Пример #1
0
        private SinglePlan[] GetAnswer(A_Star_MDDs_Node finish)
        {
            // TODO: Move the construction of the SinglePlans to a static method in SinglePlan
            var routes = new LinkedList <Move> [problem.Length];

            for (int i = 0; i < routes.Length; i++)
            {
                routes[i] = new LinkedList <Move>();
            }

            A_Star_MDDs_Node current = finish;

            while (current != null)
            {
                for (int i = 0; i < problem.Length; i++)
                {
                    routes[i].AddFirst(new Move(current.allSteps[i].move));
                }
                current = current.prev;
            }

            var ans = new SinglePlan[problem.Length];

            for (int i = 0; i < ans.Length; i++)
            {
                ans[i] = new SinglePlan(routes[i], i);
            }
            return(ans);
        }
Пример #2
0
 private bool GoalTest(A_Star_MDDs_Node toCheck)
 {
     if (toCheck.GetDepth() == problem[0].levels.Length - 1)
     {
         return(true);
     }
     return(false);
 }
Пример #3
0
        /// <summary>
        /// Only compares the steps.
        /// </summary>
        /// <param name="obj"></param>
        /// <returns></returns>
        public override bool Equals(object obj)
        {
            if (obj == null)
            {
                return(false);
            }
            A_Star_MDDs_Node comp = (A_Star_MDDs_Node)obj;

            return(this.allSteps.SequenceEqual <MDDNode>(comp.allSteps));
        }
Пример #4
0
        public A_Star_MDDs_Node(MDDNode[] allSteps, A_Star_MDDs_Node prevStep)
        {
            this.allSteps      = allSteps;
            this.prev          = prevStep;
            this.currentMoves  = null; // All non-intermediate nodes have currentMoves == null
            this.conflictCount = 0;

            // Initialize conflict tracking data structures
            this.conflictCounts = new Dictionary <int, int>();
            this.conflictTimes  = new Dictionary <int, List <int> >();
        }
Пример #5
0
 public void Setup(A_Star_MDDs_Node a_star_mdd_node)
 {
     this.a_star_mdd_node = a_star_mdd_node;
     this.chosenChild     = new int[a_star_mdd_node.allSteps.Length];
     foreach (MDDNode mddNode in a_star_mdd_node.allSteps)
     {
         if (mddNode.children.Count == 0)
         {
             this.chosenChild[0] = -1;
             break;
         }
     }
 }
Пример #6
0
        protected List <A_Star_MDDs_Node> ExpandOneAgent(List <A_Star_MDDs_Node> intermediateNodes, int mddIndex)
        {
            var generated = new List <A_Star_MDDs_Node>();

            // Expand the mdd node
            foreach (A_Star_MDDs_Node node in intermediateNodes)
            {
                // Try all the children of this MDD node
                foreach ((int childIndex, MDDNode childMddNode) in node.allSteps[mddIndex].children.Enumerate())
                {
                    if (node.currentMoves != null && childMddNode.move.IsColliding(node.currentMoves))  // Can happen. We only prune partially, we don't build the full k-agent MDD.
                    {
                        continue;
                    }

                    var childNode = new A_Star_MDDs_Node(node, mddIndex != node.allSteps.Length - 1);
                    childNode.allSteps[mddIndex] = childMddNode;

                    // Update target conflict count and prune nodes that can't get to the target conflict count
                    childNode.UpdateRemainingDeltaConflictCount(mddIndex, childIndex);
                    if (childNode.remainingDeltaConflictCount == ushort.MaxValue ||                 // Last move was bad - not sure this can happen here
                        (childNode.hasChildrenForCurrentDeltaConflictCount(mddIndex + 1) == false)) // No children that can reach the target
                    {
                        continue;
                    }

                    if (mddIndex < node.allSteps.Length - 1) // More MDD nodes need to choose a child
                    {
                        childNode.currentMoves.Add(childMddNode.move);
                    }
                    else // Moved the last agent
                    {
                        childNode.currentMoves = null; // To reduce memory load and lookup times
                    }
                    // Set the node's prev to its real parent, skipping over the intermediate nodes.
                    if (mddIndex != 0)
                    {
                        childNode.prev = node.prev;
                    }
                    else
                    {
                        childNode.prev = node;
                    }

                    generated.Add(childNode);
                }
            }

            return(generated);
        }
Пример #7
0
        /// <summary>
        /// Copy constructor
        /// </summary>
        public A_Star_MDDs_Node(A_Star_MDDs_Node cpy, bool createIntermediate)
        {
            this.allSteps = new MDDNode[cpy.allSteps.Length];
            for (int i = 0; i < allSteps.Length; i++)
            {
                this.allSteps[i] = cpy.allSteps[i];
            }
            this.prev = cpy.prev;
            if (cpy.currentMoves != null)
            {
                // cpy is an intermediate node
                if (createIntermediate)
                {
                    this.currentMoves = new HashSet <TimedMove>(cpy.currentMoves);
                }
                else
                {
                    this.currentMoves = cpy.currentMoves;  // We're not going to add anything currentMoves
                }
            }
            else
            {
                // cpy is a concrete node
                this.currentMoves = new HashSet <TimedMove>(capacity: cpy.allSteps.Length);
            }

            // The conflictTimes and conflictCounts are only copied later if necessary.

            alreadyExpanded = false; // Creating a new unexpanded node from cpy

            // For intermediate nodes created during expansion (fully expanded nodes have these fields recalculated when they're expanded)
            targetDeltaConflictCount       = cpy.targetDeltaConflictCount;       // Just to ease debugging
            remainingDeltaConflictCount    = cpy.remainingDeltaConflictCount;
            singleAgentDeltaConflictCounts = cpy.singleAgentDeltaConflictCounts; // For the UpdateRemainingDeltaConflictCount call on temporary nodes.
                                                                                 // Notice that after an agent is moved its row won't be up-to-date.
            conflictCountLookup = cpy.conflictCountLookup;                       // For the hasChildrenForCurrentDeltaConflictCount call on temporary nodes.
                                                                                 // Notice that after an agent is moved, all rows up to and including the one of the agent that moved
                                                                                 // won't be up-to-date.
            maxDeltaConflictCount = cpy.maxDeltaConflictCount;                   // Not necessarily achievable after some of the agents moved.
                                                                                 // The above is OK because we won't be using data for agents that already moved.
        }
Пример #8
0
        public A_Star_MDDs(MDD[] problem, Run runner, ConflictAvoidanceTable CAT)
        {
            this.expanded  = 0;
            this.generated = 0;
            A_Star_MDDs_Node root;

            this.problem    = problem;
            this.runner     = runner;
            this.CAT        = CAT;
            this.closedList = new Dictionary <A_Star_MDDs_Node, A_Star_MDDs_Node>();
            this.openList   = new BinaryHeap <A_Star_MDDs_Node>();
            MDDNode[] sRoot = new MDDNode[problem.Length];
            for (int i = 0; i < problem.Length; i++)
            {
                sRoot[i] = problem[i].levels[0].First.Value;
            }
            root = new A_Star_MDDs_Node(sRoot, null);
            openList.Add(root);
            closedList.Add(root, root); // There will never be a hit. This is only done for consistancy
            conflictCount = 0;
        }
Пример #9
0
 private bool IsLegalMove(A_Star_MDDs_Node to)
 {
     if (to == null)
     {
         return(false);
     }
     if (to.prev == null)
     {
         return(true);
     }
     for (int i = 0; i < problem.Length; i++)
     {
         for (int j = i + 1; j < to.allSteps.Length; j++)
         {
             if (CheckIfLegal(to.allSteps[i], to.allSteps[j]) == false)
             {
                 return(false);
             }
         }
     }
     return(true);
 }
Пример #10
0
        /// <summary>
        /// Prefers fewer conflicts. If the number of conflicts is the same, prefers more depth.
        /// </summary>
        /// <param name="other"></param>
        /// <returns></returns>
        public int CompareTo(IBinaryHeapItem other)
        {
            A_Star_MDDs_Node that = (A_Star_MDDs_Node)other;

            if (this.conflictCount + this.targetDeltaConflictCount < that.conflictCount + that.targetDeltaConflictCount)
            {
                return(-1);
            }
            if (this.conflictCount + this.targetDeltaConflictCount > that.conflictCount + that.targetDeltaConflictCount)
            {
                return(1);
            }

            if (this.GetDepth() > that.GetDepth())
            {
                return(-1);
            }
            if (this.GetDepth() < that.GetDepth())
            {
                return(1);
            }

            return(0);
        }
Пример #11
0
        public void Expand(A_Star_MDDs_Expander currentNode)
        {
            while (true)
            {
                A_Star_MDDs_Node child = currentNode.GetNextChild();
                if (child == null)
                {
                    break;
                }

                if (IsLegalMove(child))
                {
                    child.conflictCount = child.prev.conflictCount;
                    child.UpdateConflicts(CAT);

                    bool was_closed = this.closedList.ContainsKey(child);
                    if (was_closed)
                    {
                        A_Star_MDDs_Node inClosedList = this.closedList[child];

                        if (inClosedList.conflictCount > child.conflictCount)
                        {
                            closedList.Remove(inClosedList);
                            openList.Remove(inClosedList);
                            was_closed = false;
                        }
                    }
                    if (!was_closed)
                    {
                        this.openList.Add(child);
                        this.closedList.Add(child, child);
                        generated++;
                    }
                }
            }
        }
Пример #12
0
        public void Expand(A_Star_MDDs_Node node)
        {
            if (node.IsAlreadyExpanded() == false)
            {
                node.calcSingleAgentDeltaConflictCounts(this.CAT);
                node.alreadyExpanded             = true;
                node.targetDeltaConflictCount    = 0;
                node.remainingDeltaConflictCount = node.targetDeltaConflictCount;                         // Just for the following hasChildrenForCurrentDeltaConflictCount call.
                while (node.hasMoreChildren() && node.hasChildrenForCurrentDeltaConflictCount() == false) // DeltaConflictCount==0 may not be possible if all agents have obstacles between their location and the goal
                {
                    node.targetDeltaConflictCount++;
                    node.remainingDeltaConflictCount = node.targetDeltaConflictCount;
                }
                if (node.hasMoreChildren() == false) // Node has no possible children at all
                {
                    node.ClearExpansionData();
                    return;
                }
            }

            var intermediateNodes = new List <A_Star_MDDs_Node>()
            {
                node
            };

            for (int mddIndex = 0; mddIndex < this.problem.Length && intermediateNodes.Count != 0; ++mddIndex)
            {
                if (runner.ElapsedMilliseconds() > Constants.MAX_TIME)
                {
                    return;
                }

                intermediateNodes = ExpandOneAgent(intermediateNodes, mddIndex);
            }

            var finalGeneratedNodes = intermediateNodes;

            foreach (var child in finalGeneratedNodes)
            {
                child.conflictCount = node.conflictCount + node.targetDeltaConflictCount;

                // Accumulating the conflicts count from parent to child
                // We're counting conflicts along the entire path, so the parent's conflicts count is added to the child's:
                child.conflictCounts = new Dictionary <int, int>(child.prev.conflictCounts);
                child.conflictTimes  = new Dictionary <int, List <int> >();
                foreach (var kvp in child.prev.conflictTimes)
                {
                    child.conflictTimes[kvp.Key] = new List <int>(kvp.Value);
                }
                child.IncrementConflictCounts(this.CAT);  // We're counting conflicts along the entire path, so the parent's conflicts count
                                                          // is added to the child's.

                bool was_closed = this.closedList.ContainsKey(child);
                if (was_closed)
                {
                    A_Star_MDDs_Node inClosedList = this.closedList[child];

                    if (inClosedList.conflictCount > child.conflictCount)
                    {
                        closedList.Remove(inClosedList);
                        openList.Remove(inClosedList);
                        was_closed = false;
                    }
                }
                if (!was_closed)
                {
                    this.openList.Add(child);
                    this.closedList.Add(child, child);
                    generated++;
                }
            }

            // Prepare the node for the next partial expansion:
            if (node.IsAlreadyExpanded() == false)
            {
                // Node was cleared during expansion.
                // It's unnecessary and unsafe to continue to prepare it for the next partial expansion.
                return;
            }

            node.targetDeltaConflictCount++; // This delta F was exhausted
            node.remainingDeltaConflictCount = node.targetDeltaConflictCount;

            while (node.hasMoreChildren() && node.hasChildrenForCurrentDeltaConflictCount() == false)
            {
                node.targetDeltaConflictCount++;
                node.remainingDeltaConflictCount = node.targetDeltaConflictCount; // Just for the following hasChildrenForCurrentDeltaF call.
            }

            if (node.hasMoreChildren() && node.hasChildrenForCurrentDeltaConflictCount())
            {
                // Re-insert node into open list
                openList.Add(node);
            }
            else
            {
                node.ClearExpansionData();
            }
        }