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CbsNode.cs
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CbsNode.cs
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using System;
using System.Linq;
using System.Collections.Generic;
using System.Diagnostics;
using ExtensionMethods;
namespace mapf
{
[DebuggerDisplay("hash = {GetHashCode()}, f = {f}, g = {g}, h = {h}")]
public class CbsNode : IComparable<IBinaryHeapItem>, IBinaryHeapItem, IHeuristicSearchNode
{
public int g { set; get; } // Value depends on Constants.costFunction and Constants.sumOfCostsVariant, Sum of agent makespans until they reach their goal
public int h { get; set; }
public int hBonus { get; set; }
/// <summary>
/// The size of the minimum vertex cover of the node's cardinal conflict graph.
/// Needs to be saved separately from h to allow speeding up the computation of the heuristic
/// of the children.
/// </summary>
public int minimumVertexCover;
public SinglePlan[] allSingleAgentPlans;
public int[] allSingleAgentCosts;
/// <summary>
/// A lower estimate of the number of operations (replanning or merging) needed to solve the node.
/// Used for tie-breaking.
/// </summary>
public int minOpsToSolve;
/// <summary>
/// For each agent in the problem instance, saves the number of agents from the problem instance that it conflicts with.
/// Used for choosing the next conflict to resolve by replanning/merging/shuffling, and for tie-breaking.
/// </summary>
public int[] countsOfInternalAgentsThatConflict;
/// <summary>
/// Counts the number of external agents this node conflicts with.
/// Used for tie-breaking.
/// </summary>
public int totalExternalAgentsThatConflict;
/// <summary>
/// Used for tie-breaking.
/// </summary>
public int totalConflictsWithExternalAgents;
/// <summary>
/// For each agent in the problem instance, maps agent _nums_ it conflicts with, internal or external,
/// to the number of conflicts betweem them.
/// Used for book-keeping to maintain countsOfInternalAgentsThatConflict,
/// totalExternalAgentsThatConflict and minOpsToSolve, and other counts.
/// </summary>
public Dictionary<int, int>[] conflictCountsPerAgent;
/// <summary>
/// For each agent in the problem instance, maps agent _nums_ of agents it collides with to the time of their first collision.
/// </summary>
public Dictionary<int, List<int>>[] conflictTimesPerAgent;
private int binaryHeapIndex;
public CbsConflict conflict;
public CbsConstraint constraint;
/// <summary>
/// Forcing an agent to be at a certain place at a certain time
/// </summary>
CbsConstraint mustConstraint;
public CbsNode prev;
public ushort depth;
public ushort[] agentsGroupAssignment;
public ushort replanSize;
public enum ExpansionState : byte
{
NOT_EXPANDED = 0,
DEFERRED,
EXPANDED
}
/// <summary>
/// For partial expansion
/// </summary>
public ExpansionState agentAExpansion;
/// <summary>
/// For partial expansion
/// </summary>
public ExpansionState agentBExpansion;
protected ICbsSolver solver;
protected ICbsSolver singleAgentSolver;
public CBS cbs;
public Dictionary<int, int> agentNumToIndex;
public bool parentAlreadyLookedAheadOf;
/// <summary>
/// For tie-breaking
/// </summary>
public int totalInternalAgentsThatConflict;
/// <summary>
/// For tie-breaking
/// </summary>
public int largerConflictingGroupSize;
/// <summary>
/// For tie-breaking
/// </summary>
public int totalConflictsBetweenInternalAgents;
/// <summary>
/// For each agent, map each level (timestep) of its mdd to a narrowness degree.
/// Non-narrow levels are omitted.
/// </summary>
public Dictionary<int, MDD.LevelNarrowness>[] mddNarrownessValues;
/// <summary>
/// FIXME: We're currently saving both the MDDs and their much smaller narrowness values in
/// order to have a fair comparison with the past
/// </summary>
public MDD[] mdds;
public CbsNode(int numberOfAgents, ICbsSolver solver, ICbsSolver singleAgentSolver,
CBS cbs, ushort[] agentsGroupAssignment = null)
{
this.cbs = cbs;
allSingleAgentPlans = new SinglePlan[numberOfAgents];
allSingleAgentCosts = new int[numberOfAgents];
mddNarrownessValues = new Dictionary<int, MDD.LevelNarrowness>[numberOfAgents];
mdds = new MDD[numberOfAgents];
countsOfInternalAgentsThatConflict = new int[numberOfAgents];
conflictCountsPerAgent = new Dictionary<int, int>[numberOfAgents]; // Populated after Solve()
conflictTimesPerAgent = new Dictionary<int, List<int>>[numberOfAgents]; // Populated after Solve()
if (agentsGroupAssignment == null)
{
this.agentsGroupAssignment = new ushort[numberOfAgents];
for (ushort i = 0; i < numberOfAgents; i++)
this.agentsGroupAssignment[i] = i;
}
else
this.agentsGroupAssignment = agentsGroupAssignment.ToArray<ushort>();
agentNumToIndex = new Dictionary<int, int>();
for (int i = 0; i < numberOfAgents; i++)
{
agentNumToIndex[this.cbs.GetProblemInstance().agents[i].agent.agentNum] = i;
}
depth = 0;
replanSize = 1;
agentAExpansion = ExpansionState.NOT_EXPANDED;
agentBExpansion = ExpansionState.NOT_EXPANDED;
this.prev = null;
this.constraint = null;
this.solver = solver;
this.singleAgentSolver = singleAgentSolver;
this.minimumVertexCover = (int)ConflictGraph.MinVertexCover.NOT_SET;
}
/// <summary>
/// Child from branch action constructor
/// </summary>
/// <param name="parent"></param>
/// <param name="newConstraint"></param>
/// <param name="agentToReplan"></param>
public CbsNode(CbsNode parent, CbsConstraint newConstraint, int agentToReplan)
{
this.cbs = parent.cbs;
this.allSingleAgentPlans = parent.allSingleAgentPlans.ToArray();
this.allSingleAgentCosts = parent.allSingleAgentCosts.ToArray();
this.mdds = parent.mdds.ToArray();
this.mddNarrownessValues = parent.mddNarrownessValues.ToArray();
// Adapt the MDDs for the agent to replan, if possible
// The cost may increase, so the old MDD might not be relevant anymore.
if (this.mdds[agentToReplan] != null &&
this.mdds[agentToReplan].levels.Length - 1 > newConstraint.time &&
(this.mddNarrownessValues[agentToReplan].ContainsKey(newConstraint.time) == false ||
(this.mddNarrownessValues[agentToReplan][newConstraint.time] == MDD.LevelNarrowness.ONE_LOCATION_MULTIPLE_DIRECTIONS &&
newConstraint.move.direction != Move.Direction.NO_DIRECTION)))
{
// The same cost can still be achieved - adapt the MDD
double startTime = this.cbs.runner.ElapsedMilliseconds();
this.mdds[agentToReplan] = new MDD(this.mdds[agentToReplan], newConstraint);
this.mddNarrownessValues[agentToReplan] = this.mdds[agentToReplan].getLevelNarrownessValues();
double endTime = this.cbs.runner.ElapsedMilliseconds();
this.cbs.mddsAdapted++;
this.cbs.timeBuildingMdds += endTime - startTime;
}
else
{
this.mdds[agentToReplan] = null;
this.mddNarrownessValues[agentToReplan] = null;
}
this.countsOfInternalAgentsThatConflict = parent.countsOfInternalAgentsThatConflict.ToArray();
this.conflictCountsPerAgent = new Dictionary<int, int>[parent.conflictCountsPerAgent.Length];
for (int i = 0; i < this.conflictCountsPerAgent.Length; i++)
this.conflictCountsPerAgent[i] = new Dictionary<int, int>(parent.conflictCountsPerAgent[i]); // Need a separate copy because unlike plans, the conflict counts for agents that aren't replanned do change.
this.conflictTimesPerAgent = new Dictionary<int, List<int>>[parent.conflictTimesPerAgent.Length];
for (int i = 0; i < this.conflictTimesPerAgent.Length; i++)
{
this.conflictTimesPerAgent[i] = new Dictionary<int, List<int>>(); // Need a separate copy because unlike plans, the conflict counts for agents that aren't replanned do change.
foreach (var kvp in parent.conflictTimesPerAgent[i])
this.conflictTimesPerAgent[i][kvp.Key] = new List<int>(kvp.Value);
}
this.agentsGroupAssignment = parent.agentsGroupAssignment.ToArray();
this.agentNumToIndex = parent.agentNumToIndex;
this.prev = parent;
this.constraint = newConstraint;
this.depth = (ushort)(this.prev.depth + 1);
this.agentAExpansion = ExpansionState.NOT_EXPANDED;
this.agentBExpansion = ExpansionState.NOT_EXPANDED;
this.replanSize = 1;
this.solver = parent.solver;
this.singleAgentSolver = parent.singleAgentSolver;
this.minimumVertexCover = (int)ConflictGraph.MinVertexCover.NOT_SET;
}
/// <summary>
/// Child from merge action constructor. FIXME: Code dup with previous constructor.
/// </summary>
/// <param name="parent"></param>
/// <param name="mergeGroupA"></param>
/// <param name="mergeGroupB"></param>
public CbsNode(CbsNode parent, int mergeGroupA, int mergeGroupB)
{
this.allSingleAgentPlans = parent.allSingleAgentPlans.ToArray();
this.allSingleAgentCosts = parent.allSingleAgentCosts.ToArray();
this.mdds = parent.mdds.ToArray();
this.mddNarrownessValues = parent.mddNarrownessValues.ToArray(); // No new constraint was added so all of the parent's MDDs are valid
this.countsOfInternalAgentsThatConflict = parent.countsOfInternalAgentsThatConflict.ToArray<int>();
this.conflictCountsPerAgent = new Dictionary<int, int>[parent.conflictCountsPerAgent.Length];
for (int i = 0; i < this.conflictCountsPerAgent.Length; i++)
this.conflictCountsPerAgent[i] = new Dictionary<int, int>(parent.conflictCountsPerAgent[i]); // Need a separate copy because unlike plans, the conflict counts for agents that aren't replanned do change.
this.conflictTimesPerAgent = new Dictionary<int, List<int>>[parent.conflictTimesPerAgent.Length];
for (int i = 0; i < this.conflictTimesPerAgent.Length; i++)
{
this.conflictTimesPerAgent[i] = new Dictionary<int, List<int>>(); // Need a separate copy because unlike plans, the conflict counts for agents that aren't replanned do change.
foreach (var kvp in parent.conflictTimesPerAgent[i])
this.conflictTimesPerAgent[i][kvp.Key] = new List<int>(kvp.Value);
}
this.agentsGroupAssignment = parent.agentsGroupAssignment.ToArray();
this.agentNumToIndex = parent.agentNumToIndex;
this.prev = parent;
this.constraint = null;
this.depth = (ushort)(this.prev.depth + 1);
this.agentAExpansion = ExpansionState.NOT_EXPANDED;
this.agentBExpansion = ExpansionState.NOT_EXPANDED;
this.replanSize = 1;
this.solver = parent.solver;
this.singleAgentSolver = parent.singleAgentSolver;
this.cbs = parent.cbs;
this.MergeGroups(mergeGroupA, mergeGroupB);
this.minimumVertexCover = (int)ConflictGraph.MinVertexCover.NOT_SET;
}
/// <summary>
/// Total cost + heuristic estimate
/// </summary>
public int f
{
get { return this.g + this.h; }
}
public int GetTargetH(int f) => f - g;
/// <summary>
/// Solves the entire node - finds a plan for every agent group.
/// Since this method is only called for the root of the constraint tree, every agent is in its own group.
/// </summary>
/// <param name="depthToReplan"></param>
/// <returns>Whether solving was successful. Solving fails if a timeout occurs.</returns>
public bool Solve(int depthToReplan)
{
this.g = 0;
ProblemInstance problem = this.cbs.GetProblemInstance();
var internalCAT = new ConflictAvoidanceTable();
HashSet<CbsConstraint> newConstraints = this.GetConstraints(); // Probably empty as this is probably the root of the CT.
// Get external CAT and constraints:
object obj = null;
problem.parameters.TryGetValue(CBS.CAT, out obj);
var CAT = (CAT_U)obj;
var constraints = (HashSet_U<CbsConstraint>)problem.parameters[CBS.CONSTRAINTS];
HashSet_U<CbsConstraint> mustConstraints = null;
HashSet<CbsConstraint> newMustConstraints = null;
Dictionary<int, int> agentsWithMustConstraints = null;
if (problem.parameters.ContainsKey(CBS.MUST_CONSTRAINTS))
{
mustConstraints = (HashSet_U<CbsConstraint>)problem.parameters[CBS.MUST_CONSTRAINTS];
newMustConstraints = this.GetMustConstraints();
agentsWithMustConstraints = mustConstraints.Select<CbsConstraint, int>(constraint => constraint.agentNum).Distinct().ToDictionary<int, int>(x => x); // ToDictionary because there's no ToSet...
}
Dictionary<int, int> agentsWithConstraints = null;
if (constraints.Count != 0)
{
int maxConstraintTimeStep = constraints.Max<CbsConstraint>(constraint => constraint.time);
depthToReplan = Math.Max(depthToReplan, maxConstraintTimeStep); // Give all constraints a chance to affect the plan
agentsWithConstraints = constraints.Select<CbsConstraint, int>(constraint => constraint.agentNum).Distinct().ToDictionary<int, int>(x => x); // ToDictionary because there's no ToSet...
}
constraints.Join(newConstraints);
CAT?.Join(internalCAT);
if (mustConstraints != null)
mustConstraints.Join(newMustConstraints);
// This mechanism of adding the constraints to the possibly pre-existing constraints allows having
// layers of CBS solvers, each one adding its own constraints and respecting those of the solvers above it.
// Find all the agents groups:
var subGroups = new List<AgentState>[problem.agents.Length];
for (int i = 0; i < agentsGroupAssignment.Length; i++)
{
if (subGroups[i] == null)
subGroups[i] = new List<AgentState>();
subGroups[this.agentsGroupAssignment[i]].Add(problem.agents[i]);
}
bool success = true;
int maxPlanSize = -1;
for (int i = 0; i < problem.agents.Length; i++)
{
if (this.agentsGroupAssignment[i] != i) // This isn't the first agent in its group - we've already solved its group.
continue;
List<AgentState> subGroup = subGroups[i];
bool agentGroupHasConstraints = (agentsWithConstraints != null) && subGroup.Any<AgentState>(state => agentsWithConstraints.ContainsKey(state.agent.agentNum));
bool agentGroupHasMustConstraints = (agentsWithMustConstraints != null) && subGroup.Any<AgentState>(state => agentsWithMustConstraints.ContainsKey(state.agent.agentNum));
bool underID = problem.parameters.ContainsKey(IndependenceDetection.ILLEGAL_MOVES_KEY) &&
(((HashSet<TimedMove>)problem.parameters[IndependenceDetection.ILLEGAL_MOVES_KEY]).Count != 0); // FIXME!
// Solve for a single agent:
if (agentGroupHasConstraints == false &&
agentGroupHasMustConstraints == false &&
underID == false &&
subGroup.Count == 1) // Top-most CBS with no must constraints on this agent. Shortcut available (that doesn't consider the CAT, though)
{
allSingleAgentPlans[i] = new SinglePlan(problem.agents[i]); // All moves up to starting pos, if any
allSingleAgentPlans[i].agentNum = problem.agents[this.agentsGroupAssignment[i]].agent.agentNum; // Use the group's representative
SinglePlan optimalPlan = problem.GetSingleAgentOptimalPlan(problem.agents[i]);
// Count conflicts:
this.conflictCountsPerAgent[i] = new Dictionary<int, int>();
this.conflictTimesPerAgent[i] = new Dictionary<int, List<int>>();
foreach (var move in optimalPlan.locationAtTimes)
{
var timedMove = (TimedMove)move; // GetSingleAgentOptimalPlan actually creates a plan with TimedMove instances
if (CAT != null)
timedMove.IncrementConflictCounts(CAT, this.conflictCountsPerAgent[i], this.conflictTimesPerAgent[i]);
else
timedMove.IncrementConflictCounts(internalCAT, this.conflictCountsPerAgent[i], this.conflictTimesPerAgent[i]);
}
allSingleAgentPlans[i].ContinueWith(optimalPlan);
allSingleAgentCosts[i] = problem.agents[i].g + problem.GetSingleAgentOptimalCost(problem.agents[i]);
if (Constants.costFunction == Constants.CostFunction.SUM_OF_COSTS)
{
g += (ushort)allSingleAgentCosts[i];
}
else if (Constants.costFunction == Constants.CostFunction.MAKESPAN ||
Constants.costFunction == Constants.CostFunction.MAKESPAN_THEN_SUM_OF_COSTS)
{
g = Math.Max(g, (ushort)allSingleAgentCosts[i]);
}
if (CAT != null)
this.UpdateAtGoalConflictCounts(i, maxPlanSize, CAT);
else
this.UpdateAtGoalConflictCounts(i, maxPlanSize, internalCAT);
}
else
{
success = this.Replan(i, depthToReplan, subGroup, maxPlanSize);
if (!success) // Usually means a timeout occured.
break;
}
// Add plan to the internalCAT
foreach (AgentState agentState in subGroup)
{
maxPlanSize = Math.Max(maxPlanSize, allSingleAgentPlans[this.agentNumToIndex[agentState.agent.agentNum]].GetSize());
internalCAT.AddPlan(allSingleAgentPlans[this.agentNumToIndex[agentState.agent.agentNum]]);
}
}
CAT?.Separate(internalCAT);
constraints.Separate(newConstraints);
if (mustConstraints != null)
mustConstraints.Separate(newMustConstraints);
if (!success)
return false;
// Update conflict counts: All agents but the last saw an incomplete CAT. Update counts backwards.
for (int i = this.conflictCountsPerAgent.Length - 1; i >= 0; i--)
{
foreach (KeyValuePair<int, int> pair in this.conflictCountsPerAgent[i])
{
if (this.agentNumToIndex.ContainsKey(pair.Key) && // An internal conflict, rather than external
this.agentNumToIndex[pair.Key] < i) // Just an optimization. Would also be correct without this check.
{
this.conflictCountsPerAgent[this.agentNumToIndex[pair.Key]] // Yes, index here, num there
[problem.agents[i].agent.agentNum] = pair.Value; // Collisions are symmetrical, and agent "key" didn't see the route for agent "i" when planning.
this.conflictTimesPerAgent[this.agentNumToIndex[pair.Key]]
[problem.agents[i].agent.agentNum] = this.conflictTimesPerAgent[i][pair.Key];
}
}
}
this.CountConflicts();
this.CalcMinOpsToSolve();
this.isGoal = this.countsOfInternalAgentsThatConflict.All(i => i == 0);
return true;
}
/// <summary>
/// Replan for a given agent (when constraints for that agent have changed, or its group was enlarged).
/// </summary>
/// <param name="agentToReplan"></param>
/// <param name="minPathTimeStep"></param>
/// <param name="subGroup">If given, assume CAT is already populated and use this subGroup</param>
/// <param name="maxPlanSizeOfOtherAgents">
/// Internal optimization parameter indicating the max timestep to check for in-goal conflicts.
/// If subGroup is given, this value is used instead of computing it.
/// </param>
/// <param name="minPathCost"></param>
/// <param name="maxPathCost"></param>
/// <returns>Whether a path was successfully found</returns>
public bool Replan(int agentToReplan, int minPathTimeStep, List<AgentState> subGroup = null,
int maxPlanSizeOfOtherAgents = -1, int minPathCost = -1,
int maxPathCost = int.MaxValue)
{
ProblemInstance problem = this.cbs.GetProblemInstance();
object obj;
problem.parameters.TryGetValue(CBS.CAT, out obj);
var CAT = (CAT_U)obj;
ConflictAvoidanceTable internalCAT = null; // To quiet the compiler
int groupNum = this.agentsGroupAssignment[agentToReplan];
bool underSolve = true;
if (subGroup == null)
{
underSolve = false;
// Construct the subgroup of agents that are of the same group as agentForReplan,
// and add the plans of all other agents to CAT
internalCAT = new ConflictAvoidanceTable();
subGroup = new List<AgentState>();
maxPlanSizeOfOtherAgents = this.allSingleAgentPlans.Max(plan => plan.GetSize());
for (int i = 0; i < agentsGroupAssignment.Length; i++)
{
if (this.agentsGroupAssignment[i] == groupNum)
subGroup.Add(problem.agents[i]);
else
internalCAT.AddPlan(allSingleAgentPlans[i]);
}
CAT?.Join(internalCAT);
}
HashSet<CbsConstraint> newConstraints = this.GetConstraints();
var constraints = (HashSet_U<CbsConstraint>)problem.parameters[CBS.CONSTRAINTS];
HashSet_U<CbsConstraint> mustConstraints = null;
HashSet<CbsConstraint> newMustConstraints = null;
if (problem.parameters.ContainsKey(CBS.MUST_CONSTRAINTS))
{
mustConstraints = (HashSet_U<CbsConstraint>)problem.parameters[CBS.MUST_CONSTRAINTS];
newMustConstraints = this.GetMustConstraints();
}
this.replanSize = (ushort)subGroup.Count;
ICbsSolver relevantSolver = this.solver;
if (subGroup.Count == 1)
relevantSolver = this.singleAgentSolver;
ProblemInstance subProblem = problem.Subproblem(subGroup.ToArray());
constraints.Join(newConstraints);
if (mustConstraints != null)
mustConstraints.Join(newMustConstraints);
Dictionary<int, int> subGroupAgentNums = subGroup.Select(state => state.agent.agentNum).ToDictionary(num => num); // No need to call Distinct(). Each agent appears at most once
IEnumerable<CbsConstraint> myConstraints = constraints.Where(constraint => subGroupAgentNums.ContainsKey(constraint.agentNum)); // TODO: Consider passing only myConstraints to the low level to speed things up.
if (myConstraints.Count() != 0)
{
int maxConstraintTimeStep = myConstraints.Max(constraint => constraint.time);
minPathTimeStep = Math.Max(minPathTimeStep, maxConstraintTimeStep); // Give all constraints a chance to affect the plan
}
if (mustConstraints != null)
{
IEnumerable<CbsConstraint> myMustConstraints = mustConstraints.Where(constraint => subGroupAgentNums.ContainsKey(constraint.agentNum));
if (myMustConstraints.Count() != 0)
{
int maxMustConstraintTimeStep = myMustConstraints.Max(constraint => constraint.time);
minPathTimeStep = Math.Max(minPathTimeStep, maxMustConstraintTimeStep); // Give all must constraints a chance to affect the plan
}
}
MDD mdd = null;
if (this.cbs.replanSameCostWithMdd)
mdd = this.mdds[agentToReplan];
double startTime = this.cbs.runner.ElapsedMilliseconds();
relevantSolver.Setup(subProblem, minPathTimeStep, this.cbs.runner, CAT, constraints, mustConstraints,
minPathCost, maxPathCost, mdd);
bool solved = relevantSolver.Solve();
double endTime = this.cbs.runner.ElapsedMilliseconds();
this.cbs.timePlanningPaths += endTime - startTime;
relevantSolver.AccumulateStatistics();
relevantSolver.ClearStatistics();
if (solved == false) // Usually means a timeout occured.
{
if (underSolve == false)
CAT?.Separate(internalCAT); // Code dup, but if solved the CAT is needed for a bit longer.
constraints.Separate(newConstraints);
if (mustConstraints != null)
mustConstraints.Separate(newMustConstraints);
return false;
}
// Copy the SinglePlans for the solved agent group from the solver to the appropriate places in this.allSingleAgentPlans
SinglePlan[] singlePlans = relevantSolver.GetSinglePlans();
int[] singleCosts = relevantSolver.GetSingleCosts();
Dictionary<int, int> perAgent = null; // To quiet the compiler
Dictionary<int, List<int>> conflictTimes = null;
if (CAT != null)
{
perAgent = relevantSolver.GetExternalConflictCounts();
conflictTimes = relevantSolver.GetConflictTimes();
}
else
{
perAgent = new Dictionary<int, int>();
conflictTimes = new Dictionary<int, List<int>>();
foreach (var singlePlan in singlePlans)
{
foreach (var move in singlePlan.locationAtTimes)
{
var timedMove = (TimedMove)move; // The solver actually creates a plan with TimedMove instances
if (CAT != null)
timedMove.IncrementConflictCounts(CAT, perAgent, conflictTimes);
else
timedMove.IncrementConflictCounts(internalCAT, perAgent, conflictTimes);
}
}
}
for (int i = 0; i < subGroup.Count; i++)
{
int agentNum = subGroup[i].agent.agentNum;
int agentIndex = this.agentNumToIndex[agentNum];
this.allSingleAgentPlans[agentIndex] = singlePlans[i];
this.allSingleAgentPlans[agentIndex].agentNum = problem.agents[groupNum].agent.agentNum; // Use the group's representative - that's how the plans will be inserted into the CAT later too.
this.allSingleAgentCosts[agentIndex] = singleCosts[i];
if (i == 0) // This is the group representative
{
this.conflictCountsPerAgent[agentIndex] = perAgent;
this.conflictTimesPerAgent[agentIndex] = conflictTimes;
}
else
{
if (underSolve == false)
{
this.conflictCountsPerAgent[agentIndex].Clear(); // Don't over-count. Leave it to the group's representative.
this.conflictTimesPerAgent[agentIndex].Clear();
}
else
{
this.conflictCountsPerAgent[agentIndex] = new Dictionary<int, int>();
this.conflictTimesPerAgent[agentIndex] = new Dictionary<int, List<int>>();
}
}
}
// Update conflict counts with what happens after the plan finishes
foreach (var agentNumAndAgentNum in subGroupAgentNums)
{
int i = this.agentNumToIndex[agentNumAndAgentNum.Key];
if (CAT != null)
this.UpdateAtGoalConflictCounts(i, maxPlanSizeOfOtherAgents, CAT);
// Can't use the null coalescing operator because it requires the operands be of the same type :(
else
this.UpdateAtGoalConflictCounts(i, maxPlanSizeOfOtherAgents, internalCAT);
}
if (underSolve == false)
{
// Update conflictCountsPerAgent and conflictTimes for all agents
int representativeAgentNum = subGroup[0].agent.agentNum;
for (int i = 0; i < this.conflictCountsPerAgent.Length; i++)
{
int agentNum = problem.agents[i].agent.agentNum;
if (perAgent.ContainsKey(agentNum))
{
this.conflictCountsPerAgent[i][representativeAgentNum] = perAgent[agentNum];
this.conflictTimesPerAgent[i][representativeAgentNum] = conflictTimes[agentNum];
}
else
{
this.conflictCountsPerAgent[i].Remove(representativeAgentNum); // This part could have been done before replanning
this.conflictTimesPerAgent[i].Remove(representativeAgentNum); // This part could have been done before replanning
}
}
this.CountConflicts();
this.CalcMinOpsToSolve();
CAT?.Separate(internalCAT);
}
constraints.Separate(newConstraints);
if (mustConstraints != null)
mustConstraints.Separate(newMustConstraints);
// Calc g
if (Constants.costFunction == Constants.CostFunction.SUM_OF_COSTS)
{
this.g = (ushort)Math.Max(this.allSingleAgentCosts.Sum(), this.g); // Conserve g from partial
// expansion if it's higher
// (only happens when shuffling a partially expanded node)
}
else if (Constants.costFunction == Constants.CostFunction.MAKESPAN ||
Constants.costFunction == Constants.CostFunction.MAKESPAN_THEN_SUM_OF_COSTS)
{
this.g = (ushort)Math.Max(this.allSingleAgentCosts.Max(), this.g); // Conserve g from partial
// expansion if it's higher
// (only happens when shuffling a partially expanded node)
}
else
throw new NotImplementedException("Unsupported cost function");
this.isGoal = this.countsOfInternalAgentsThatConflict.All(i => i == 0);
return true;
}
public void DebugPrint()
{
Debug.WriteLine("");
Debug.WriteLine("");
Debug.WriteLine($"Node hash: {this.GetHashCode()}");
Debug.WriteLine($"g: {this.g}");
Debug.WriteLine($"h: {this.h}");
Debug.WriteLine($"Min estimated ops needed: {this.minOpsToSolve}");
Debug.WriteLine($"Expansion state: {this.agentAExpansion}, {this.agentBExpansion}");
Debug.WriteLine($"Num of external agents that conflict: {totalExternalAgentsThatConflict}");
Debug.WriteLine($"Num of internal agents that conflict: {totalInternalAgentsThatConflict}");
Debug.WriteLine($"Num of conflicts between internal agents: {totalConflictsBetweenInternalAgents}");
Debug.WriteLine($"Node depth: {this.depth}");
if (this.prev != null)
Debug.WriteLine($"Parent hash: {this.prev.GetHashCode()}");
IList<CbsConstraint> constraints = this.GetConstraintsOrdered();
Debug.WriteLine($"{constraints.Count} relevant internal constraints so far: ");
foreach (CbsConstraint constraint in constraints)
{
Debug.WriteLine(constraint);
}
ISet<CbsConstraint> mustConstraints = this.GetMustConstraints(); // TODO: Ordered
Debug.WriteLine($"{mustConstraints.Count} relevant internal must constraints so far: ");
foreach (CbsConstraint mustConstraint in mustConstraints)
{
Debug.WriteLine(mustConstraint);
}
ProblemInstance problem = this.cbs.GetProblemInstance();
var externalConstraints = (HashSet_U<CbsConstraint>)problem.parameters[CBS.CONSTRAINTS];
Debug.WriteLine($"{externalConstraints.Count} external constraints: ");
foreach (CbsConstraint constraint in externalConstraints)
{
Debug.WriteLine(constraint);
}
Debug.WriteLine($"Conflict: {this.GetConflict()}");
Debug.Write("Agent group assignments: ");
for (int j = 0; j < this.agentsGroupAssignment.Length; j++)
{
Debug.Write(" " + this.agentsGroupAssignment[j]);
}
Debug.WriteLine("");
Debug.Write("Single agent costs: ");
for (int j = 0; j < this.allSingleAgentCosts.Length; j++)
{
Debug.Write(" " + this.allSingleAgentCosts[j]);
}
Debug.WriteLine("");
Debug.Write("Internal agents that conflict with each agent: ");
for (int j = 0; j < this.countsOfInternalAgentsThatConflict.Length; j++)
{
Debug.Write($" {this.countsOfInternalAgentsThatConflict[j]}");
}
Debug.WriteLine("");
for (int j = 0; j < this.conflictCountsPerAgent.Length; j++)
{
//if (this.conflictCountsPerAgent[j].Count != 0)
{
Debug.Write($"Agent {problem.agents[j].agent.agentNum} conflict counts: ");
foreach (var pair in this.conflictCountsPerAgent[j])
{
Debug.Write($"{pair.Key}:{pair.Value} ");
}
Debug.WriteLine("");
}
}
for (int j = 0; j < this.conflictTimesPerAgent.Length; j++)
{
//if (this.conflictCountsPerAgent[j].Count != 0)
{
Debug.Write($"Agent {problem.agents[j].agent.agentNum} conflict times: ");
foreach (var pair in this.conflictTimesPerAgent[j])
{
Debug.Write($"{pair.Key}:[{String.Join(",", pair.Value)}], ");
}
Debug.WriteLine("");
}
}
if (this.cbs.GetType() == typeof(MACBS_WholeTreeThreshold) && this.cbs.mergeThreshold != -1)
{
for (int i = 0; i < ((MACBS_WholeTreeThreshold)this.cbs).globalConflictsCounter.Length; i++)
{
Debug.Write($"Agent {i} global historic conflict counts: ");
for (int j = 0; j < i; j++)
{
Debug.Write($"a{j}:{((MACBS_WholeTreeThreshold)this.cbs).globalConflictsCounter[i][j]} ");
}
Debug.WriteLine("");
}
}
var plan = this.CalculateJointPlan();
if (plan.GetSize() < 200)
Debug.WriteLine(plan);
else
Debug.WriteLine($"Plan is too long to print ({plan.GetSize()} steps)");
Debug.WriteLine("");
Debug.WriteLine("");
}
/// <summary>
/// Update conflict counts according to what happens after the plan finishes -
/// needed if the plan is shorter than one of the previous plans and collides
/// with it while at the goal.
/// It's cheaper to do it this way than to force the solver the go more deeply.
/// The conflict counts are saved at the group's representative.
/// </summary>
protected void UpdateAtGoalConflictCounts(int agentIndex, int maxPlanSize, ConflictAvoidanceTable CAT)
{
ProblemInstance problem = this.cbs.GetProblemInstance();
var afterGoal = new TimedMove(
problem.agents[agentIndex].agent.Goal.x, problem.agents[agentIndex].agent.Goal.y,
Move.Direction.Wait, time: 0);
for (int time = allSingleAgentPlans[agentIndex].GetSize(); time < maxPlanSize; time++)
{
afterGoal.time = time;
afterGoal.IncrementConflictCounts(CAT,
this.conflictCountsPerAgent[this.agentsGroupAssignment[agentIndex]],
this.conflictTimesPerAgent[this.agentsGroupAssignment[agentIndex]]);
}
}
/// <summary>
/// Calculates the minimum number of replans to solve, and from it the minimum number of replans or merges to solve.
///
/// A replan can resolve all of the agent's conflicts by luck, even if it was only targeting a single conflict.
///
/// To calculate the minimum number of replans to solve,
/// what we want is the size of the minimum vertex cover of the conflict graph.
/// Sadly, it's an NP-hard problem. Its decision variant is NP-complete.
/// Happily, it has a 2-approximation: Just choose both endpoints of each uncovered edge
/// repeatedly until no uncovered edges are left. So we can just take half the count from
/// that approximation.
///
/// TODO: the graph is small enough that we can try to solve optimally.
///
/// Notice a merge is like two replans in one, so we might need to take ceil(num_replans/2).
/// Luckily, in MA-CBS which considers only conflicts in the same CT branch,
/// a merge is only possible once every B+1 depth steps,
/// because we only count selected conflicts (they're guaranteed to be unequal),
/// so we can cap the number of possible merges and subtract less.
///
/// In Cbs_GlobalConflicts, we could use the global table to discount some merges.
/// </summary>
protected void CalcMinOpsToSolve()
{
if (this.cbs.disableTieBreakingByMinOpsEstimate == false)
{
var vertexCover = new HashSet<int>();
for (int i = 0; i < this.conflictCountsPerAgent.Length; i++)
{
if (vertexCover.Contains(i)) // This node is already in the cover - all its edges are already covered.
continue;
foreach (KeyValuePair<int, int> otherEndAgentNumAndCount in this.conflictCountsPerAgent[i])
{
if (this.agentNumToIndex.ContainsKey(otherEndAgentNumAndCount.Key)) // It's an internal conflict
{
int otherEndIndex = this.agentNumToIndex[otherEndAgentNumAndCount.Key];
if (vertexCover.Contains(otherEndAgentNumAndCount.Key) == false) // The vertex isn't covered from its other end yet
{
vertexCover.Add(i);
vertexCover.Add(otherEndIndex);
break; // All of this node's edges are now covered.
}
}
}
}
int minReplansToSolve = vertexCover.Count / 2; // We have a 2-approximation of the size of the cover -
// half that is at least half the value we're trying to approximate.
// (The size of the approximation is always even)
//if (this.cbs.debug)
// Debug.WriteLine("min replans lower estimate: " + minReplansToSolve);
if (this.cbs.mergeThreshold != -1) // Merges possible, account for them
// This assumes the current merging strategy is used.
{
if (this.cbs.GetType() == typeof(CBS))
{
if (this.cbs.mergeThreshold > 0)
{
int maxPotentialMergeSavings = (int)Math.Floor(((double)minReplansToSolve) / 2);
int depthToGoTo = this.depth + minReplansToSolve;
int chainSize = this.cbs.mergeThreshold + 1; // Every series of B+1 downwards consecutive nodes may end with a merge.
int maxMerges = depthToGoTo / chainSize; // Round down to discount the last unfinished chain.
// Count the minimum amount of merges already done and subtract it from maxMerges:
var groupSizes = new Dictionary<int, int>();
for (int i = 0; i < this.agentsGroupAssignment.Length; i++)
{
if (groupSizes.ContainsKey(this.agentsGroupAssignment[i]) == false)
groupSizes[this.agentsGroupAssignment[i]] = 0;
groupSizes[this.agentsGroupAssignment[i]]++;
}
// Not using this.GetGroupSizes() because what we want is actually
// a list of the sizes of the different groups, not the size of each agent's group
foreach (int groupSize in groupSizes.Values)
maxMerges -= (int)Math.Ceiling(Math.Log(groupSize, 2)); // A group of size 1 has had zero merges, a group of size 2 has had 1, larger groups have had at least ceil(log2) their size merges.
int maxMergeSavings = Math.Min(maxPotentialMergeSavings, maxMerges);
this.minOpsToSolve = minReplansToSolve - maxMergeSavings;
}
else
this.minOpsToSolve = (int)Math.Ceiling(((double)minReplansToSolve) / 2);
}
else
this.minOpsToSolve = (int)Math.Ceiling(((double)minReplansToSolve) / 2); // TODO: We could look at the global table and maybe deduce something, but I'm not interested in that right now.
}
else
this.minOpsToSolve = (int)minReplansToSolve;
}
}
/// <summary>
/// Populates the totalInternalAgentsThatConflict, totalConflictsBetweenInternalAgents,
/// totalConflictsWithExternalAgents, and countsOfInternalAgentsThatConflict counters
/// from the conflictCountsPerAgent values that are created while solving or replanning.
/// Those counters are used for tie-breaking.
/// </summary>
protected void CountConflicts()
{
var externalConflictingAgentNums = new HashSet<int>();
this.totalInternalAgentsThatConflict = 0;
this.totalConflictsBetweenInternalAgents = 0;
this.totalConflictsWithExternalAgents = 0;
for (int i = 0; i < this.conflictCountsPerAgent.Length; i++)
{
this.countsOfInternalAgentsThatConflict[i] = 0;
if (conflictCountsPerAgent[i].Count != 0)
totalInternalAgentsThatConflict++;
foreach (KeyValuePair<int, int> conflictingAgentNumAndCount in conflictCountsPerAgent[i])
{
if (this.agentNumToIndex.ContainsKey(conflictingAgentNumAndCount.Key)) // It's an internal conflict
{
this.countsOfInternalAgentsThatConflict[i]++; // Counts one conflict for each agent the i'th agent conflicts with
this.totalConflictsBetweenInternalAgents += conflictingAgentNumAndCount.Value;
}
else
{
externalConflictingAgentNums.Add(conflictingAgentNumAndCount.Key);
this.totalConflictsWithExternalAgents += conflictingAgentNumAndCount.Value;
this.conflictTimesPerAgent[i].Remove(conflictingAgentNumAndCount.Key); // Not needed
}
}
}
this.totalExternalAgentsThatConflict = externalConflictingAgentNums.Count;
this.totalConflictsBetweenInternalAgents /= 2; // Each conflict was counted twice
this.totalConflictsWithExternalAgents /= 2; // Each conflict was counted twice
}
/// <summary>
/// Used to preserve state of conflict iteration.
/// </summary>
private IEnumerator<CbsConflict> nextConflicts;
/// <summary>
/// The iterator holds the state of the generator, with all the different queues etc - a lot of memory.
/// We also clear the MDD narrowness values that were computed - if no child uses them, they'll be garbage-collected.
/// </summary>
public void ClearConflictChoiceData()
{
this.nextConflicts = null;
}
/// <summary>
/// Use after expanding a node and finding the conflict wasn't cardinal
/// </summary>
/// <returns>Whether we found a new potentially cardinal conflict to work on</returns>
public bool ChooseNextPotentiallyCardinalConflicts()
{
if (this.nextConflictCouldBeCardinal)
{
bool cycled = this.ChooseNextConflict();
if (cycled)
return true;
else
return false;
}
return false;
}
/// <summary>
///
/// </summary>
/// <returns>Whether another conflict was found</returns>
public bool ChooseNextConflict()
{
bool hadNext = this.nextConflicts.MoveNext();
if (hadNext)
this.conflict = this.nextConflicts.Current;
return hadNext;
}
/// <summary>
/// Chooses an internal conflict to work on.
/// Resets conflicts iteration if it's used.
/// </summary>
public void ChooseConflict()
{
if (this.allSingleAgentPlans.Length == 1) // A single internal agent can't conflict with anything internally
return;
if (this.isGoal) // Goal nodes don't have conflicts
return;
if (this.conflict != null) // Conflict already chosen before
return;
if (this.cbs.conflictChoice == CBS.ConflictChoice.FIRST)
{
this.ChooseFirstConflict();
}
else if (this.cbs.conflictChoice == CBS.ConflictChoice.MOST_CONFLICTING_SMALLEST_AGENTS)
{
this.ChooseConflictOfMostConflictingSmallestAgents();
}
else if (this.cbs.conflictChoice == CBS.ConflictChoice.CARDINAL_MDD)
{
// Choose the first (in order of looking at them), earliest (in time), cardinal
// (if not found settle for semi-cardinal, then non-cardinal) conflict.
// Assumes this.mergeThreshold == -1.
this.nextConflicts = this.GetConflictsCardinalFirstUsingMdd().GetEnumerator();
bool hasConflict = this.nextConflicts.MoveNext(); // This node isn't a goal node so this is expected to return true -
// a conflict should be found
if (hasConflict == false)
{
this.DebugPrint();
Trace.Assert(false, "Non-goal node found no conflict");
}
this.conflict = this.nextConflicts.Current;
}
else if (this.cbs.conflictChoice == CBS.ConflictChoice.CARDINAL_LOOKAHEAD)
{
this.nextConflicts = this.GetConflictsNoOrder().GetEnumerator();
bool hasConflict = this.nextConflicts.MoveNext(); // This node isn't a goal node so this is expected to return true -
// a conflict should be found
if (hasConflict == false)
{
this.DebugPrint();
Trace.Assert(false, "Non-goal node found no conflict");
}
this.conflict = this.nextConflicts.Current;
//FIXME: code dup with previous option
}
else
throw new Exception("Unknown conflict choosing method");
}
private void ChooseConflictOfMostConflictingSmallestAgents()
{
(int groupRepA, int groupRepB, int time) = GetDetailsOfConflictOfMostConflictingSmallestAgents();
this.conflict = FindConflict(groupRepA, groupRepB, time);
}
private void ChooseFirstConflict()
{
(int groupRepA, int groupRepB, int time) = GetFirstConflictDetails();
this.conflict = FindConflict(groupRepA, groupRepB, time);
}
/// <summary>
/// No special ordering.