コード例 #1
0
ファイル: CbsConstraint.cs プロジェクト: doratzmon/k_robust
 /// <summary>
 /// Kind of the opposite of Equals: checks that the moves are unequal or that not one of the other's agents appears in this.agents.
 /// </summary>
 /// <param name="other"></param>
 /// <returns></returns>
 public bool Allows(CbsConstraint other)
 {
     if (this.move.Equals(other.move) == false) // Minor behavior change: if exactly one move has a set direction, and they're otherwise equal the method used to return true.
     {
         return(true);
     }
     if (this.agentNum == other.agentNum)
     {
         return(false);
     }
     return(true);
 }
コード例 #2
0
ファイル: CbsNode.cs プロジェクト: kylevedder/mapf
        public bool DoesMustConstraintAllow(CbsConstraint check)
        {
            CbsNode current = this;

            while (current != null)
            {
                if (current.mustConstraint != null && !current.mustConstraint.Allows(check))
                {
                    return(false);
                }
                current = current.prev;
            }
            return(true);
        }
コード例 #3
0
ファイル: CbsNode.cs プロジェクト: kylevedder/mapf
 /// <summary>
 /// Child from branch action constructor
 /// </summary>
 /// <param name="father"></param>
 /// <param name="newConstraint"></param>
 /// <param name="agentToReplan"></param>
 public CbsNode(CbsNode father, CbsConstraint newConstraint, int agentToReplan)
 {
     this.allSingleAgentPlans   = father.allSingleAgentPlans.ToArray <SinglePlan>();
     this.allSingleAgentCosts   = father.allSingleAgentCosts.ToArray <int>();
     this.agentsGroupAssignment = father.agentsGroupAssignment.ToArray <ushort>();
     this.prev              = father;
     this.constraint        = newConstraint;
     this.depth             = (ushort)(this.prev.depth + 1);
     agentAExpansion        = ExpansionState.NOT_EXPANDED;
     agentBExpansion        = ExpansionState.NOT_EXPANDED;
     replanSize             = 1;
     this.problem           = father.problem;
     this.solver            = father.solver;
     this.singleAgentSolver = father.singleAgentSolver;
     this.runner            = father.runner;
 }
コード例 #4
0
ファイル: CbsNode.cs プロジェクト: kylevedder/mapf
 public CbsNode(int numberOfAgents, ProblemInstance problem, ICbsSolver solver, ICbsSolver singleAgentSolver, Run runner)
 {
     allSingleAgentPlans = new SinglePlan[numberOfAgents];
     allSingleAgentCosts = new int[numberOfAgents];
     depth                 = 0;
     replanSize            = 1;
     agentAExpansion       = ExpansionState.NOT_EXPANDED;
     agentBExpansion       = ExpansionState.NOT_EXPANDED;
     agentsGroupAssignment = new ushort[numberOfAgents];
     for (ushort i = 0; i < numberOfAgents; i++)
     {
         agentsGroupAssignment[i] = i;
     }
     this.prev              = null;
     this.constraint        = null;
     this.problem           = problem;
     this.solver            = solver;
     this.singleAgentSolver = singleAgentSolver;
     this.runner            = runner;
 }
コード例 #5
0
ファイル: CbsConstraint.cs プロジェクト: doratzmon/k_robust
        /// <summary>
        /// Checks that the agentNum is equal, and compares the move.
        /// If one of the constraints is a query, an instance only created and used to quickly search for a move in a set of constraints,
        /// the direction is ignored if the other constraint is a vertex constraint.
        /// </summary>
        /// <param name="obj"></param>
        /// <returns></returns>
        public override bool Equals(object obj)
        {
            CbsConstraint other = (CbsConstraint)obj;

            if (this.agentNum != other.agentNum)
            {
                return(false);
            }

            Debug.Assert(this.queryInstance == false || other.queryInstance == false);                         // At most one of the instances is a query
            Debug.Assert(this.queryInstance == false || this.move.direction != Move.Direction.NO_DIRECTION);   // Must query regarding a specific direction
            Debug.Assert(other.queryInstance == false || other.move.direction != Move.Direction.NO_DIRECTION); // Must query regarding a specific direction
            if (this.queryInstance || other.queryInstance)                                                     // This way if the constraint is a vertex constraint than it will be equal to a query containing a move from any direction to that position,
                                                                                                               // and if it is an edge constraint than it will only be equal to queries containing a move from that specific direction to that position.
            {
                return(this.move.Equals(other.move));
            }
            else // A vertex constraint is different to an edge constraint for the same agentNum and position.
                 // Must check the direction explicitly because vertex constraints have no direction and moves with no direction
                 // compare equal to moves with any direction
            {
                return(this.move.Equals(other.move) && this.move.direction == other.move.direction);
            }
        }
コード例 #6
0
ファイル: CbsNode.cs プロジェクト: kylevedder/mapf
 public void SetMustConstraint(CbsConstraint set)
 {
     this.mustConstraint = set;
 }
コード例 #7
0
ファイル: CBS_IDA.cs プロジェクト: kylevedder/mapf
        public virtual bool Expand(CbsNode node, CbsConflict conflict)
        {
            if (runner.ElapsedMilliseconds() > Constants.MAX_TIME)
            {
                return(false);
            }
            highLevelExpanded++;
            if (conflict == null)
            {
                this.totalCost = node.totalCost;
                this.goalNode  = node;
                this.solution  = node.CalculateJointPlan();
                this.Clear();
                return(true);
            }
            CbsNode       toAdd;
            CbsConstraint con2       = new CbsConstraint(conflict, instance, false);
            CbsConstraint con1       = new CbsConstraint(conflict, instance, true);
            byte          stepLength = 0;

            if (conflict.vertex)
            {
                stepLength = 1;
            }
            bool ok1 = false, ok2 = false;

            if (node.totalCost + conflict.timeStep + stepLength - node.PathLength(conflict.agentA) <= fBound)
            {
                ok1 = true;
                if (node.DoesMustConstraintAllow(con1))
                {
                    toAdd = new CbsNode(node, con1, conflict.agentA);
                    toAdd.SetMustConstraint(con2);

                    if (toAdd.Replan3b(conflict.agentA, Math.Max(minCost, conflict.timeStep)))
                    {
                        this.highLevelGenerated++;
                        if (toAdd.totalCost <= fBound)
                        {
                            if (Expand(toAdd, toAdd.GetConflict()))
                            {
                                return(true);
                            }
                        }
                        else if (toAdd.totalCost < nextF)
                        {
                            nextF = toAdd.totalCost;
                        }
                    }
                }
            }

            if (node.totalCost + conflict.timeStep + stepLength - node.PathLength(conflict.agentB) <= fBound)
            {
                ok2 = true;
                if (node.DoesMustConstraintAllow(con2))
                {
                    toAdd = new CbsNode(node, con2, conflict.agentB);
                    toAdd.SetMustConstraint(con1);

                    if (toAdd.Replan3b(conflict.agentB, Math.Max(minCost, conflict.timeStep)))
                    {
                        this.highLevelGenerated++;
                        if (toAdd.totalCost <= fBound)
                        {
                            if (Expand(toAdd, toAdd.GetConflict()))
                            {
                                return(true);
                            }
                        }
                        else if (toAdd.totalCost < nextF)
                        {
                            nextF = toAdd.totalCost;
                        }
                    }
                }
            }

            if (ok1 && ok2)
            {
                toAdd = new CbsNode(node, con1, conflict.agentA);
                if (toAdd.Replan3b(conflict.agentA, Math.Max(minCost, conflict.timeStep)))
                {
                    if (toAdd.totalCost <= fBound)
                    {
                        toAdd = new CbsNode(toAdd, con2, conflict.agentB);
                        if (toAdd.Replan(conflict.agentB, Math.Max(minCost, conflict.timeStep)))
                        // FIXME: Should this really use the regular Replan() or was this a typo?
                        {
                            this.highLevelGenerated++;
                            if (toAdd.totalCost <= fBound)
                            {
                                if (Expand(toAdd, toAdd.GetConflict()))
                                {
                                    return(true);
                                }
                            }
                            else if (toAdd.totalCost < nextF)
                            {
                                nextF = toAdd.totalCost;
                            }
                        }
                    }
                }
            }
            return(false);
        }
コード例 #8
0
ファイル: CbsConstraint.cs プロジェクト: doratzmon/k_robust
        public int CompareTo(object item)
        {
            CbsConstraint other = (CbsConstraint)item;

            return(this.move.time.CompareTo(other.move.time));
        }
コード例 #9
0
ファイル: CBS.cs プロジェクト: doratzmon/WeightedCBS
        protected CbsNode ConstraintExpand(CbsNode node, bool doLeftChild, out int closedListHitChildCost)
        {
            CbsConflict conflict = node.GetConflict();
            int         conflictingAgentIndex = doLeftChild? conflict.agentAIndex : conflict.agentBIndex;

            CbsNode.ExpansionState expansionsState           = doLeftChild ? node.agentAExpansion : node.agentBExpansion;
            CbsNode.ExpansionState otherChildExpansionsState = doLeftChild ? node.agentBExpansion : node.agentAExpansion;
            string agentSide = doLeftChild? "left" : "right";
            int    planSize  = node.allSingleAgentPlans[conflictingAgentIndex].GetSize();
            int    groupSize = node.GetGroupSize(conflictingAgentIndex);

            closedListHitChildCost = -1;

            if ((Constants.Variant == Constants.ProblemVariant.ORIG &&
                 expansionsState == CbsNode.ExpansionState.NOT_EXPANDED && conflict.vertex == true &&
                 conflict.timeStep >= node.allSingleAgentCosts[conflictingAgentIndex] &&             // TODO: Can't just check whether the node is at its goal - the plan may involve it passing through its goal and returning to it later because of preexisting constraints.
                 node.h < conflict.timeStep + 1 - node.allSingleAgentCosts[conflictingAgentIndex] && // Otherwise we won't be increasing its h and there would be no reason to delay expansion
                 groupSize == 1) ||                                                                  // Otherwise an agent in the group can be forced to take a longer route without increasing the group's cost because another agent would be able to take a shorter route.
                (Constants.Variant == Constants.ProblemVariant.NEW &&
                 expansionsState == CbsNode.ExpansionState.NOT_EXPANDED && conflict.vertex == true &&
                 ((conflict.timeStep > planSize - 1 && node.h < 2) ||
                  (conflict.timeStep == planSize - 1 && node.h < 1)) &&
                 groupSize == 1)) // Otherwise an agent in the group can be forced to take a longer route without increasing the group's cost because another agent would be able to take a shorter route.
            // Conflict happens when or after the agent reaches its goal, and the agent is in a single-agent group.
            // With multi-agent groups, banning the goal doesn't guarantee a higher cost solution,
            // since if an agent is forced to take a longer route it may enable another agent in the group
            // to take a shorter route, getting an alternative solution of the same cost
            // The child would cost a lot because:
            // A) All WAIT moves in the goal before leaving it now add to the g (if we're in the original problem variant).
            // B) We force the low level to compute a path longer than the optimal,
            //    and with a bad suprise towards the end in the form of a constraint,
            //    so the low-level's SIC heuristic performs poorly.
            // C) We're banning the GOAL from all directions (since this is a vertex conflict),
            //    so any alternative plan will at least cost 1 more.
            //    We're ignoring edge conflicts because they can only happen at the goal when reaching it,
            //    and aren't guaranteed to increase the cost because the goal can still be possibly reached from another edge.
            {
                if (otherChildExpansionsState == CbsNode.ExpansionState.DEFERRED)
                {
                    throw new Exception("Unexpected: Expansion of both children deffered, but this is a vertex conflict so that means the targets for the two agents are equal, which is illegal");
                }

                if (debug)
                {
                    Debug.WriteLine("Skipping " + agentSide + " child for now");
                }
                if (doLeftChild)
                {
                    node.agentAExpansion = CbsNode.ExpansionState.DEFERRED;
                }
                else
                {
                    node.agentBExpansion = CbsNode.ExpansionState.DEFERRED;
                }
                // Add the minimal delta in the child's cost:
                // since we're banning the goal at conflict.timeStep, it must at least do conflict.timeStep+1 steps
                if (Constants.Variant == Constants.ProblemVariant.ORIG)
                {
                    node.h = (ushort)(conflict.timeStep + 1 - node.allSingleAgentCosts[conflictingAgentIndex]);
                }
                else if (Constants.Variant == Constants.ProblemVariant.NEW)
                {
                    if (conflict.timeStep > planSize - 1) // Agent will need to step out and step in to the goal, at least
                    {
                        node.h = 2;
                    }
                    else // Conflict is just when agent enters the goal, it'll have to at least wait one timestep.
                    {
                        node.h = 1;
                    }
                }
                return(node);
            }
            else if (expansionsState != CbsNode.ExpansionState.EXPANDED)
            // Agent expansion already skipped in the past or not forcing it from its goal - finally generate the child:
            {
                if (debug)
                {
                    Debug.WriteLine("Generating " + agentSide + " child");
                }

                if (doLeftChild)
                {
                    node.agentAExpansion = CbsNode.ExpansionState.EXPANDED;
                }
                else
                {
                    node.agentBExpansion = CbsNode.ExpansionState.EXPANDED;
                }

                var     newConstraint = new CbsConstraint(conflict, instance, doLeftChild);
                CbsNode child         = new CbsNode(node, newConstraint, conflictingAgentIndex);

                if (closedList.ContainsKey(child) == false)
                {
                    int minCost = -1;
                    //if (this.useMddHeuristic)
                    //    minCost = node.GetGroupCost(conflictingAgentIndex) + 1;
                    bool success = child.Replan(conflictingAgentIndex, this.minDepth, null, -1, minCost); // The node takes the max between minDepth and the max time over all constraints.

                    if (success == false)
                    {
                        return(null); // A timeout probably occured
                    }
                    if (debug)
                    {
                        Debug.WriteLine("Child hash: " + child.GetHashCode());
                        Debug.WriteLine("Child cost: " + child.totalCost);
                        Debug.WriteLine("Child min ops to solve: " + child.minOpsToSolve);
                        Debug.WriteLine("Child num of agents that conflict: " + child.totalInternalAgentsThatConflict);
                        Debug.WriteLine("Child num of internal conflicts: " + child.totalConflictsBetweenInternalAgents);
                        Debug.WriteLine("");
                    }

                    if (child.totalCost < node.totalCost && groupSize == 1) // Catch the error early
                    {
                        child.Print();
                        Debug.WriteLine("Child plan: (cost {0})", child.allSingleAgentCosts[conflictingAgentIndex]);
                        child.allSingleAgentPlans[conflictingAgentIndex].PrintPlan();
                        Debug.WriteLine("Parent plan: (cost {0})", node.allSingleAgentCosts[conflictingAgentIndex]);
                        node.allSingleAgentPlans[conflictingAgentIndex].PrintPlan();
                        Debug.Assert(false, "Single agent node with lower cost than parent! " + child.totalCost + " < " + node.totalCost);
                    }

                    return(child);
                }
                else
                {
                    this.closedListHits++;
                    closedListHitChildCost = this.closedList[child].totalCost;
                    if (debug)
                    {
                        Debug.WriteLine("Child already in closed list!");
                    }
                }
            }
            else
            {
                if (debug)
                {
                    Debug.WriteLine("Child already generated before");
                }
            }

            return(null);
        }
コード例 #10
0
        public virtual void Expand(CbsNode node)
        {
            CbsConflict conflict = node.GetConflict();
            CbsNode     child;

            if (this.mergeThreshold != -1 && ShouldMerge(node))
            {
                child = new CbsNode(node, node.agentsGroupAssignment[conflict.agentA], node.agentsGroupAssignment[conflict.agentB]);
                if (closedList.ContainsKey(child) == false) // We may have already merged these agents in the parent
                {
                    if (debug)
                    {
                        Debug.WriteLine("Merging agents {0} and {1}", conflict.agentA, conflict.agentB);
                    }
                    closedList.Add(child, child);
                    bool success = child.Replan(conflict.agentA, this.minDepth); // or agentB. Doesn't matter - they're in the same group.
                    if (debug)
                    {
                        Debug.WriteLine("New cost: " + child.totalCost);
                        var constraints = child.GetConstraints();
                        Debug.WriteLine(constraints.Count + " Remaining internal constraints:");
                        foreach (CbsConstraint constraint in constraints)
                        {
                            Debug.WriteLine(constraint);
                        }
                        var externalConstraints = (HashSet_U <CbsConstraint>) this.instance.parameters[CBS_LocalConflicts.CONSTRAINTS];
                        Debug.WriteLine(externalConstraints.Count.ToString() + " external constraints: ");
                        foreach (CbsConstraint constraint in externalConstraints)
                        {
                            Debug.WriteLine(constraint);
                        }
                        Debug.WriteLine("New conflict: " + child.GetConflict());
                        Debug.Write("New agent group assignments: ");
                        for (int i = 0; i < child.agentsGroupAssignment.Length; i++)
                        {
                            Debug.Write(" " + child.agentsGroupAssignment[i]);
                        }
                        Debug.WriteLine("");
                        Debug.Write("Single agent costs: ");
                        for (int i = 0; i < child.allSingleAgentCosts.Length; i++)
                        {
                            Debug.Write(" " + child.allSingleAgentCosts[i]);
                        }
                        Debug.WriteLine("");
                        child.CalculateJointPlan().PrintPlan();
                        Debug.WriteLine("");
                        Debug.WriteLine("");
                    }
                    this.maxSizeGroup = Math.Max(this.maxSizeGroup, child.replanSize);

                    if (success == false) // A timeout probably occured
                    {
                        return;
                    }

                    if (node.totalCost <= maxCost) // FIXME: Code dup with other new node creations
                    {
                        openList.Add(child);
                        this.highLevelGenerated++;
                        this.addToGlobalConflictCount(child.GetConflict());
                    }
                }
                else
                {
                    closedListHits++;
                }
                return;
            }

            // Expand node, possibly partially:
            // Generate left child:
            int agentAGroupSize = node.GetGroupSize(node.agentsGroupAssignment[conflict.agentA]);

            if (node.agentAExpansion == CbsNode.ExpansionState.NOT_EXPANDED && conflict.vertex == true &&
                conflict.timeStep >= node.allSingleAgentCosts[conflict.agentA] && // TODO: Consider checking directly whether at the time of the conflict the agent would be at its goal according to the node.singleAgentPlans. It may be more readable.
                agentAGroupSize == 1)
            // Conflict happens when or after agent A reaches its goal, and agent A is in a single agent group.
            // With multi-agent groups, banning the goal doesn't guarantee a higher cost solution,
            // since if an agent is forced to take a longer route it may enable another agent in the group
            // to take a shorter route, getting an alternative solution of the same cost
            // The left child would cost a lot because:
            // A) All WAIT moves in the goal before leaving it now add to the g.
            // B) We force the low level to compute a path longer than the optimal,
            //    and with a bad suprise towards the end in the form of a constraint,
            //    so the low-level's SIC heuristic performs poorly.
            // C) We're banning the GOAL from all directions (since this is a vertex conflict),
            //    so any alternative plan will at least cost 1 more.
            //    We're ignoring edge conflicts because they can only happen at the goal when reaching it,
            //    and aren't guaranteed to increase the cost because the goal can still be possibly reached from another edge.
            {
                if (debug)
                {
                    Debug.WriteLine("Skipping left child");
                }
                node.agentAExpansion = CbsNode.ExpansionState.DEFERRED;
                int agentAOldCost = node.allSingleAgentCosts[conflict.agentA];
                // Add the minimal delta in the child's cost:
                // since we're banning the goal at conflict.timeStep, it must at least do conflict.timeStep+1 steps
                node.totalCost += (ushort)(conflict.timeStep + 1 - agentAOldCost);
                openList.Add(node); // Re-insert node into open list with higher cost, don't re-increment global conflict counts
                this.partialExpansions++;
            }
            else if (node.agentAExpansion != CbsNode.ExpansionState.EXPANDED)
            // Agent A expansion already skipped in the past or not forcing A from its goal - finally generate the child:
            {
                if (debug)
                {
                    Debug.WriteLine("Generating left child");
                }
                var newConstraint = new CbsConstraint(conflict, instance, true);
                child = new CbsNode(node, newConstraint, conflict.agentA);

                if (closedList.ContainsKey(child) == false)
                {
                    closedList.Add(child, child);
                    if (child.Replan(conflict.agentA, this.minDepth)) // The node takes the max between minDepth and the max time over all constraints.
                    {
                        if (child.totalCost < node.totalCost && agentAGroupSize == 1)
                        {
                            Debug.WriteLine("");
                            Debug.Write("Single agent costs: ");
                            for (int i = 0; i < child.allSingleAgentCosts.Length; i++)
                            {
                                Debug.Write(" " + child.allSingleAgentCosts[i]);
                            }
                            Debug.WriteLine("");
                            //Debug.WriteLine("Offending plan:");
                            //child.CalculateJointPlan().PrintPlan();
                            Debug.WriteLine("Chlid plan: (cost {0})", child.allSingleAgentCosts[conflict.agentA]);
                            child.allSingleAgentPlans[conflict.agentA].PrintPlan();
                            Debug.WriteLine("Parent plan: (cost {0})", node.allSingleAgentCosts[conflict.agentA]);
                            node.allSingleAgentPlans[conflict.agentA].PrintPlan();
                            Debug.Assert(false, "Single agent node with lower cost than parent! " + child.totalCost + " < " + node.totalCost);
                        }
                        if (child.totalCost <= this.maxCost)
                        {
                            openList.Add(child);
                            this.highLevelGenerated++;
                            addToGlobalConflictCount(child.GetConflict());
                            if (debug)
                            {
                                Debug.WriteLine("Child cost: " + child.totalCost);
                                Debug.WriteLine("Child hash: " + child.GetHashCode());
                                Debug.WriteLine("");
                            }
                        }
                    }
                    else // A timeout probably occured
                    {
                        return;
                    }
                }
                else
                {
                    this.closedListHits++;
                }
                node.agentAExpansion = CbsNode.ExpansionState.EXPANDED;
            }

            // Generate right child:
            int agentBGroupSize = node.GetGroupSize(node.agentsGroupAssignment[conflict.agentB]);

            if (node.agentBExpansion == CbsNode.ExpansionState.NOT_EXPANDED && conflict.vertex == true &&
                conflict.timeStep >= node.allSingleAgentCosts[conflict.agentB] &&
                agentBGroupSize == 1) // Again, skip expansion
            {
                if (debug)
                {
                    Debug.WriteLine("Skipping right child");
                }
                if (node.agentAExpansion == CbsNode.ExpansionState.DEFERRED)
                {
                    throw new Exception("Unexpected: Expansion of both children differed, but this is a vertex conflict so that means the targets for the two agents are equal, which is illegal");
                }

                node.agentBExpansion = CbsNode.ExpansionState.DEFERRED;
                int agentBOldCost = node.allSingleAgentCosts[conflict.agentB];
                node.totalCost += (ushort)(conflict.timeStep + 1 - agentBOldCost);
                openList.Add(node); // Re-insert node into open list with higher cost, don't re-increment global conflict counts
                this.partialExpansions++;
                // TODO: Code duplication with agentA. Make this into a function.
            }
            else if (node.agentBExpansion != CbsNode.ExpansionState.EXPANDED)
            {
                if (debug)
                {
                    Debug.WriteLine("Generating right child");
                }
                var newConstraint = new CbsConstraint(conflict, instance, false);
                child = new CbsNode(node, newConstraint, conflict.agentB);

                if (closedList.ContainsKey(child) == false)
                {
                    closedList.Add(child, child);
                    if (child.Replan(conflict.agentB, this.minDepth)) // The node takes the max between minDepth and the max time over all constraints.
                    {
                        if (child.totalCost < node.totalCost && node.agentAExpansion == CbsNode.ExpansionState.EXPANDED &&
                            agentBGroupSize == 1)
                        {
                            Debug.WriteLine("");
                            Debug.Write("Single agent costs: ");
                            for (int i = 0; i < child.allSingleAgentCosts.Length; i++)
                            {
                                Debug.Write(" " + child.allSingleAgentCosts[i]);
                            }
                            Debug.WriteLine("");
                            //Debug.WriteLine("Offending plan:");
                            //child.CalculateJointPlan().PrintPlan();
                            Debug.WriteLine("Chlid plan: (cost {0})", child.allSingleAgentCosts[conflict.agentB]);
                            child.allSingleAgentPlans[conflict.agentB].PrintPlan();
                            Debug.WriteLine("Parent plan: (cost {0})", node.allSingleAgentCosts[conflict.agentB]);
                            node.allSingleAgentPlans[conflict.agentB].PrintPlan();
                            Debug.Assert(false, "Single agent node with lower cost than parent! " + child.totalCost + " < " + node.totalCost);
                        }
                        if (child.totalCost <= this.maxCost)
                        {
                            openList.Add(child);
                            this.highLevelGenerated++;
                            addToGlobalConflictCount(child.GetConflict());
                            if (debug)
                            {
                                Debug.WriteLine("Child cost: " + child.totalCost);
                                Debug.WriteLine("Child hash: " + child.GetHashCode());
                                Debug.WriteLine("");
                            }
                        }
                    }
                    else // A timeout probably occured
                    {
                        return;
                    }
                }
                else
                {
                    this.closedListHits++;
                }
                node.agentBExpansion = CbsNode.ExpansionState.EXPANDED;
            }
        }