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IndependenceDetectionAgentsGroup.cs
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IndependenceDetectionAgentsGroup.cs
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using System;
using System.Linq;
using System.Collections.Generic;
using System.IO;
using System.Diagnostics;
using ExtensionMethods;
namespace mapf;
/// <summary>
/// This class represents a group of agents that need to be solved together.
/// </summary>
class IndependenceDetectionAgentsGroup
{
public AgentState[] allAgentsState;
public int solutionCost;
public ProblemInstance instance;
public int expanded;
public int generated;
public int solutionDepth;
public int groupNum;
private IIndependenceDetectionSolver singleAgentSolver; // Note this allows groups to be given different solvers, according to perhaps their size
private IIndependenceDetectionSolver groupSolver;
private IndependenceDetection id;
private Plan plan;
private int[] singleCosts;
public Dictionary<int, int> conflictCounts;
public Dictionary<int, List<int>> conflictTimes;
public IndependenceDetectionAgentsGroup(ProblemInstance instance, AgentState[] allAgentsState,
IIndependenceDetectionSolver singleAgentSolver, IIndependenceDetectionSolver groupSolver,
IndependenceDetection id)
{
this.allAgentsState = allAgentsState;
this.instance = instance.Subproblem(allAgentsState);
this.singleAgentSolver = singleAgentSolver;
this.groupSolver = groupSolver;
this.id = id;
this.groupNum = allAgentsState[0].agent.agentNum;
}
/// <summary>
/// Solve the group of agents together.
/// </summary>
/// <param name="runner"></param>
/// <param name="CAT"></param>
/// <param name="group1Cost"></param>
/// <param name="group2Cost"></param>
/// <param name="group1Size"></param>
/// <param name="reserved"></param>
/// <returns>true if optimal solution for the group of agents were found, false otherwise</returns>
public bool Solve(Run runner, ConflictAvoidanceTable CAT,
int group1Cost = 0, int group2Cost = 0, int group1Size = 1
)
{
IIndependenceDetectionSolver relevantSolver = this.groupSolver;
if (this.allAgentsState.Length == 1)
relevantSolver = this.singleAgentSolver; // TODO: Consider using CBS's root trick to really get single agent paths fast. Though it won't respect illegal moves or avoid conflicts.
if (this.id.provideGroupCostsToSolver)
relevantSolver.Setup(this.instance, runner, CAT, group1Cost, group2Cost, group1Size);
else // For experiments only
relevantSolver.Setup(this.instance, runner, CAT, 0, 0, 0);
bool solved = relevantSolver.Solve();
this.solutionCost = relevantSolver.GetSolutionCost();
if (solved == false)
return false;
// Store the plan found by the solver
this.plan = relevantSolver.GetPlan();
this.singleCosts = relevantSolver.GetSingleCosts();
this.expanded = relevantSolver.GetExpanded();
this.generated = relevantSolver.GetGenerated();
this.solutionDepth = relevantSolver.GetSolutionDepth();
this.conflictCounts = relevantSolver.GetExternalConflictCounts();
this.conflictTimes = relevantSolver.GetConflictTimes();
// Clear memory
relevantSolver.Clear();
return true;
}
/// <summary>
/// Returns the plan for the group of agents. This is a collection of Moves for every time step until all the agents reach their goal.
/// </summary>
public Plan GetPlan()
{
return this.plan;
}
public int[] GetCosts()
{
return this.singleCosts;
}
/// <summary>
/// Joins this and another group to a single group with all of the agents together.
/// </summary>
/// <param name="other"></param>
/// <returns>A new AgentsGroup object with the agents from both this and the other group</returns>
public IndependenceDetectionAgentsGroup Join(IndependenceDetectionAgentsGroup other)
{
AgentState[] joinedAgentStates = new AgentState[allAgentsState.Length + other.allAgentsState.Length];
this.allAgentsState.CopyTo(joinedAgentStates, 0);
other.allAgentsState.CopyTo(joinedAgentStates, this.allAgentsState.Length);
if (this.groupSolver.GetType() != typeof(CostTreeSearchSolverOldMatching))
Array.Sort(joinedAgentStates, (x, y) => x.agent.agentNum.CompareTo(y.agent.agentNum)); // TODO: Technically could be a merge. FIXME: Is this necessary at all?
return new IndependenceDetectionAgentsGroup(this.instance, joinedAgentStates, this.singleAgentSolver, this.groupSolver, this.id);
}
/// <summary>
/// Returns the number of agents in the group.
/// </summary>
public int Size()
{
return this.allAgentsState.Length;
}
public override bool Equals(object obj)
{
if (obj == null)
return false;
IndependenceDetectionAgentsGroup other = (IndependenceDetectionAgentsGroup)obj;
return allAgentsState.SequenceEqual(other.allAgentsState);
}
public override int GetHashCode()
{
int ret = 0;
int i = 0;
foreach (var agentState in allAgentsState)
{
ret += Constants.PRIMES_FOR_HASHING[i % 10] * agentState.GetHashCode();
i++;
}
return ret;
}
/// <summary>
/// Tries to find a plan for this group, that will not conflict with the given plan,
/// and still has the same solution cost as the current solution cost.
/// This is used in the ImprovedID() method.
/// </summary>
/// <param name="planToAvoid"></param>
/// <param name="runner"></param>
/// <returns></returns>
public bool ReplanUnderConstraints(Plan planToAvoid, Run runner, ConflictAvoidanceTable CAT)
{
int oldCost = this.solutionCost;
Plan oldPlan = this.plan;
int[] oldCosts = this.singleCosts;
int oldSolutionDepth = this.solutionDepth;
Dictionary<int, int> oldConflictCounts = this.conflictCounts;
Dictionary<int, List<int>> oldConflictTimes = this.conflictTimes;
HashSet<TimedMove> reserved = new HashSet<TimedMove>();
planToAvoid.AddPlanToHashSet(reserved, Math.Max(planToAvoid.GetSize(), this.plan.GetSize()));
IIndependenceDetectionSolver relevantSolver = this.groupSolver;
if (this.allAgentsState.Length == 1)
relevantSolver = this.singleAgentSolver;
relevantSolver.Setup(this.instance, runner, CAT, oldCost, reserved);
bool solved = relevantSolver.Solve();
this.solutionCost = relevantSolver.GetSolutionCost();
conflictCounts = relevantSolver.GetExternalConflictCounts();
conflictTimes = relevantSolver.GetConflictTimes();
// Store the plan found by the solver
this.plan = relevantSolver.GetPlan();
this.singleCosts = relevantSolver.GetSingleCosts();
this.expanded = relevantSolver.GetExpanded();
this.generated = relevantSolver.GetGenerated();
this.solutionDepth = relevantSolver.GetSolutionDepth();
this.conflictCounts = relevantSolver.GetExternalConflictCounts();
this.conflictTimes = relevantSolver.GetConflictTimes();
// Clear memory
relevantSolver.Clear();
if (solved == false)
{
if (this.solutionCost == (int)Constants.SpecialCosts.NO_SOLUTION_COST) // No solution is an expected option, not a failure, revert to the old cost
this.solutionCost = oldCost;
this.plan = oldPlan;
this.singleCosts = oldCosts;
this.solutionDepth = oldSolutionDepth;
this.conflictCounts = oldConflictCounts;
this.conflictTimes = oldConflictTimes;
}
return solved;
}
public void addGroupToCAT(ConflictAvoidanceTable CAT)
{
if (this.plan == null)
return;
for (int i = 0; i < this.allAgentsState.Length; i++)
{
var singleAgentPlan = new SinglePlan(this.plan, i, this.groupNum); // Note all the plans are inserted under the group's identifier
CAT.AddPlan(singleAgentPlan);
}
}
public void removeGroupFromCAT(ConflictAvoidanceTable CAT)
{
if (this.plan == null)
return;
for (int i = 0; i < this.allAgentsState.Length; i++)
{
var singleAgentPlan = new SinglePlan(this.plan, i, this.groupNum);
CAT.RemovePlan(singleAgentPlan);
}
}
public override string ToString()
{
string ans = "group {";
foreach (var agentState in this.allAgentsState)
{
ans += agentState.agent.agentNum + ", ";
}
ans += "}";
return ans;
}
}