Branch-and-Cut-and-Price for Multi-Agent Pathfinding

Edward Lam, Pierre Le Bodic, Daniel D. Harabor, Peter J. Stuckey

Proceedings of the Twenty-Eighth International Joint Conference on Artificial Intelligence

Main track. Pages 1289-1296.

https://doi.org/10.24963/ijcai.2019/179

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Abstract

There are currently two broad strategies for optimal Multi-agent Pathfinding (MAPF): (1) search-based methods, which model and solve MAPF directly, and (2) compilation-based solvers, which reduce MAPF to instances of well-known combinatorial problems, and thus, can benefit from advances in solver techniques. In this work, we present an optimal algorithm, BCP, that hybridizes both approaches using Branch-and-Cut-and-Price, a decomposition framework developed for mathematical optimization. We formalize BCP and compare it empirically against CBSH and CBSH-RM, two leading search-based solvers. Conclusive results on standard benchmarks indicate that its performance exceeds the state-of-the-art: solving more instances on smaller grids and scaling reliably to 100 or more agents on larger game maps.

Keywords

  • Heuristic Search and Game Playing: Heuristic Search
  • Heuristic Search and Game Playing: Combinatorial Search and Optimisation
  • Planning and Scheduling: Distributed;Multi-agent Planning
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