Path and Action Planning in Non-uniform Environments for Multi-agent Pickup and Delivery Tasks

Author(s):  
Tomoki Yamauchi ◽  
Yuki Miyashita ◽  
Toshiharu Sugawara
Author(s):  
Ana Carolina L. C. Queiroz ◽  
Heder S. Bernardino ◽  
Alex B. Vieira ◽  
Helio J. C. Barbosa

Author(s):  
Hang Ma ◽  
Wolfgang Hönig ◽  
T. K. Satish Kumar ◽  
Nora Ayanian ◽  
Sven Koenig

The Multi-Agent Pickup and Delivery (MAPD) problem models applications where a large number of agents attend to a stream of incoming pickup-and-delivery tasks. Token Passing (TP) is a recent MAPD algorithm that is efficient and effective. We make TP even more efficient and effective by using a novel combinatorial search algorithm, called Safe Interval Path Planning with Reservation Table (SIPPwRT), for single-agent path planning. SIPPwRT uses an advanced data structure that allows for fast updates and lookups of the current paths of all agents in an online setting. The resulting MAPD algorithm TP-SIPPwRT takes kinematic constraints of real robots into account directly during planning, computes continuous agent movements with given velocities that work on non-holonomic robots rather than discrete agent movements with uniform velocity, and is complete for wellformed MAPD instances. We demonstrate its benefits for automated warehouses using both an agent simulator and a standard robot simulator. For example, we demonstrate that it can compute paths for hundreds of agents and thousands of tasks in seconds and is more efficient and effective than existing MAPD algorithms that use a post-processing step to adapt their paths to continuous agent movements with given velocities.


Author(s):  
Zhe Chen ◽  
Javier Alonso-Mora ◽  
Xiaoshan Bai ◽  
Daniel Damir Harabor ◽  
Peter James Stuckey

Author(s):  
Nima Tajelipirbazari ◽  
Cagri Uluc Yildirimoglu ◽  
Orkunt Sabuncu ◽  
Ali Can Arici ◽  
Idil Helin Ozen ◽  
...  

Author(s):  
Alexander Alimov ◽  
Olga Shabalina ◽  
David C. Moffat

Teaching for creativity is one of the most challenging problems in engineering education. Two approaches are mostly applied in teaching creative skills: using creative problem-solving exercises and emerging people into a creative environment for stimulating their creativity. One of the most important requirements to creative digital environment is creativity of its non-player characters (NPC). The chapter discusses the advantages of applying a multi-agent (MA) approach to achieve creative behavior of the NPCs. The agent architecture is based on a behavior tree model, extended with three additional classes of nodes, implementing agent reactions and adaptive action planning according to agent priorities. The proposed agent architecture is implemented in a typical survival action game where all players, represented as agents, should explore the world to find resources. The assessment of the quality of agents' behavior shows that all the agents successfully demonstrate rational and adaptive behavior in the complex dynamical environment.


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