Research map / Multi-agent systems and games / Human-AI and goal-conditioned
Multi-Agent Path Finding for Large Agents
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Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| add multiple mutually disjunctive constraints per CT expansion (SYM vs CBS) | CBS · 20x20 grid square agents | runtime (ms): 52,876 -> 903 | Helped |
| choose constraint sets by maximizing child costs with lookahead (MAX-2 vs SYM) (ablation) | MC-CBS · 20x20 grid square agents | runtime (ms): 116,613 -> 6,373 | Helped |
| symmetric instead of asymmetric constraint sets (ablation) | MC-CBS · 20x20 grid square agents | expanded CT nodes | Helped |
| increase lookahead depth from 0 to 2 (ablation) | MAX · 20x20 grid, k=5 | runtime (ms): 104,597.3 -> 51,225.3 | Helped |
| increase lookahead depth from 3 to 4 (ablation) | MAX · 20x20 grid, k=5 | runtime (ms): 49,273.0 -> 55,912.9 | Hurt |
| add weighted conflict-graph heuristics (ablation) | MAX-4 · 20x20 grid, 8 agents | runtime: -21.5% | Helped |
| add weighted conflict-graph heuristics (ablation) | MAX · 20x20 grid | success rate | No clear effect |
| add weighted conflict-graph heuristics (ablation) | MAX-1 · Swap50 3D roadmap, k=8 | runtime (ms): 10,570 -> 5,221 | Helped |
| MAX-2 instead of MDD-SAT | LA-MAPF solving · 20x20 grid, 5 min limit | success rate | Mixed |
Closest papers by meaning
- Improving Continuous-time Conflict Based Search (AAAI 2021 · similarity 0.93)
- Anytime Multi-Agent Path Finding via Machine Learning-Guided Large Neighborhood Search (AAAI 2022 · similarity 0.92)
- Windowed MAPF with Completeness Guarantees (AAAI 2025 · similarity 0.91)
- Decentralized Monte Carlo Tree Search for Partially Observable Multi-Agent Pathfinding (AAAI 2024 · similarity 0.91)
- Loosely Synchronized Rule-Based Planning for Multi-Agent Path Finding with Asynchronous Actions (AAAI 2025 · similarity 0.90)
- Anytime Multi-Agent Path Finding with an Adaptive Delay-Based Heuristic (AAAI 2025 · similarity 0.90)
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