示例#1
0
        /// <summary>
        /// Builds the pattern database, storing the heuristic table in memory.
        /// </summary>
        public override void build()
        {
            /**
             * Create the subproblem pertaining to this additive pattern
             * database. We do this by taking the problem instance and swapping
             * the initial state with the goal. We will also save a copy of our
             * m_vAgents data structure, because during the building process
             * our state already is a projection.
             */

            WorldState goal =
                new WorldState(m_Problem.m_vAgents, m_vAgents);

            foreach (AgentState ags in goal.allAgentsState)
            {
                ags.SwapCurrentWithGoal();
            }
            List <uint> vBackup = m_vAgents;

            m_vAgents = new List <uint>(goal.allAgentsState.Length);
            for (uint i = 0; i < goal.allAgentsState.Length; ++i)
            {
                m_vAgents.Add(i);
            }

            /**
             * Initialize variables and insert the root node into our queue. We
             * use Byte.MaxValue to symbolize that an entry in our heuristic
             * table is uninitialized. The first time that we initialize an
             * entry in the table is also the first time that we encounter the
             * particular state, which is also the shortest path to that state
             * because we are conducting an uninformed breadth-first search.
             */

            m_vTable = new Byte[m_vPermutations[0] * (m_Problem.m_nLocations + 1)];
            for (int i = 0; i < m_vTable.Length; ++i)
            {
                m_vTable[i] = Byte.MaxValue;
            }
            Context c = new Context();

            c.initialize("q1.tmp", "q2.tmp");
            m_vTable[hash(goal)] = 0;
            c.write(goal);
            c.nextLevel();
            while (c.m_nNodes > 0)
            {
                for (ulong n = 0; n < c.m_nNodes; ++n)
                {
                    /**
                     * Get the next node, generate its children and write the
                     * children to the next queue file. I had previously
                     * thought that since we are doing an uninformed breadth-
                     * first search, the first time we generate a node we would
                     * also have the shortest path to that node. Unfortunately,
                     * for this particular domain, this is not true.
                     */

                    List <WorldState> vChildren   = new List <WorldState>();
                    WorldState        tws         = (WorldState)c.m_bf.Deserialize(c.m_fsQueue);
                    UInt32            nHashParent = hash(tws);

                    this.Expand(tws, vChildren);

                    foreach (WorldState i in vChildren)
                    {
                        UInt32 nHash = hash(i);

                        /**
                         * We store only the difference in heuristic value
                         * between the single agent shortest path heuristic and
                         * our pattern database heuristic. The hope is that the
                         * resulting value will always fit within the minimum
                         * and maximum ranges of a single byte.
                         */

                        Byte nCandidateValue;
                        if (m_bOffsetFromSingleShortestPath)
                        {
                            int nSingleAgentShortestPath = 0;
                            foreach (var a in i.allAgentsState)
                            {
                                nSingleAgentShortestPath +=
                                    this.m_Problem.GetSingleAgentOptimalCost(a);
                            }
                            int nDifference = i.g - nSingleAgentShortestPath;
                            Debug.Assert(nDifference >= 0);
                            Debug.Assert(nDifference < Byte.MaxValue);
                            nCandidateValue = (Byte)nDifference;
                        }
                        else
                        {
                            Debug.Assert(i.g < Byte.MaxValue);
                            nCandidateValue = (Byte)i.g;
                        }
                        if (nCandidateValue < m_vTable[nHash])
                        {
                            c.write(i);
                            m_vTable[nHash] = nCandidateValue;
                        }
                    }
                }
                c.nextLevel();
            }
            c.clear();
            m_vAgents = vBackup;
        }
示例#2
0
 public virtual uint h(WorldState s)
 {
     return(0);
 }
示例#3
0
        /// <summary>
        /// Used when WorldState objects are put in the open list priority queue
        /// </summary>
        /// <param name="other"></param>
        /// <returns></returns>
        public virtual int CompareTo(IBinaryHeapItem other)
        {
            WorldState that  = (WorldState)other;
            int        thisF = this.h + this.g;
            int        thatF = that.h + that.g;

            if (thisF < thatF)
            {
                return(-1);
            }
            if (thisF > thatF)
            {
                return(1);
            }

            // Tie breaking:
            bool thisIsGoal = this.GoalTest();
            bool thatIsGoal = that.GoalTest();

            if (thisIsGoal == true && thatIsGoal == false) // The elaborate form is necessary to keep the comparison consistent. Otherwise goalA<goalB and goalB<goalA
            {
                return(-1);
            }
            if (thatIsGoal == true && thisIsGoal == false)
            {
                return(1);
            }

            // Independence Detection framework conflicts:
            if (this.potentialConflictsCount < that.potentialConflictsCount)
            {
                return(-1);
            }
            if (this.potentialConflictsCount > that.potentialConflictsCount)
            {
                return(1);
            }

            // CBS framework conflicts:
            // It makes sense to prefer nodes that conflict less, and not just nodes that don't conflict at all,
            // because a 3-way conflict takes more work to resolve than
            if (this.cbsInternalConflictsCount < that.cbsInternalConflictsCount)
            {
                return(-1);
            }
            if (this.cbsInternalConflictsCount > that.cbsInternalConflictsCount)
            {
                return(1);
            }

            // //M-Star: prefer nodes with smaller collision sets:
            //if (this.collisionSets != null) // than M-Star is running
            //{
            //    // The collision sets change during collision set backpropagation and closed list hits.
            //    // Backpropagation goes from a node's child to the node, so it's tempting to think
            //    // it only happens when the node is already expanded and out of the open list,
            //    // but partial expansion makes that false.
            //    // Closed list hits can also happen while the node is waiting to be expanded.
            //    // So the max rank can change while the node is in the open list -
            //    // it can't be used for tie breaking :(.
            //    if (this.collisionSets.maxRank < that.collisionSets.maxRank)
            //        return -1;
            //    if (that.collisionSets.maxRank > this.collisionSets.maxRank)
            //        return 1;
            //}

            // f, collision sets, conflicts and internal conflicts being equal, prefer nodes with a larger g
            // - they're closer to the goal so less nodes would probably be generated by them on the way to it.
            if (this.g < that.g)
            {
                return(1);
            }
            if (this.g > that.g)
            {
                return(-1);
            }

            return(0);
        }
示例#4
0
 public void write(WorldState tws)
 {
     m_bf.Serialize(m_fsNext, tws);
     ++m_nNextNodes;
 }
示例#5
0
        /// <summary>
        /// Used when WorldState objects are put in the open list priority queue
        /// </summary>
        /// <param name="other"></param>
        /// <returns></returns>
        public virtual int CompareTo(IBinaryHeapItem other)
        {
            WorldState that  = (WorldState)other;
            int        thisF = this.h + this.g;
            int        thatF = that.h + that.g;

            if (thisF < thatF)
            {
                return(-1);
            }
            if (thisF > thatF)
            {
                return(1);
            }

            // Tie breaking:
            bool thisIsGoal = this.GoalTest();
            bool thatIsGoal = that.GoalTest();

            if (thisIsGoal == true && thatIsGoal == false) // The elaborate form is necessary to keep the comparison consistent. Otherwise goalA<goalB and goalB<goalA
            {
                return(-1);
            }
            if (thatIsGoal == true && thisIsGoal == false)
            {
                return(1);
            }

            // Independence Detection framework conflicts:
            if (this.potentialConflictsCount < that.potentialConflictsCount)
            {
                return(-1);
            }
            if (this.potentialConflictsCount > that.potentialConflictsCount)
            {
                return(1);
            }

            // CBS framework conflicts:
            // It makes sense to prefer nodes that conflict less, and not just nodes that don't conflict at all,
            // because a 3-way conflict takes more work to resolve than
            if (this.cbsInternalConflictsCount < that.cbsInternalConflictsCount)
            {
                return(-1);
            }
            if (this.cbsInternalConflictsCount > that.cbsInternalConflictsCount)
            {
                return(1);
            }

            // f, conflicts and internal conflicts being equal, prefer nodes with a larger g
            // - they're closer to the goal so less nodes would probably be generated by them on the way to it.
            if (this.g < that.g)
            {
                return(1);
            }
            if (this.g > that.g)
            {
                return(-1);
            }

            return(0);
        }
示例#6
0
 protected override WorldState CreateSearchNode(WorldState from)
 {
     return(new WorldStateWithOD((WorldStateWithOD)from));
 }
示例#7
0
文件: PDB.cs 项目: shimritproj/cbs
 /// <summary>
 /// Expands a node. This is done recursively - generating agent possibilities one at a time.
 /// This includes:
 /// - Generating the children
 /// - Inserting them into OPEN
 /// - Insert node into CLOSED
 /// Why does a PDB need to know how to expand nodes? Seems like someone else's job
 /// </summary>
 /// <param name="currentNode">The node to expand</param>
 /// <param name="children">The generated nodes will be filled into this collection</param>
 public void Expand(WorldState currentNode, ICollection <WorldState> children)
 {
     this.Expand(currentNode, 0, children, new HashSet <Move>()); // TODO: Need to think if HashSet is the correct option here.
 }
        public override void Expand(WorldState nodeP)
        {
            var node = (WorldStateForPartialExpansion)nodeP;

            if (node.isAlreadyExpanded() == false)
            {
                node.calcSingleAgentDeltaFs(instance, this.IsValid);
                expandedFullStates++;
                node.alreadyExpanded = true;
                node.targetDeltaF    = 0;                                                     // Assuming a consistent heuristic (as done in the paper), the min delta F is zero.
                node.remainingDeltaF = node.targetDeltaF;                                     // Just for the hasChildrenForCurrentDeltaF call.
                while (node.hasMoreChildren() && node.hasChildrenForCurrentDeltaF() == false) // DeltaF=0 may not be possible if all agents have obstacles between their location and the goal
                {
                    node.targetDeltaF++;
                    node.remainingDeltaF = node.targetDeltaF;
                }
                if (node.hasMoreChildren() == false) // Node has no possible children at all
                {
                    node.Clear();
                    return;
                }
            }
            //Debug.Print("Expanding node " + node);

            // If this node was already expanded, notice its h was updated, so the deltaF refers to its original H

            base.Expand(node);

            node.targetDeltaF++; // This delta F was exhausted
            node.remainingDeltaF = node.targetDeltaF;

            while (node.hasMoreChildren() && node.hasChildrenForCurrentDeltaF() == false)
            {
                node.targetDeltaF++;
                node.remainingDeltaF = node.targetDeltaF;
            }

            if (node.hasMoreChildren() && node.hasChildrenForCurrentDeltaF() && node.h + node.g + node.targetDeltaF <= this.maxCost)
            {
                // Increment H before re-insertion into open list
                int sicEstimate = (int)SumIndividualCosts.h(node, this.instance); // Re-compute even if the heuristic used is SIC since this may be a second expansion
                if (node.h < sicEstimate + node.targetDeltaF)
                {
                    // Assuming the heuristic used doesn't give a lower estimate than SIC for each and every one of the node's children,
                    // (an ok assumption since SIC is quite basic, no heuristic we use is ever worse than it)
                    // then the current target deltaF is really exhausted, since the deltaG is always correct,
                    // and the deltaH predicted by SIC is less than or equal to the finalDeltaH.
                    // So if the heuristic gives the same estimate as SIC for this node
                    // (and that mainly happens when SIC happens to give a perfect estimate),
                    // we can increment the node's h to SIC+targetDeltaH
                    node.h = sicEstimate + node.targetDeltaF;
                }

                // Re-insert node into open list
                openList.Add(node);
            }
            else
            {
                node.Clear();
            }
        }
 protected override WorldState CreateSearchNode(WorldState from)
 {
     return(new WorldStateForPartialExpansion((WorldStateForPartialExpansion)from));
 }