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The Study of Highway for Lifelong Multi-Agent Path Finding

Ming-Feng Li    Min Sun Authors are with National Tsing Hua University, Hsinchu City 300, Taiwan (e-mail: [email protected]; [email protected]).
Abstract

In modern fulfillment warehouses, agents traverse the map to complete endless tasks that arrive on the fly, which is formulated as a lifelong Multi-Agent Path Finding (lifelong MAPF) problem. The goal of tackling this challenging problem is to find the path for each agent in a finite runtime while maximizing the throughput. However, existing methods encounter exponential growth of runtime and undesirable phenomena of deadlocks and rerouting as the map size or agent density grows. To address these challenges in lifelong MAPF, we explore the idea of highways mainly studied for one-shot MAPF (i.e., finding paths at once beforehand), which reduces the complexity of the problem by encouraging agents to move in the same direction. We utilize two methods to incorporate the highway idea into the lifelong MAPF framework and discuss the properties that minimize the existing problems of deadlocks and rerouting. The experimental results demonstrate that the runtime is considerably reduced and the decay of throughput is gradually insignificant as the map size enlarges under the settings of the highway. Furthermore, when the density of agents increases, the phenomena of deadlocks and rerouting are significantly reduced by leveraging the highway.

Index Terms:
Path Planning for Multiple Mobile Robots or Agents, Multi-Robot Systems, Motion and Path Planning

I Introduction

Multi-Agent Path Finding (MAPF) is the problem of planning collaborative paths for a team of agents while avoiding collisions. MAPF has been widely used in applications like video games [1], traffic management [2], and delivery policies [3]. Several MAPF solvers has been proposed in the past years, such as CA* [4], CBS [5], ECBS [6], which consider the path planning problem in a one-shot manner, assuming each agent has only one pair of start and goal locations. Generally, these methods are not suitable for applications in online scenarios without reasonable modification.

Considering applications in the real world, especially for robots in fulfillment warehouses [7], instead of having only one pair of start and goal locations, new goals are assigned on the fly. This scenario is referred to as lifelong MAPF. Although current solutions for lifelong MAPF [8, 9, 10, 11] can handle a sequence of goals, they present poor computational efficiency or low throughput (i.e, finished tasks per timestep). Therefore, Rolling-Horizon Collision Resolution (RHCR) [12] incorporates the idea of windowed MAPF [4] into the lifelong MAPF framework, separating a lifelong MAPF problem into a sequence of one-shot MAPF problems, which gains computational efficiency without sacrificing throughput. Nevertheless, the approach still encounters undesirable phenomena of deadlocks and rerouting [4, 12].

In order to solve such challenges in lifelong MAPF, we study the methods of highway typically utilized in one-shot MAPF [13, 14, 15]. First, we leverage a directed map [13, 14] by enforcing agents to move along specific directions. This simple yet effective strategy decreases the complexity of the problem, which translates into higher efficiency. Additionally, instead of enforcing a movement direction, we leverage  [15] to calculate heuristic values that penalize movements against the highway direction during planning. In short, both strategies encourage agents to move in the same direction and thus effectively avoid face-to-face conflicts. Subsequently, we further discuss the properties after incorporating highway into the lifelong MAPF framework, which can effectively minimize the undesirable phenomena of deadlocks and rerouting, as shown in Fig. 1.

Through several experiments, we present the benefits of utilizing highway in the lifelong MAPF framework and the trade-off between runtime and throughput. The experimental results show that the runtime can be accelerated dozens of times with less than 10% throughput decay in warehouse-like maps with more than 50% obstacles. Furthermore, when the density of agents is high, the throughput even increases after utilizing highway, because the severe impacts of deadlocks and rerouting are significantly reduced by highway.

Refer to caption
Figure 1: Two scenarios in a warehouse map. Panel (a) shows a map without the highway. Panel (b) shows a map with the highway to solve the situation of crowded agents contributing to deadlock and rerouting in panel (a). The highway direction is represented as blue arrows.

II Background and Related Work

II-A One-shot MAPF

MAPF is an NP-hard problem [16, 17] and is typically solved in one-shot and offline, where each agent has exactly one goal known beforehand and paths of agents are found at once, respectively. The solution of one-shot MAPF solvers is typically evaluated by sum-of-costs (the sum of the arrival times of each agent) or makespan (the time span for all agents to reach their goals).

There are various one-shot MAPF methods [18], including compilation-based solvers [19, 20], rule-based solvers [21, 22], A*-based solvers [23, 24], and prioritized planning [25], etc. Especially, the search-based solvers [26, 6] and their variants are common. Most of the search-based solvers are two-level MAPF solvers. The low-level solver plans the paths for each agent and the high-level solver handles the conflicts of these paths to guarantee no collisions. A* [27] is a typical algorithm as the low-level solver of search-based solvers. As for the high-level solvers, Conflict-Based Search (CBS) [5] is a popular MAPF solver that is complete and optimal, and its variants [6, 28] sacrifice the optimality for faster computation time. Besides, Priority-Based Search (PBS) [29], which solves the conflicts by priority orderings, shows prominent computational efficiency but is incomplete and not optimal.

II-B Lifelong MAPF

In contrast to one-shot MAPF, lifelong MAPF solves problems that an agent may be assigned more than one task, which is always accompanied by the online scenario. In online MAPF, the tasks will be generated on the fly during execution [3]. Therefore, the solution can not be planned in advance and should be evaluated by throughput (the number of tasks finished per timestep) because the execution time and the tasks assigned to agents can be endless. For instance, endless tasks come at any time in warehouses, and agents are assigned new tasks after they finished the previous ones. Therefore, the path solver needs to consider the solution constantly in real-time and the problems should be solved as lifelong MAPF. In addition, we should consider not only the throughput but also the runtime (computing time of planning) that makes sure the planning of paths can be completed on time to effectively utilize agents.

II-C Lifelong Solutions

Firstly, if all the tasks are known in advance, a lifelong MAPF problem can be solved as a one-shot MAPF problem [10]. Otherwise, the second type of methods [9, 11] replans paths for all the agents at each timestep to handle new tasks on the fly. Nonetheless, these two types of methods are really time-consuming in solving the whole problem offline or constantly replan at each timestep, respectively. Therefore, the third type of method [8] can be followed in that new paths are replanned for the agents which get new goals only, but it still encounters poor throughput without cooperative planning among all agents.

To retain the efficiency of runtime while maximizing the throughput, RHCR [12] incorporated windowed MAPF [4] into lifelong MAPF. The idea is to plan the entire paths to goals and solve conflicts only for the first ww timesteps and the ww represents the time horizon. In addition to the time horizon ww, RHCR has another user-specified parameter hh that specifies the replanning period. Every hh timesteps as an episode, the new goals are assigned to the agents which have reached their goals, and the conflict-free paths in subsequent ww timesteps are planned for the future when the agents are following the planning results from the previous episode. After hh timesteps pass, agents follow these new conflict-free paths, and the paths for the next episode should be planned. However, due to the incompleteness and the lack of guarantee in the optimality, the windowed MAPF solver encounters deadlocks (i.e., agents idle at their current locations waiting for each other to pass first), which rely on a potential function to evaluate the progress of the agents and ww will be increased to address deadlocks [12]. Besides, because windowed MAPF [4] only solves conflicts in the first few timesteps and replans paths constantly, it causes agents to revise their path direction or revisit locations that they had previously visited, which also happens in RHCR [12].

II-D Highway

In one-shot MAPF, the highway is an add-on setting on the map to speed up the runtime, which builds a global rule of the moving direction to encourage or enforce MAPF solvers to search paths in a consistent direction. Forbidding agents to move against the highway direction is a simple strategy to reduce computational complexity and avoid collisions. For instance, a one-shot solution [14] used directed maps to reduce the complexity of MAPF for faster computational efficiency. Additionally, another one-shot solution [15] increases the cost on the paths against the highway direction when calculating the heuristic values, which implicitly encourages solvers to explore the path along the highway direction. However, these methods are proposed for one-shot MAPF where undesirable phenomena in lifelong MAPF such as deadlocks and rerouting do not occur. Even if RHCR [12] (a lifelong solution) used directed maps in its experimental section to reduce the planning complexity, it still lacked further discussions and experiments on how highway affects the planning results in lifelong scenarios.

III Problem Definition

The multi-agent path finding (MAPF) problem is formulated as a directed graph of the map G=(L,E)G=(L,E) and a set of agents A={a1,,ak}A=\{a_{1},...,a_{k}\}. The graph represents the locations LL and the edges EE connecting pairs of these locations. For each agent aia_{i}, it starts from its start location lsil^{i}_{s} and aims at its own goal location lgil^{i}_{g}. Assuming that time is discretized into timesteps, aia_{i} should decide to move to a neighboring location liLl_{i}\in L through the connected edge eEe\in E or wait at its current location at each timestep, and the movement will be completed within the timestep.

However, a collision may occur when two agents arrive at the same location or move through the same edge at the same time, which is referred to as a conflict [30]. Therefore, the objective of MAPF is to find collision-free paths P={p1,,pk}P=\{p_{1},...,p_{k}\} for all the agents to reach their goals jointly, where pi=[lsi,,lgi]p_{i}=[l^{i}_{s},...,l^{i}_{g}] is the path of agent aia_{i} as a sequence of neighboring locations.

We assume the scenario as lifelong and online MAPF. The agents start from their locations without knowing their task (i.e., moving to a goal location) in advance, and a new task will be assigned to the agent after it finishes its task (i.e., reaching its goal location). The goal of the MAPF solver is to constantly plan the path for each agent and maximize the throughput (the number of tasks finished per timestep).

IV Lifelong MAPF with Highways

IV-A Highway Definition

In one-shot MAPF with highways [15], highway was represented as a subgraph GH=(LH,EH)G_{H}=(L_{H},E_{H}) of the given graph of the map G=(L,E)G=(L,E), where LHL_{H} contained locations involved in the highway and EHE_{H} represented the edges following the highway direction.

In this work, we focus on warehouse-like maps [30], the highway settings can be defined by specifying the direction of movement for each corridor. A sequence of locations K={l0,,ln}LK=\{l_{0},...,l_{n}\}\subseteq L is called a corridor with length nn iff lil_{i} is connected to exact two locations li1l_{i-1} and li+1l_{i+1} according to EE for i=1i1i=1\rightarrow i-1 (i.e., only one way in and one way out at each location). The l0l_{0} and lnl_{n} can be the same location as a loop-corridor. For each corridor, there exists a direction dDd\in D, which is a bool-value representing the direction of the corridor, shown in Fig. 2. Besides, any location as an intersection, which connects two or more corridors, will not belong to any corridors. Finally, given a set of directions D={d0,,dm}D=\{d_{0},...,d_{m}\} (m is the number of corridors), the highway can be represented as a subgraph GH=(LH,EH)GG_{H}=(L_{H},E_{H})\subseteq G and the edges that against the highway direction EH={(lb,la)|(la,lb)EH}E_{H^{\prime}}=\{(l_{b},l_{a})|(l_{a},l_{b})\in E_{H}\}.

Refer to caption
Figure 2: An example map where the arrows represent the direction of the highway in each corridor. The intersections, which connect corridors, cannot be a part of any corridors.

IV-B Lifelong MAPF Framework

We follow RHCR [12] as our lifelong MAPF framework. Given user-specified time horizon ww and replanning period hh (hwh\leq w), the conflict-free paths in the first ww timesteps will be planned for agents every hh timesteps, and the new goals will be assigned to the agents which have reached their goals. As for the high-level solver, we use PBS [1], which shows prominent computational efficiency with RHCR.

In our method, we use A* as the low-level solver with the true shortest distance heuristic. The shortest-path heuristic values, which ignore dynamic constraints (i.e., moving agents), can be calculated by shortest-path algorithms in advance. In this way, the precise values of the distances between nodes can guide the low-level solver to traverse fewer locations to the goal than the heuristic values of Manhattan distance. Besides, given a highway setting, the calculated heuristic can influence the low-level solver to find paths following the direction of highway, thereby resulting in fewer conflicts, and the complexity of low-level planning is also relaxed because choices to move against the highway direction are trimmed away.

IV-C Strict-limit Highway and Soft-limit Highway

There are two methods to set up the highway for the low-level solver. Firstly, the movement across edges is allowed for only one direction [14], which we call strict-limit highway in this work. The second one is to increase heuristic values only except following the direction of the highway [15] that encourages low-level solvers to search paths along the edges of the highway, which we call soft-limit highway here.

IV-C1 Strict-limit Highway

While using the strict-limit highway, G=(L,E)G=(L,E) will be replaced with the subgraph GS=(L,ES)G_{S}=(L,E_{S}), where ES=(EEH)EE_{S}=(E-E_{H^{\prime}})\subseteq E. Therefore, the connectivity of the neighboring locations is restricted strictly under the strict-limit setting, which means the movement against the highway is impossible here, as shown in Fig. 3. The strict rule forces agents to follow the directions of the highway but limit the flexibility to use idle locations, because the low-level solver may no longer explore neighboring locations that avoid the highway direction. To utilize the highway with the strict limitation in RHCR, the heuristic values based on the all-pair shortest paths ignoring moving agents should be calculated and stored for usage in advance. The heuristic computed with GSG_{S} is defined as:

HS(ls,lg)=minp|p|1\displaystyle H_{S}(l_{s},l_{g})=\min_{p}|p|-1 (1)

where p=[ls,,lg]p=[l_{s},...,l_{g}] is a feasible path from a start location lsl_{s} to the goal location lgl_{g} and |p||p| is the length of the path. Hence, HS(ls,lg)H_{S}(l_{s},l_{g}) represents the shortest distance moving from start lsl_{s} to goal lgl_{g}. Then, the lower-level solver follows the guidelines from the precise highway heuristic to make agents move along the direction of the highway.

IV-C2 Soft-limit Highway

The limitation is added indirectly to the heuristic while low-level planning. There is a user-specified parameter cc greater than one. During the calculation of the heuristic values, the cost of crossing an edge along the direction of the highway is normally one, and the cost is increased to cc when moving in the opposite direction of highway, which is defined as:

H(ls,lg,c)=minp(li,li+1)p{c,if (li,li+1)EH1,otherwise,\displaystyle H(l_{s},l_{g},c)=\min_{p}\sum_{(l_{i},l_{i+1})\in p}\begin{cases}c,&\text{if }(l_{i},l_{i+1})\in E_{H^{\prime}}\\ 1,&\text{otherwise},\end{cases} (2)

where p=[ls,,lg]p=[l_{s},...,l_{g}] is a feasible path from a start location lsl_{s} to the goal location lgl_{g}. When cc is close to one, the heuristic values are close to the shortest paths without any limitation. On the contrary, if the cc is increasing to infinity, the heuristic values are similar to the shortest paths computed under the highway setting. The highway heuristic values encourage the agents to move in the same direction to avoid collisions. For instance, an example with c=2c=2 is shown in Fig. 3, and the heuristic values on the path moving against the highway direction are higher (i.e., 8, 6, 4, 2). However, because of the lack of strict limitations, the movement against the highway direction will still happen, which means there exist conflicts that should be solved. To use the soft-limit highway in RHCR, the heuristic values should be calculated according to the chosen cc beforehand, and then the lower-level solver will follow the heuristic to find paths.

Refer to caption
Figure 3: Comparison of the connectivity between strict-limit (left) and soft-limit (right) with cc = 2. The direction of highway is counterclockwise and the black arrows represent the movement that agents can take for strict-limit. Soft-limit allows bidirectional movement (both black and red arrows), but strict-limit does not. The numbers are the heuristic values from the location to the goal, which are strictly decreasing along the highway direction in strict-limit. In soft-limit, when the shortest path contains movement against the highway direction, the cost is increased to cc (i.e., 8, 6, 4, 2).

IV-D Highway Behaviors

Under the soft-limit highway, the low-level solver is planning with the highway heuristic. Because the path against the highway direction has higher heuristic values, the neighboring locations along the highway direction have higher priority to be taken out from the open-set of A* for the lower expected costs. Hence, the direction of paths found by the low-level solver shows consistency in the direction. The consistency of paths for agents causes fewer face-to-face collisions, which decreases the nodes the high-level solver should generate to solve conflicts. When cc is small, the results are close to the ones without the highway. As cc increases, the planning results are gradually close to the ones using the shortest paths of the highway as the heuristic values. However, even if cc is set to infinity, the movement against the highway direction happens when the locations along the shortest path are blocked by the dynamic obstacle, which shows the flexibility for agents to choose the direction of their movement but may cause conflicts that take time to solve. Using the strict-limit highway, the consistent direction of paths of agents can be guaranteed by blocking the edges to neighboring locations during planning, as shown in Fig. 4.

Refer to caption
(a) Without the dynamic obstacle
Refer to caption
(b) With the dynamic obstacle
Figure 4: Different behaviors under strict-limit and soft-limit highway. The arrow represents the path in the next n timesteps. When the road ahead is clear, both the agent under strict-limit and soft-limit highway follow the direction of the highway, shown in panel (a). When a dynamic obstacle occurs, the agent under strict-limit highway still strictly keeps the direction of the highway and, however, the agent under soft-limit highway chooses to reroute, as shown in panel (b).

The purpose of utilizing highway is to ensure the paths of agents can share a collaborative rule locally, which relieves the congestion by solving conflicts as well as keeps the consistency of the planning results in neighboring time horizons. Benefiting from the consistent direction of paths, the strict-limit highway has the following properties addressing the issues of deadlocks and rerouting. Additionally, we show that the soft-limit highway can exploit these properties depending on the given cc in our experimental section.

IV-E Property of Avoiding Deadlocks

Deadlock is a phenomenon caused by the windowed MAPF without considering the entire time horizon [12]. A deadlock happens when two agents move face-to-face with their goals on opposite sides. With a small ww, neither they can go directly because of the swapping conflict nor go along the reverse direction because the high-level solver prefers the agents waiting at the original location for less  sum-of-costs instead of taking a longer path. For example, if time horizon w=2{w=2}, replanning period h=2{h=2} and CBS is used as the high-level solver, the windowed MAPF solver returns the paths in Fig. 5-(a), which lets agents stay at the location without moving for ww timesteps and start to move after that to the goal location. This situation causes by the limited cooperative planning of the windowed MAPF solvers, which only solves the conflicts in the first ww timesteps and ignores the conflicts behind that. Hence, the low-level solver is not able to consider the further locations because the sum-of-costs is smaller while waiting at the original location. To make one agent move along the top side and the other move along the bottom side, ww should be set to 33 at least to let the solver consider the further path instead of a cheating solution that waiting across the time horizon to avoid conflicts like in Fig. 5-(b). Worse yet, the bigger value of ww should be checked to find the solution if the corridor is longer or the goals are further, which increases the runtime.

Refer to caption
(a) Bi-directed, ww = 2 and 3
Refer to caption
(b) Bi-directed, ww = 2
Figure 5: A case of the deadlock situation. P1,P2P_{1},P_{2} represent the paths of a1,a2a_{1},a_{2} found by the MAPF solver and ww is the time horizon. In panel (a) without highway, the ww should be set to 3 to avoid deadlock. In panel (b), deadlock won’t happen under highway using any ww.

Generally, a deadlock happens when the MAPF solver can not find feasible moving paths for agents with lower sum-of-costs compared with paths of waiting. That is, the MAPF solver can not find the new locations for agents in the next ww timesteps that have a lower sum of distances to their goals. Given AdAA_{d}\subseteq A represents a subset of agents which may cause a deadlock. An agent aiAda_{i}\in A_{d} asks for pi=[lci,,lni]p_{i}=[l^{i}_{c},...,l^{i}_{n}] (|pi|1=w|p_{i}|-1=w, where ww is the time horizon), which is a feasible path from its current location licl^{c}_{i} to the next location lnil^{i}_{n} in the next ww timesteps without collisions. With the shortest path heuristic values that represent the distances to the goal locations in the strict-limit highway, a situation that a deadlock may happen can be simplified as:

aiAdHS(lci,lgi)aiAdminpiHS(lni,lgi)\displaystyle\sum_{a_{i}\in A_{d}}{H_{S}(l_{c}^{i},l_{g}^{i})}\leq\sum_{a_{i}\in A_{d}}\min_{p_{i}}H_{S}(l_{n}^{i},l_{g}^{i}) (3)

where lgil_{g}^{i} is the goal location of aia_{i}.

In strict-limit highway, if an agent aia_{i} moves from any location lail^{i}_{a} to its neighboring location lbil^{i}_{b} and (lai,lbi)EH(l^{i}_{a},l^{i}_{b})\in E_{H} always, then HS(lbi,lgi)=HS(lai,lgi)1H_{S}(l^{i}_{b},l^{i}_{g})=H_{S}(l^{i}_{a},l^{i}_{g})-1 if lailgil^{i}_{a}\neq l^{i}_{g}, where lgil^{i}_{g} is its goal location. Thus, Eq. (3) can be rewritten as:

aiAdHS(lci,lgi)aiAdminpiHS(lci,lgi)|p¯i|+1\displaystyle\sum_{a_{i}\in A_{d}}{H_{S}(l_{c}^{i},l_{g}^{i})}\leq\sum_{a_{i}\in A_{d}}\min_{p_{i}}H_{S}(l_{c}^{i},l_{g}^{i})-|\bar{p}_{i}|+1 (4)

where p¯i\bar{p}_{i} is the set of unique locations in pip_{i}, and |p¯i||\bar{p}_{i}| reflects the number of unique locations in pip_{i}.

Eq. (4) is not held when aiAd,|p¯i|>1\exists a_{i}\in A_{d},|\bar{p}_{i}|>1. Namely, in the strict-limit highway, if all agents move along the edges EH\in E_{H}, deadlocks will not happen unless every agent has no available neighboring locations to move to.

IV-F Property of Avoiding Rerouting

Rerouting is a phenomenon that results from the lack of long-term consideration of windowed MAPF [4], which causes agents to revise their path direction or revisit locations that they had previously visited. The idea of the windowed MAPF used in RHCR is to separate the lifelong MAPF problem into a sequence of subproblems by time, which is referred to as episode. In each episode, the low-level solver plans the entire path for each agent, and then the high-level solver solves the conflicts of the paths for the finite time horizon ww. After planning, each agent follows the path of the first hh (smaller than or equal to ww) timesteps. However, although planning the entire path to the goal, only the partial path in the first hh timesteps is followed by each agent. Therefore, each agent may stop at a location whose heuristic value is higher than the original location, namely waiting is a wiser choice rather than moving. Besides, in most search-based MAPF solvers, special mechanisms are followed to determine the priority orderings in high-level planning to decide which agent should go first when a conflict happens (e.g. CBS [5] adds the constraint to the certain agent as a CT-node, and PBS [29] maintains priority ordering pairs). However, the consistency of the priority orderings of agents is not guaranteed in the subsequent high-level planning, and changes in the priority orderings may lead to an obvious difference in the planning results. These cases may ask agents to reroute or even move backward, resulting in longer distances for agents to reach their goals.

We formally defined that an agent aia_{i} is rerouting when it is assigned a path pi=[lci,,lni]p_{i}=[l_{c}^{i},...,l_{n}^{i}] by the MAPF solver that makes aia_{i} move away from its goal lgil_{g}^{i}, which can be represented by the shortest path heuristic:

HS(lci,lgi)<HS(lni,lgi)\displaystyle H_{S}(l_{c}^{i},l_{g}^{i})<H_{S}(l_{n}^{i},l_{g}^{i}) (5)

where lcil_{c}^{i} is the current location of aia_{i} and lnil_{n}^{i} represents the location where aia_{i} will arrive after hh timesteps (hh is the replanning period smaller than or equal to the time horizon ww). In strict-limit highway, given an agent aia_{i} and its goal location lgil^{i}_{g}, (la,lb)EH\forall(l_{a},l_{b})\in E_{H}, HS(la,lgi)=HS(lb,lgi)+1H_{S}(l_{a},l^{i}_{g})=H_{S}(l_{b},l^{i}_{g})+1 if lalgil_{a}\neq l^{i}_{g}. Therefore, when aia_{i} moves along the edges EH\in E_{H}, Eq. (5) is not held because HS(lci,lgi)HS(lni,lgi)H_{S}(l_{c}^{i},l_{g}^{i})\geq H_{S}(l_{n}^{i},l_{g}^{i}). In summary, using strict-limit highway, these properties guarantee that there are no deadlocks and rerouting as agents move across the edges that are parts of the highway.

V Experiments

Refer to caption
(a) Throughput
Refer to caption
(b) Runtime
Refer to caption
(c) Generated nodes
Figure 6: Relative ratios of throughput, runtime, and numbers of generated nodes (i.e., the number of high-level nodes generated by PBS before finding the solution) in different map sizes. The results of different cc for soft-highway are compared to the results without highway, namely with c=1c=1. As the cc increases, the cost of moving against the direction of the highway grows, which gradually makes agents move along the direction of the highway and results in lower throughput and faster runtime because of fewer nodes generated when planning. Moreover, the impact on throughput is reduced as the size of the map increases, which is shown from the bottom line to the top line of panel (a).

Our experiments focus on the comparison between before and after incorporating highway into lifelong MAPF and the analysis of strengths and drawbacks. Firstly, we evaluated the changes in the throughput and runtime when leveraging highway. Secondly, we analyzed the advantages of using highway when map sizes or agent densities grow larger.

V-A Environment

We implement RHCR with w=5w=5, h=5h=5 using PBS as the lifelong MAPF solver with a standard location-time A* as the low-level solver in Python and ran all experiments on Intel Core i9-9980XE with 16 GB memory. Before each round of experiments, the start locations and goal locations of agents are selected randomly from the different empty locations on the map. When an agent arrives at its goal location, a location that is not the goal location of any other agents will be assigned. Besides, we randomly initialize 100 episodes for each experiment and simulate 100 iterations of planning in each episode. Each iteration has its time limit of 60 seconds, and the episode will be labeled as a fail case if any iteration times out. All metrics shown are calculated as averages which exclude the fail cases.

Generally, throughput and runtime are the two main metrics for lifelong MAPF. For evaluating that highway can effectively deal with existing phenomena of deadlocks and rerouting, moving timesteps, idle timesteps, and rerouting rate are recorded during the experiments. Rerouting rate is the percentage of the agents who reroute in an iteration. Besides, moving timesteps reflects the number of timesteps that an agent moves during a task and idle timesteps is the number of timesteps that an agent stays at the same location without moving during a task. For observing how increasing c influences agents, highway avoidance rate shows the chance that an agent moves against the highway direction. Similar to [5] and [15], generated nodes is used to explain the reason why our method has lower runtime, which is the number of high-level nodes generated by the MAPF solver before finding the solution during one planning.

Given that the heuristic values are calculated from the shortest paths (e.g. strict-limit highway and soft-limit highway with c=1c=1 or \infty), a trick mentioned in the previous work [4] can be applied to simplify planning. Namely, in windowed MAPF, instead of planning the entire path to the goal, we can directly ignore the planning after ww timesteps, which yields the same result but saves the time to plan entire paths. We include this trick in Table II for comparison.

V-B Fulfillment Warehouse

In autonomous warehouses, a set of inventory pods are placed closely into a rectangle block, and the blocks with corridors in between are placed into a grid, like in Fig. 7. In our experiments, we follow the settings of the warehouse map in Fig. 7-(a) [30]: (1) each block contains 10×\times2 pods, and (2) the corridors are single-rowed. For simplicity, we test maps with N×\timesN blocks, where N is an odd number (i.e., 3, 5, 7, etc.), and inventory pods are considered obstacles for the agents. For instance, the smallest 3×\times3 version of the maps is shown in Fig. 7-(b). In addition, the percentage of obstacles over the entire map indicates how crowded the map is. Our smallest map (Fig. 7-(b)) has more than 50% of obstacles, and the percentage of obstacles gradually increases as the map grows with the larger N. The high obstacle density and neighboring corridors are suitable for testing highway.

Refer to caption
(a) Warehouse map [30]
Refer to caption
(b) Warehouse map with directions of highway
Figure 7: Panel (a) shows the warehouse map in [30] with 10×\times20 blocks of inventory pods. Each rectangle indicates one block. Panel (b) shows the warehouse map with 3×\times3 blocks of inventory pods with the direction (arrow) of the highway. Each block (green rectangle) in both maps consists of 10×\times2 inventory pods (green squares).

V-C From No Highway to Highway

The parameter cc in soft-limit highway determines how much the map is influenced by the highway directions. Therefore, we evaluate the influence of highway through the map in Fig. 7-(b) with the increasing cc and fixed 5% density of agents (i.e., the ratio of agents to empty locations of the map). Fig. 6 shows the relative throughput, runtime, and generated nodes with the c{1,1.2,1.5,2,5,10,50,}c\in\{1,1.2,1.5,2,5,10,50,\infty\}, which are compared to the result of c=1c=1.

When the map is small, the value of throughput drops when the value of cc rises in Fig. 6-(a), though the runtime decreases slightly in Fig. 6-(b). However, in the case of the larger map, the drop in throughput is much slower, and the drop in runtime is significant as cc increases. Surprisingly, the relative throughput when c=1.5c=1.5 even surpasses the throughput without highway. Furthermore, a trend shows that the gap in the throughput between no-highway (c=1c=1) and highway (c=c=\infty) narrows as the map size grows larger.

The speedup on the runtime mainly benefits from the more efficient planning under highway, because the global rule of the direction should be followed, and thus planning results are more consistent, which causes fewer conflicts before the solution is found. Referring to Fig. 6, if a higher cc is used, fewer nodes should be generated to find a solution, and the benefit is even more pronounced in larger maps.

In Table I, the results verified that using highway resulted in fewer average idle timesteps (timesteps that an agent stays at the same point during a task), which reflects the consistent direction of paths and fewer deadlocks, and the average idle timesteps reduce more when a larger map. Also, through c increases, the chance that an agent moves against the highway direction and the rerouting problem decreases, shown as the highway avoidance rate (the chance of an agent moving against the highway direction) and the rerouting rate (the percentage of the rerouting agents in an iteration of planning) in Table I. Besides, following the highway causes agents to have more moving timesteps (timesteps that an agent needs to arrive at its goal). Nevertheless, using highway in a larger map causes fewer extra moving timesteps, which explains another reason that a larger map can benefit more while using highway. For instance, in Table I, using highway (c=50c=50) in the 3x3 map causes 69.1% extra moving timesteps while using highway (c=50c=50) in the 7x7 map only causes 23.9% extra moving timesteps.

TABLE I: Average idle timesteps, moving timesteps, highway avoidance rate, and rerouting rate with different map sizes, c, and the same density of agents (5%) in the soft-limit highway setting.
c Map Size
3×\times3 5×\times5 7×\times7
1 2.49 2.66 2.83
Idle 2 2.42 (-2.5%) 2.55 (-4.1%) 2.61 (-7.9%)
Timesteps 5 2.32 (-6.8%) 2.38 (-10.5%) 2.42 (-14.7%)
50 2.22 (-10.8%) 2.29 (-13.8%) 2.33 (-17.9%)
1 17.65 27.76 37.69
Moving 2 18.27 (3.5%) 27.49 (-0.9%) 36.42 (-3.4%)
Timesteps 5 20.90 (18.4%) 30.61 (10.3%) 39.96 (6.0%)
50 29.84 (69.1%) 38.45 (38.5%) 46.72 (23.9%)
Highway 1 43.2% / 3.8% 44.3% / 4.5% 44.9% / 4.7%
Avoidance / 2 32.3% / 2.5% 28.3% / 1.9% 25.5% / 1.5%
Rerouting 5 18.7% / 0.7% 14.9% / 0.4% 12.5% / 0.3%
Rate 50 2.2% / 0.0% 2.0% / 0.0% 1.8% / 0.0%
  • For comparing how much idle timesteps decrease and moving timesteps increase after using highway (c \neq 1), percentages of difference when c \neq 1 compared to no-highway (c=1)(c=1) are represented in parenthesis.

TABLE II: Throughput and runtime with different map sizes and the same density of agents (5%).
Types \\backslash Map Size 3×\times3 5×\times5 7×\times7 9×\times9 11×\times11 13×\times13 15×\times15
Throughput (tasks/step) Strict-limit 0.23 (-41.4%) 0.45 (-28.7%) 0.69 (-20.5%) 0.93 (-14.1%) 1.17 (-10.6%) 1.43 (-8.3%) 1.68 (-3.8%)
Soft-limit 0.24 (-38.0%) 0.47 (-25.9%) 0.71 (-17.8%) 0.96 (-11.5%) 1.21 (-7.9%) 1.46 (-6.2%) 1.71 (-2.2%)
w/o Highway 0.39 0.63 0.87 1.09 [20] 1.31 [47] 1.56 [77] 1.75 [95]
Runtime (seconds) Strict-limit (P) 0.002 (6.7) 0.010 (13.2) 0.032 (20.4) 0.069 (32.1) 0.130 (30.4) 0.284 (34.0) 0.553 (39.8)
Strict-limit 0.007 (1.8) 0.034 (3.9) 0.097 (6.7) 0.241 (9.1) 0.339 (11.7) 0.681 (14.2) 1.323 (16.6)
Soft-limit 0.008 (1.5) 0.041 (3.2) 0.111 (5.8) 0.321 (6.9) 0.439 (9.0) 0.870 (11.1) 2.016 (10.9)
w/o Highway 0.012 0.133 0.646 2.208 3.955 9.638 21.983
  • Each is an average calculated from test cases excluding fail cases (i.e, time out). The results using strict-limit highway, soft-limit highway (c=c=\infty) and the baseline result without highway are shown respectively, and the result using the partial planning trick (mentioned in Section V-A) to speed up is marked as ”(P)”. Percentages of throughput decay using the highway compared to no-highway are represented in parenthesis, and numbers of fail cases are marked in square brackets in the top column if any (out of 100 test cases). The ratios of speedups using the highway compared to no-highway are represented in parenthesis in the bottom column.

V-D Scaling up

To ensure the runtime is efficient enough to assign the paths on time without idling the agents, the question is whether the advantages of highway are kept after the map of a warehouse scales up. Referring to the results mentioned previously, the answer is clearly yes. Subsequently, we discuss and quantify the benefits of highway as the map size scales up and the agent density grows larger.

V-D1 Map Size

To scale up the size of the map, the block is kept the same as in Fig. 7-(b), which contains 10×\times2 pods in each block, and corridors are still single-rowed. Then, the number of blocks are increasing from 3×\times3, 5×\times5, 7×\times7 blocks … to 15×\times15 blocks, and the density of agents is fixed at 5%. The results using strict-limit highway, soft-limit highway (c=c=\infty), and the baseline without highway are shown in Table II. When the map grows larger, the gap of throughputs between highway and the baseline becomes smaller, and the speedup gained from using highway keeps increasing. The main reason for the decrease in the throughput gap is that, as the map gets larger, the number of extra moves taken for the highway becomes insignificant relative to the total number of moves. Furthermore, in contrast to the setting using highway, the fail cases appear on larger maps without highway.

Besides, the gap between throughputs of strict-highway and soft-highway is also decreasing in Fig. 8. Therefore, it becomes more cost-effective to convert soft-highway to strict-highway for faster runtime (see Table II).

Refer to caption
Figure 8: Relative throughput of transferring ”no-highway to soft-limit highway” and ”soft-limit highway to strict-limit highway”. The dotted line represents the relative runtime of replacing ”no-highway with strict-limit highway”, showing the reduction of runtime. As the map enlarges, the relative throughputs of these two settings approach 100% (solid lines) and the runtime keeps decreasing (yellow dotted line).

V-D2 Number of Agents

To test the influence of different agent densities on the map, the density of agents is increasing from 5% to 20% with the 3×\times3 map in Fig. 7-(b). Referring to the result in Fig. 9, the throughput of using highway increases constantly. However, the trend of the throughput without using highway starts to decline when the density increases. Therefore, the rerouting rate and average idle timesteps are evaluated. Under the setting of highway, rerouting rarely happens and the fewer average idle timesteps potentially indicate that deaklocks and the phenomena of waiting for each other are significantly reduced because of the consistent direction of paths for agents.

Refer to caption
(a) Throughput
Refer to caption
Refer to caption
(b) Rerouting rate and idle steps
Figure 9: Comparison of throughput, rerouting rate, and the average number of idle timesteps between highway and no-highway in different densities of agents. When the agent density is high, using highway even gains higher throughput than no-highway, shown in panel (a). As shown in panel (b), this is because the phenomena of rerouting (solid lines) and idle agents (dotted lines) are severe.

VI Conclusion

In this work, we studied the highway idea (previously proposed for one-shot MAPF) in the lifelong MAPF scenario for the trade-off between runtime and throughput. Furthermore, we discussed the properties of combining highway with the lifelong MAPF framework that minimizes the existing problems of deadlocks and rerouting. Finally, we evaluated highway through a sequence of experiments. According to the experimental results, using highway can significantly speed up the runtime, and the decay of throughput gradually diminishes when the map size or agent density grows larger.

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