF is NP-hard so learning-based approaches for MAPF have gained attention, particularly those leveraging deep neural networks. Nonetheless, despite the community's continued efforts, all learning-based MAPF planners still rely on decentralized planning due to variability in the number of agents and map sizes. We have developed the first centralized learning-based policy for MAPF problem called RAILGUN. RAILGUN is not an agent-based policy but a map-based policy. By leveraging a CNN-based architecture, RAILGUN can generalize across different maps and handle any number of agents. We collect trajectories from rule-based methods to train our model in a supervised way. In experiments, RAILGUN outperforms most baseline methods and demonstrates great zero-shot generalization capabilities on various tasks, maps and agent numbers that were not seen in the training dataset.
SRMT: Shared Memory for Multi-agent Lifelong Pathfinding
Sagirova, Alsu, Kuratov, Yuri, Burtsev, Mikhail
Multi-agent reinforcement learning (MARL) demonstrates significant progress in solving cooperative and competitive multi-agent problems in various environments. One of the principal challenges in MARL is the need for explicit prediction of the agents' behavior to achieve cooperation. To resolve this issue, we propose the Shared Recurrent Memory Transformer (SRMT) which extends memory transformers to multi-agent settings by pooling and globally broadcasting individual working memories, enabling agents to exchange information implicitly and coordinate their actions. We evaluate SRMT on the Partially Observable Multi-Agent Pathfinding problem in a toy Bottleneck navigation task that requires agents to pass through a narrow corridor and on a POGEMA benchmark set of tasks. In the Bottleneck task, SRMT consistently outperforms a variety of reinforcement learning baselines, especially under sparse rewards, and generalizes effectively to longer corridors than those seen during training. On POGEMA maps, including Mazes, Random, and MovingAI, SRMT is competitive with recent MARL, hybrid, and planning-based algorithms. These results suggest that incorporating shared recurrent memory into the transformerbased architectures can enhance coordination in decentralized multi-agent systems. The source code for training and evaluation is available on GitHub: https://github.com/Aloriosa/srmt. Multi-agent systems have significant potential to solve complex problems through distributed intelligence and collaboration. However, coordinating the interactions between multiple agents remains challenging, often requiring sophisticated communication protocols and decision-making mechanisms. We propose a novel approach to address this challenge by introducing a shared memory as a global workspace for agents to coordinate behavior. The global workspace theory (Baars, 1988) suggests that in the brain, there are independent functional modules that can cooperate by broadcasting information through a global workspace.
MAPF-GPT: Imitation Learning for Multi-Agent Pathfinding at Scale
Andreychuk, Anton, Yakovlev, Konstantin, Panov, Aleksandr, Skrynnik, Alexey
Multi-agent pathfinding (MAPF) is a challenging computational problem that typically requires to find collision-free paths for multiple agents in a shared environment. Solving MAPF optimally is NP-hard, yet efficient solutions are critical for numerous applications, including automated warehouses and transportation systems. Recently, learning-based approaches to MAPF have gained attention, particularly those leveraging deep reinforcement learning. Following current trends in machine learning, we have created a foundation model for the MAPF problems called MAPF-GPT. Using imitation learning, we have trained a policy on a set of pre-collected sub-optimal expert trajectories that can generate actions in conditions of partial observability without additional heuristics, reward functions, or communication with other agents. The resulting MAPF-GPT model demonstrates zero-shot learning abilities when solving the MAPF problem instances that were not present in the training dataset. We show that MAPF-GPT notably outperforms the current best-performing learnable-MAPF solvers on a diverse range of problem instances and is efficient in terms of computation (in the inference mode).
Pathfinding with Lazy Successor Generation
We study a pathfinding problem where only locations (i.e., vertices) are given, and edges are implicitly defined by an oracle answering the connectivity of two locations. Despite its simple structure, this problem becomes non-trivial with a massive number of locations, due to posing a huge branching factor for search algorithms. Limiting the number of successors, such as with nearest neighbors, can reduce search efforts but compromises completeness. Instead, we propose a novel LaCAS* algorithm, which does not generate successors all at once but gradually generates successors as the search progresses. This scheme is implemented with k-nearest neighbors search on a k-d tree. LaCAS* is a complete and anytime algorithm that eventually converges to the optima. Extensive evaluations demonstrate the efficacy of LaCAS*, e.g., solving complex pathfinding instances quickly, where conventional methods falter.
EHL*: Memory-Budgeted Indexing for Ultrafast Optimal Euclidean Pathfinding
Du, Jinchun, Shen, Bojie, Cheema, Muhammad Aamir
The Euclidean Shortest Path Problem (ESPP), which involves finding the shortest path in a Euclidean plane with polygonal obstacles, is a classic problem with numerous real-world applications. The current state-of-the-art solution, Euclidean Hub Labeling (EHL), offers ultra-fast query performance, outperforming existing techniques by 1-2 orders of magnitude in runtime efficiency. However, this performance comes at the cost of significant memory overhead, requiring up to tens of gigabytes of storage on large maps, which can limit its applicability in memory-constrained environments like mobile phones or smaller devices. Additionally, EHL's memory usage can only be determined after index construction, and while it provides a memory-runtime tradeoff, it does not fully optimize memory utilization. In this work, we introduce an improved version of EHL, called EHL*, which overcomes these limitations. A key contribution of EHL* is its ability to create an index that adheres to a specified memory budget while optimizing query runtime performance. Moreover, EHL* can leverage preknown query distributions, a common scenario in many real-world applications to further enhance runtime efficiency. Our results show that EHL* can reduce memory usage by up to 10-20 times without much impact on query runtime performance compared to EHL, making it a highly effective solution for optimal pathfinding in memory-constrained environments.
On the Completeness of Conflict-Based Search: Temporally-Relative Duplicate Pruning
Walker, Thayne T, Sturtevant, Nathan R
Conflict-Based Search (CBS) algorithm for the multi-agent pathfinding (MAPF) problem is that it is incomplete for problems which have no solution; if no mitigating procedure is run in parallel, CBS will run forever when given an unsolvable problem instance. In this work, we introduce Temporally-Relative Duplicate Pruning (TRDP), a technique for duplicate detection and removal in both classic and continuous-time MAPF domains. TRDP is a simple procedure which closes the long-standing theoretic loophole of incompleteness for CBS by detecting and avoiding the expansion of duplicate states. TRDP is shown both theoretically and empirically to ensure termination without a significant impact on runtime in the majority of problem instances. In certain cases, TRDP is shown to increase performance significantly
iA$^*$: Imperative Learning-based A$^*$ Search for Pathfinding
Chen, Xiangyu, Yang, Fan, Wang, Chen
The pathfinding problem, which aims to identify a collision-free path between two points, is crucial for many applications, such as robot navigation and autonomous driving. Classic methods, such as A$^*$ search, perform well on small-scale maps but face difficulties scaling up. Conversely, data-driven approaches can improve pathfinding efficiency but require extensive data labeling and lack theoretical guarantees, making it challenging for practical applications. To combine the strengths of the two methods, we utilize the imperative learning (IL) strategy and propose a novel self-supervised pathfinding framework, termed imperative learning-based A$^*$ (iA$^*$). Specifically, iA$^*$ is a bilevel optimization process where the lower-level optimization is dedicated to finding the optimal path by a differentiable A$^*$ search module, and the upper-level optimization narrows down the search space to improve efficiency via setting suitable initial values from a data-driven model. Besides, the model within the upper-level optimization is a fully convolutional network, trained by the calculated loss in the lower-level optimization. Thus, the framework avoids extensive data labeling and can be applied in diverse environments. Our comprehensive experiments demonstrate that iA$^*$ surpasses both classical and data-driven methods in pathfinding efficiency and shows superior robustness among different tasks, validated with public datasets and simulation environments.
HiMAP: Learning Heuristics-Informed Policies for Large-Scale Multi-Agent Pathfinding
Tang, Huijie, Berto, Federico, Ma, Zihan, Hua, Chuanbo, Ahn, Kyuree, Park, Jinkyoo
Large-scale multi-agent pathfinding (MAPF) presents significant challenges in several areas. As systems grow in complexity with a multitude of autonomous agents operating simultaneously, efficient and collision-free coordination becomes paramount. Traditional algorithms often fall short in scalability, especially in intricate scenarios. Reinforcement Learning (RL) has shown potential to address the intricacies of MAPF; however, it has also been shown to struggle with scalability, demanding intricate implementation, lengthy training, and often exhibiting unstable convergence, limiting its practical application. In this paper, we introduce Heuristics-Informed Multi-Agent Pathfinding (HiMAP), a novel scalable approach that employs imitation learning with heuristic guidance in a decentralized manner. We train on small-scale instances using a heuristic policy as a teacher that maps each single agent observation information to an action probability distribution. During pathfinding, we adopt several inference techniques to improve performance. With a simple training scheme and implementation, HiMAP demonstrates competitive results in terms of success rate and scalability in the field of imitation-learning-only MAPF, showing the potential of imitation-learning-only MAPF equipped with inference techniques.
Decentralized Monte Carlo Tree Search for Partially Observable Multi-agent Pathfinding
Skrynnik, Alexey, Andreychuk, Anton, Yakovlev, Konstantin, Panov, Aleksandr
The Multi-Agent Pathfinding (MAPF) problem involves finding a set of conflict-free paths for a group of agents confined to a graph. In typical MAPF scenarios, the graph and the agents' starting and ending vertices are known beforehand, allowing the use of centralized planning algorithms. However, in this study, we focus on the decentralized MAPF setting, where the agents may observe the other agents only locally and are restricted in communications with each other. Specifically, we investigate the lifelong variant of MAPF, where new goals are continually assigned to the agents upon completion of previous ones. Drawing inspiration from the successful AlphaZero approach, we propose a decentralized multi-agent Monte Carlo Tree Search (MCTS) method for MAPF tasks. Our approach utilizes the agent's observations to recreate the intrinsic Markov decision process, which is then used for planning with a tailored for multi-agent tasks version of neural MCTS. The experimental results show that our approach outperforms state-of-the-art learnable MAPF solvers. The source code is available at https://github.com/AIRI-Institute/mats-lp.