Research map / Multi-agent systems and games / Human-AI and goal-conditioned
MAPF-LNS2: Fast Repairing for Multi-Agent Path Finding via Large Neighborhood Search
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Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| repair colliding paths with large-neighborhood replanning | PP initial plans on random-32-32-20 · random-32-32-20, 300 agents | success rate: 0.00 -> 1.00 | Helped |
| replace repeated random restarts with large-neighborhood repair | PPR on random-32-32-20 · random-32-32-20, 200 agents | runtime (s): 6.69 -> 0.14 | Helped |
| use SIPPS instead of space-time A* (ablation) | MAPF-LNS2 · random-32-32-20, 400 agents | success rate: 0.68 -> 0.88 | Helped |
| use SIPPS instead of space-time A* (ablation) | MAPF-LNS2 · random-32-32-20, 400 agents | runtime (s): >162 -> >78 | Helped |
| use adaptive neighborhood selection combining the three selection methods (ablation) | MAPF-LNS2 · random-32-32-20 | success rate: 0.48 -> 0.88; 0.60 -> 0.88; 0.76 -> 0.88 | Helped |
| use ALNS instead of random neighborhood selection (ablation) | MAPF-LNS2 · random-32-32-20, 400 agents | runtime (s): >192 -> >78 | Helped |
| use ALNS instead of failure-based neighborhood selection (ablation) | MAPF-LNS2 · random-32-32-20, 400 agents | runtime (s): >155 -> >78 | Helped |
| use ALNS instead of collision-based neighborhood selection (ablation) | MAPF-LNS2 · random-32-32-20, 400 agents | runtime (s): >128 -> >78 | Helped |
| use SIPPS instead of space-time A* (ablation) | EECBS · largest-agent random-scenario instances across MAPF benchmark maps | success rate: almost twice | Helped |
| use SIPPS instead of space-time A* (ablation) | EECBS · largest-agent random-scenario instances across MAPF benchmark maps | runtime: 5 times (or more) faster | Helped |
| extend the runtime limit to one hour | MAPF-LNS2 on warehouse-20-40-10-2-2 · warehouse-20-40-10-2-2 | agents solved: 8,000 | Helped |
Closest papers by meaning
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