TY - GEN
T1 - Multi-Agent Pathfinding with Real-Time Heuristic Search
AU - Sigurdson, Devon
AU - Bulitko, Vadim
AU - Yeoh, William
AU - Hernandez, Carlos
AU - Koenig, Sven
N1 - Publisher Copyright:
© 2018 IEEE.
PY - 2018/10/11
Y1 - 2018/10/11
N2 - Multi-agent pathfinding, namely finding collision-free paths for several agents from their given start locations to their given goal locations on a known stationary map, is an important task for non-player characters in video games. A variety of heuristic search algorithms have been developed for this task. Non-real-time algorithms, such as Flow Annotated Replanning (FAR), first find complete paths for all agents and then move the agents along these paths. However, their searches are often too expensive. Real-time algorithms have the ability to produce the next moves for all agents without finding complete paths for them and thus allow the agents to move in real time. Real-time heuristic search algorithms have so far typically been developed for single-agent pathfinding. We, on the other hand, present a real-time heuristic search algorithm for multi-agent pathfinding, called Bounded Multi-Agent A∗ (BMAA∗), that works as follows: Every agent runs an individual real-time heuristic search that updates heuristic values assigned to locations and treats the other agents as (moving) obstacles. Agents do not coordinate with each other, in particular, they neither share their paths nor heuristic values. We show how BMAA∗ can be enhanced by adding FAR-style flow annotations and allowing agents to push other agents temporarily off their goal locations, when necessary. In our experiments, BMAA∗ has higher completion rates and lower completion times than FAR.
AB - Multi-agent pathfinding, namely finding collision-free paths for several agents from their given start locations to their given goal locations on a known stationary map, is an important task for non-player characters in video games. A variety of heuristic search algorithms have been developed for this task. Non-real-time algorithms, such as Flow Annotated Replanning (FAR), first find complete paths for all agents and then move the agents along these paths. However, their searches are often too expensive. Real-time algorithms have the ability to produce the next moves for all agents without finding complete paths for them and thus allow the agents to move in real time. Real-time heuristic search algorithms have so far typically been developed for single-agent pathfinding. We, on the other hand, present a real-time heuristic search algorithm for multi-agent pathfinding, called Bounded Multi-Agent A∗ (BMAA∗), that works as follows: Every agent runs an individual real-time heuristic search that updates heuristic values assigned to locations and treats the other agents as (moving) obstacles. Agents do not coordinate with each other, in particular, they neither share their paths nor heuristic values. We show how BMAA∗ can be enhanced by adding FAR-style flow annotations and allowing agents to push other agents temporarily off their goal locations, when necessary. In our experiments, BMAA∗ has higher completion rates and lower completion times than FAR.
KW - Artificial intelligence
KW - Multi agent pathfinding
KW - Real-time heuristic search
KW - Video games
UR - https://www.scopus.com/pages/publications/85056868019
U2 - 10.1109/CIG.2018.8490436
DO - 10.1109/CIG.2018.8490436
M3 - Conference contribution
AN - SCOPUS:85056868019
T3 - IEEE Conference on Computatonal Intelligence and Games, CIG
BT - Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games, CIG 2018
PB - IEEE Computer Society
T2 - 14th IEEE Conference on Computational Intelligence and Games, CIG 2018
Y2 - 14 August 2018 through 17 August 2018
ER -