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Multi Agent Path Finding using Evolutionary Game Theory
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In this paper, we consider the problem of path finding for a set of homogeneous and autonomous agents navigating a previously unknown stochastic environment. In our problem setting, each agent attempts to maximize a given utility function while respecting safety properties. Our solution is based on ideas from evolutionary game theory, namely replicating policies that perform well and diminishing ones that do not. We do a comprehensive comparison with related multiagent planning methods, and show that our technique beats state of the art RL algorithms in minimizing path length by nearly 30% in large spaces. We show that our algorithm is computationally faster than deep RL methods by at least an order of magnitude. We also show that it scales better with an increase in the number of agents as compared to other methods, path planning methods in particular. Lastly, we empirically prove that the policies that we learn are evolutionarily stable and thus impervious to invasion by any other policy.
Forward citations
Cited by 2 Pith papers
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Adaptive-Horizon Conflict-Based Search for Closed-Loop Multi-Agent Path Finding
ACCBS is a closed-loop CBS variant whose planning horizon grows with the available computation budget while reusing a single constraint tree, giving anytime behavior and conditional asymptotic optimality.
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Where Paths Collide: A Comprehensive Survey of Classic and Learning-Based Multi-Agent Pathfinding
A broad survey of MAPF methods that documents inconsistent evaluation practices and proposes a unified taxonomy.
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