コード例 #1
0
ファイル: EPEA_Star.cs プロジェクト: triplez23/mapf-solvers
        override protected WorldState CreateSearchRoot(int minDepth = -1, int minCost = -1, MDDNode mddNode = null)
        {
            var root = new WorldStateForPartialExpansion(this.instance.agents, minDepth, minCost, mddNode);

            root.sic = (int)SumIndividualCosts.h(root, this.instance);
            return(root);
        }
コード例 #2
0
        /// <summary>
        ///
        /// Assumes g of node was already calculated!
        /// </summary>
        /// <param name="s"></param>
        /// <returns></returns>
        public uint h(WorldState s)
        {
            int sicEstimate;

            if (Constants.costFunction == Constants.CostFunction.SUM_OF_COSTS)
            {
                sicEstimate = (int)SumIndividualCosts.h(s, this.instance);
            }
            else if (Constants.costFunction == Constants.CostFunction.MAKESPAN || Constants.costFunction == Constants.CostFunction.MAKESPAN_THEN_SUM_OF_COSTS)
            {
                sicEstimate = (int)MaxIndividualCosts.h(s, this.instance);
            }
            else
            {
                throw new Exception($"Unsupported cost function {Constants.costFunction}");
            }
            if (sicEstimate == 0)  // Only the goal has an estimate of zero
            {
                return(0);
            }
            int targetCost = s.g + sicEstimate + this.minAboveSic; // Ariel's idea - using SIC directly here to calc the target

            // CBS gets an explicitly partially solved state - the agents' g may be greater than zero.
            // So the cost CBS is going to calc is not of this node but of the initial problem instance,
            // this is accounted for later too.
            // (Notice node usually has a (possibly too low) h set already - inherited from the parent)
            return(this.h(s, targetCost, sicEstimate));
        }
コード例 #3
0
ファイル: EPEA_Star.cs プロジェクト: triplez23/mapf-solvers
        protected override bool ProcessGeneratedNode(WorldState currentNode)
        {
            bool ret = base.ProcessGeneratedNode(currentNode);

            var node = (WorldStateForPartialExpansion)currentNode;

            node.ClearExpansionData();
            node.sic = (int)SumIndividualCosts.h(node, this.instance);
            // We defer calling the expensive calcSingleAgentDeltaFs to when the node is expanded, which means we might only then find out the node's current
            // target deltaF=0 is not possibe.
            return(ret);
        }
コード例 #4
0
        /// <summary>
        /// Computes a heuristic by running a bounded CBS search from the given node.
        /// Assumes g of node was already calculated and h isn't zero.
        /// </summary>
        /// <param name="s"></param>
        /// <param name="targetCost">Stop when the target cost is reached</param>
        /// <param name="sicEstimate">For a debug assertion.</param>
        /// <param name="lowLevelGeneratedCap">The number of low level nodes to generate</param>
        /// <param name="milliCap">The process total millisecond count to stop at</param>
        /// <param name="resume">Whether to resume the last search instead of solving the given node. Assumes the last search was from the same node as the given node.</param>
        /// <returns></returns>
        protected uint h(WorldState s, int targetCost, int sicEstimate = -1, int lowLevelGeneratedCap = -1,
                         int milliCap = int.MaxValue, bool resume = false)
        {
            double start = this.runner.ElapsedMilliseconds();

            ProblemInstance sAsProblemInstance;

            if (resume == false)
            {
                this.cbs.Clear();
                sAsProblemInstance = s.ToProblemInstance(this.instance);
                this.cbs.Setup(sAsProblemInstance,
                               Math.Max(s.makespan,         // This forces must-constraints to be upheld when dealing with A*+OD nodes,
                                                            // at the cost of forcing every agent to move when a goal could be found earlier with all must constraints upheld.
                                        s.minGoalTimeStep), // No point in finding shallower goal nodes
                               this.runner, null, null, null);

                if (this.cbs.openList.Count > 0 && this.cbs.topMost)
                {
                    if (sicEstimate == -1)
                    {
                        if (Constants.costFunction == Constants.CostFunction.SUM_OF_COSTS)
                        {
                            sicEstimate = (int)SumIndividualCosts.h(s, this.instance);
                        }
                        else if (Constants.costFunction == Constants.CostFunction.MAKESPAN || Constants.costFunction == Constants.CostFunction.MAKESPAN_THEN_SUM_OF_COSTS)
                        {
                            sicEstimate = (int)MaxIndividualCosts.h(s, this.instance);
                        }
                        else
                        {
                            throw new Exception($"Unsupported cost function {Constants.costFunction}");
                        }
                    }

                    Trace.Assert(((CbsNode)this.cbs.openList.Peek()).g - s.g == (int)sicEstimate,
                                 "Total cost of CBS root not same as SIC + g");
                    // Notice we're subtracting s.g, not sAsProblemInstance.g.
                    // Must constraints we put may have forced some moves,
                    // and we shouldn't count them as part of the estimate.
                }
            }
            else
            {
                sAsProblemInstance = this.cbs.GetProblemInstance();
            }

            if (lowLevelGeneratedCap == -1)
            {
                // Rough estimate of the branching factor:
                lowLevelGeneratedCap = (int)Math.Pow(Constants.NUM_ALLOWED_DIRECTIONS, this.instance.agents.Length);
            }

            // Calc the h:
            this.cbs.targetF              = targetCost;
            this.cbs.milliCap             = milliCap;
            this.cbs.lowLevelGeneratedCap = lowLevelGeneratedCap;

            bool solved = this.cbs.Solve();

            if (solved && this.reportSolution)
            {
                // We're always going to find a proper goal since we respected the node's minDepth
                s.SetSolution(this.cbs.GetSinglePlans());
                s.SetGoalCost(this.cbs.solutionCost); // We have to do it explicitly.
                // We can't just change the node's g to g + cbs.g and its h to zero
                // because approaches like BPMX or maximazing PDBs might "fix" the h back.
                // So instead h is bumped to its maximum value when this method returns.
                s.SetSingleCosts(this.cbs.GetSingleCosts());
                this.nodesSolved++;
            }

            double end = this.runner.ElapsedMilliseconds();

            this.totalRuntime += end - start;
            this.nCalls++;

            this.cbs.AccumulateStatistics();
            this.cbs.ClearStatistics();

            if (this.cbs.solutionCost < 0) // A timeout is legitimately possible if very little time was left to begin with,
                                           // and a no solution failure may theoretically be possible too.
            {
                if (Constants.costFunction == Constants.CostFunction.SUM_OF_COSTS)
                {
                    return(SumIndividualCosts.h(s, this.instance));
                }
                else if (Constants.costFunction == Constants.CostFunction.MAKESPAN || Constants.costFunction == Constants.CostFunction.MAKESPAN_THEN_SUM_OF_COSTS)
                {
                    return(MaxIndividualCosts.h(s, this.instance));
                }
                else
                {
                    throw new Exception($"Unsupported cost function {Constants.costFunction}");
                }
            }

            Trace.Assert(this.cbs.solutionCost >= s.g,
                         $"CBS total cost {this.cbs.solutionCost} is smaller than starting problem's initial cost {s.g}."); // = is allowed since even though this isn't a goal node (otherwise this function won't be called),
                                                                                                                            // a non-goal node can have h==0 if a minimum depth is specified, and all agents have reached their
                                                                                                                            // goal in this node, but the depth isn't large enough.

            uint cbsEstimate = (uint)(this.cbs.solutionCost - s.g);

            // Discounting the moves the agents did before we started solving
            // (This is easier than making a copy of each AgentState just to zero its lastMove.time)

            this.totalImprovement += (int)(cbsEstimate - s.h); // Not computing difference from SIC to not over-count, since a node can be improved twice.
                                                               // Can be negative if the base heuristic was improved by:
                                                               // - Partial expansion
                                                               // - BPMX

            if (validate)
            {
                // Brute-force validation of admissibility of estimate:
                IHeuristicCalculator <WorldState> heuristic;
                if (Constants.costFunction == Constants.CostFunction.SUM_OF_COSTS)
                {
                    heuristic = new SumIndividualCosts();
                }
                else if (Constants.costFunction == Constants.CostFunction.MAKESPAN || Constants.costFunction == Constants.CostFunction.MAKESPAN_THEN_SUM_OF_COSTS)
                {
                    heuristic = new MaxIndividualCosts();
                }
                else
                {
                    throw new Exception($"Unsupported cost function {Constants.costFunction}");
                }

                heuristic.Init(this.instance, this.agentsToConsider);
                var epeastarsic = new EPEA_Star(heuristic);
                epeastarsic.Setup(sAsProblemInstance, s.makespan, runner);
                bool epeastarsicSolved = epeastarsic.Solve();
                if (epeastarsicSolved)
                {
                    Trace.Assert(epeastarsic.totalCost - s.g >= this.cbs.solutionCost - s.g, "Inadmissible!!");
                }
            }

            return(cbsEstimate);
        }