Research map / Multi-agent systems and games / Human-AI and goal-conditioned
Hybrid Quantum-Classical Multi-Agent Pathfinding
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Proposes optimal hybrid quantum-classical multi-agent pathfinding algorithms (QP and QCP) that embed QUBO solves of restricted master problems inside branch-and-price(-and-cut), using conflict-graph QUBO formulations evaluated with simulated annealing and a D-Wave Advantage quantum annealer.
Problem
Optimal multi-agent path finding (MAPF) is NP-hard and scales poorly with agent count; existing quantum formulations are edge-based or too large for near-term quantum hardware.
Approach
Embed QUBO solving into a path-based column/row generation (branch-and-price-and-cut) loop: the restricted master problem is solved as a QUBO using conflict-graph formulations that decompose into independent subproblems, with a generalized pricing optimality criterion that allows arbitrary Lagrangian multipliers.
Key results
- QP-ILP achieves the optimal total path cost in almost all cases and beats LNS2 and LaCAM* on most maps with 100 agents (e.g., room-64-64-8: 6107.1 vs LaCAM* 6219.2).
- QP-QUBO with simulated annealing outperforms LNS2 and LaCAM* on several maps (e.g., den312d: 4559.0 vs 5499.4 for LNS2), but is worse on maze-32-32-4.
- Experiments are limited to about 100 agents because the QUBO size grows rapidly; the Half and Conflict formulations are compared on 20-agent problems on D-Wave hardware.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| solve the RMP optimally with ILP rather than use QP-QUBO | QP · MovingAI MAPF benchmark, varying agent counts | total path cost | Helped |
| use QP-ILP instead of the best baseline | QP · room-64-64-8, 100 agents | total path cost | Hurt |
| use QP-QUBO instead of PPP | QP · MovingAI MAPF benchmark, varying agent counts | relative total path cost | Helped |
| use QP-QUBO instead of LNS2 or LaCAM* | QP · MovingAI MAPF benchmark, varying agent counts | relative total path cost | Mixed |
| initialize with PPP rather than a conflict-free solution from LNS2 or LaCAM* | QP · maze-32-32-4, 100 agents | total path cost | Hurt |
| use the Conflict formulation instead of Half for QP (ablation) | QP-QUBO · four MovingAI maps, 20 agents | total path cost | Hurt |
| use Conflict instead of Half for QP (ablation) | QP-QUBO · four MovingAI maps, 20 agents | feasible-solution count | Helped |
| use Slack instead of Half for QCP (ablation) | QCP · four MovingAI maps, 20 agents | optimal-solution quality | No clear effect |
| use Half instead of Slack for QCP (ablation) | QCP-QUBO · four MovingAI maps, 20 agents | feasible-solution count | Helped |
| use Conflict instead of Half (ablation) | QP-QUBO · four MovingAI maps, 20 agents | total path cost | Hurt |
Surprising findings
- QCP-ILP takes far fewer constraints into account but QP-ILP achieves better optimality gaps, so the constraint-generation variant does not dominate on the RMP side.
- Quantum annealer (QA) struggles to find feasible solutions for some maps with all QUBO formulations.
Limitations
- Problem sizes limited to around 100 agents and a few hundred logical qubits due to D-Wave topology and noise.
- QUBO solvers often return suboptimal or infeasible solutions; QP-QUBO performance on maze-type maps is weaker; PPP initialization is weak for large agent counts.
- Penalty parameters were set heuristically and not tuned.
Experimental setup
Datasets: MovingAI benchmark maps and random scenarios
Benchmarks: MovingAI benchmark (empty-32-32, random-32-32-10, room-64-64-8, maze-32-32-4, den312d, ost003d, den520d)
Metrics: total path cost relative optimality gap upper bound number of infeasible QUBO solutions
Baselines: BCP EECBS LaCAM* LNS2 PPP QP-ILP
Builds on: branch-and-cut-and-price (BCP) for MAPF column generation Lagrangian relaxation Yen's k-shortest path algorithm
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