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ecbs.cpp
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ecbs.cpp
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#include <fstream>
#include <iostream>
#include <boost/functional/hash.hpp>
#include <boost/program_options.hpp>
#include <yaml-cpp/yaml.h>
#include <libMultiRobotPlanning/ecbs.hpp>
#include "timer.hpp"
using libMultiRobotPlanning::ECBS;
using libMultiRobotPlanning::Neighbor;
using libMultiRobotPlanning::PlanResult;
struct State {
State(int time, int x, int y) : time(time), x(x), y(y) {}
bool operator==(const State& s) const {
return time == s.time && x == s.x && y == s.y;
}
bool equalExceptTime(const State& s) const { return x == s.x && y == s.y; }
friend std::ostream& operator<<(std::ostream& os, const State& s) {
return os << s.time << ": (" << s.x << "," << s.y << ")";
// return os << "(" << s.x << "," << s.y << ")";
}
int time;
int x;
int y;
};
namespace std {
template <>
struct hash<State> {
size_t operator()(const State& s) const {
size_t seed = 0;
boost::hash_combine(seed, s.time);
boost::hash_combine(seed, s.x);
boost::hash_combine(seed, s.y);
return seed;
}
};
} // namespace std
///
enum class Action {
Up,
Down,
Left,
Right,
Wait,
};
std::ostream& operator<<(std::ostream& os, const Action& a) {
switch (a) {
case Action::Up:
os << "Up";
break;
case Action::Down:
os << "Down";
break;
case Action::Left:
os << "Left";
break;
case Action::Right:
os << "Right";
break;
case Action::Wait:
os << "Wait";
break;
}
return os;
}
///
struct Conflict {
enum Type {
Vertex,
Edge,
};
int time;
size_t agent1;
size_t agent2;
Type type;
int x1;
int y1;
int x2;
int y2;
friend std::ostream& operator<<(std::ostream& os, const Conflict& c) {
switch (c.type) {
case Vertex:
return os << c.time << ": Vertex(" << c.x1 << "," << c.y1 << ")";
case Edge:
return os << c.time << ": Edge(" << c.x1 << "," << c.y1 << "," << c.x2
<< "," << c.y2 << ")";
}
return os;
}
};
struct VertexConstraint {
VertexConstraint(int time, int x, int y) : time(time), x(x), y(y) {}
int time;
int x;
int y;
bool operator<(const VertexConstraint& other) const {
return std::tie(time, x, y) < std::tie(other.time, other.x, other.y);
}
bool operator==(const VertexConstraint& other) const {
return std::tie(time, x, y) == std::tie(other.time, other.x, other.y);
}
friend std::ostream& operator<<(std::ostream& os, const VertexConstraint& c) {
return os << "VC(" << c.time << "," << c.x << "," << c.y << ")";
}
};
namespace std {
template <>
struct hash<VertexConstraint> {
size_t operator()(const VertexConstraint& s) const {
size_t seed = 0;
boost::hash_combine(seed, s.time);
boost::hash_combine(seed, s.x);
boost::hash_combine(seed, s.y);
return seed;
}
};
} // namespace std
struct EdgeConstraint {
EdgeConstraint(int time, int x1, int y1, int x2, int y2)
: time(time), x1(x1), y1(y1), x2(x2), y2(y2) {}
int time;
int x1;
int y1;
int x2;
int y2;
bool operator<(const EdgeConstraint& other) const {
return std::tie(time, x1, y1, x2, y2) <
std::tie(other.time, other.x1, other.y1, other.x2, other.y2);
}
bool operator==(const EdgeConstraint& other) const {
return std::tie(time, x1, y1, x2, y2) ==
std::tie(other.time, other.x1, other.y1, other.x2, other.y2);
}
friend std::ostream& operator<<(std::ostream& os, const EdgeConstraint& c) {
return os << "EC(" << c.time << "," << c.x1 << "," << c.y1 << "," << c.x2
<< "," << c.y2 << ")";
}
};
namespace std {
template <>
struct hash<EdgeConstraint> {
size_t operator()(const EdgeConstraint& s) const {
size_t seed = 0;
boost::hash_combine(seed, s.time);
boost::hash_combine(seed, s.x1);
boost::hash_combine(seed, s.y1);
boost::hash_combine(seed, s.x2);
boost::hash_combine(seed, s.y2);
return seed;
}
};
} // namespace std
struct Constraints {
std::unordered_set<VertexConstraint> vertexConstraints;
std::unordered_set<EdgeConstraint> edgeConstraints;
void add(const Constraints& other) {
vertexConstraints.insert(other.vertexConstraints.begin(),
other.vertexConstraints.end());
edgeConstraints.insert(other.edgeConstraints.begin(),
other.edgeConstraints.end());
}
bool overlap(const Constraints& other) const {
for (const auto& vc : vertexConstraints) {
if (other.vertexConstraints.count(vc) > 0) {
return true;
}
}
for (const auto& ec : edgeConstraints) {
if (other.edgeConstraints.count(ec) > 0) {
return true;
}
}
return false;
}
friend std::ostream& operator<<(std::ostream& os, const Constraints& c) {
for (const auto& vc : c.vertexConstraints) {
os << vc << std::endl;
}
for (const auto& ec : c.edgeConstraints) {
os << ec << std::endl;
}
return os;
}
};
struct Location {
Location(int x, int y) : x(x), y(y) {}
int x;
int y;
bool operator<(const Location& other) const {
return std::tie(x, y) < std::tie(other.x, other.y);
}
bool operator==(const Location& other) const {
return std::tie(x, y) == std::tie(other.x, other.y);
}
friend std::ostream& operator<<(std::ostream& os, const Location& c) {
return os << "(" << c.x << "," << c.y << ")";
}
};
namespace std {
template <>
struct hash<Location> {
size_t operator()(const Location& s) const {
size_t seed = 0;
boost::hash_combine(seed, s.x);
boost::hash_combine(seed, s.y);
return seed;
}
};
} // namespace std
///
class Environment {
public:
Environment(size_t dimx, size_t dimy, std::unordered_set<Location> obstacles,
std::vector<Location> goals, bool disappearAtGoal = false)
: m_dimx(dimx),
m_dimy(dimy),
m_obstacles(std::move(obstacles)),
m_goals(std::move(goals)),
m_agentIdx(0),
m_constraints(nullptr),
m_lastGoalConstraint(-1),
m_highLevelExpanded(0),
m_lowLevelExpanded(0),
m_disappearAtGoal(disappearAtGoal)
{
}
Environment(const Environment&) = delete;
Environment& operator=(const Environment&) = delete;
void setLowLevelContext(size_t agentIdx, const Constraints* constraints) {
assert(constraints); // NOLINT
m_agentIdx = agentIdx;
m_constraints = constraints;
m_lastGoalConstraint = -1;
for (const auto& vc : constraints->vertexConstraints) {
if (vc.x == m_goals[m_agentIdx].x && vc.y == m_goals[m_agentIdx].y) {
m_lastGoalConstraint = std::max(m_lastGoalConstraint, vc.time);
}
}
}
int admissibleHeuristic(const State& s) {
return std::abs(s.x - m_goals[m_agentIdx].x) +
std::abs(s.y - m_goals[m_agentIdx].y);
}
// low-level
int focalStateHeuristic(
const State& s, int /*gScore*/,
const std::vector<PlanResult<State, Action, int> >& solution) {
int numConflicts = 0;
for (size_t i = 0; i < solution.size(); ++i) {
if (i != m_agentIdx && !solution[i].states.empty()) {
State state2 = getState(i, solution, s.time);
if (s.equalExceptTime(state2)) {
++numConflicts;
}
}
}
return numConflicts;
}
// low-level
int focalTransitionHeuristic(
const State& s1a, const State& s1b, int /*gScoreS1a*/, int /*gScoreS1b*/,
const std::vector<PlanResult<State, Action, int> >& solution) {
int numConflicts = 0;
for (size_t i = 0; i < solution.size(); ++i) {
if (i != m_agentIdx && !solution[i].states.empty()) {
State s2a = getState(i, solution, s1a.time);
State s2b = getState(i, solution, s1b.time);
if (s1a.equalExceptTime(s2b) && s1b.equalExceptTime(s2a)) {
++numConflicts;
}
}
}
return numConflicts;
}
// Count all conflicts
int focalHeuristic(
const std::vector<PlanResult<State, Action, int> >& solution) {
int numConflicts = 0;
int max_t = 0;
for (const auto& sol : solution) {
max_t = std::max<int>(max_t, sol.states.size() - 1);
}
for (int t = 0; t < max_t; ++t) {
// check drive-drive vertex collisions
for (size_t i = 0; i < solution.size(); ++i) {
State state1 = getState(i, solution, t);
for (size_t j = i + 1; j < solution.size(); ++j) {
State state2 = getState(j, solution, t);
if (state1.equalExceptTime(state2)) {
++numConflicts;
}
}
}
// drive-drive edge (swap)
for (size_t i = 0; i < solution.size(); ++i) {
State state1a = getState(i, solution, t);
State state1b = getState(i, solution, t + 1);
for (size_t j = i + 1; j < solution.size(); ++j) {
State state2a = getState(j, solution, t);
State state2b = getState(j, solution, t + 1);
if (state1a.equalExceptTime(state2b) &&
state1b.equalExceptTime(state2a)) {
++numConflicts;
}
}
}
}
return numConflicts;
}
bool isSolution(const State& s) {
return s.x == m_goals[m_agentIdx].x && s.y == m_goals[m_agentIdx].y &&
s.time > m_lastGoalConstraint;
}
void getNeighbors(const State& s,
std::vector<Neighbor<State, Action, int> >& neighbors) {
// std::cout << "#VC " << constraints.vertexConstraints.size() << std::endl;
// for(const auto& vc : constraints.vertexConstraints) {
// std::cout << " " << vc.time << "," << vc.x << "," << vc.y <<
// std::endl;
// }
neighbors.clear();
{
State n(s.time + 1, s.x, s.y);
if (stateValid(n) && transitionValid(s, n)) {
neighbors.emplace_back(
Neighbor<State, Action, int>(n, Action::Wait, 1));
}
}
{
State n(s.time + 1, s.x - 1, s.y);
if (stateValid(n) && transitionValid(s, n)) {
neighbors.emplace_back(
Neighbor<State, Action, int>(n, Action::Left, 1));
}
}
{
State n(s.time + 1, s.x + 1, s.y);
if (stateValid(n) && transitionValid(s, n)) {
neighbors.emplace_back(
Neighbor<State, Action, int>(n, Action::Right, 1));
}
}
{
State n(s.time + 1, s.x, s.y + 1);
if (stateValid(n) && transitionValid(s, n)) {
neighbors.emplace_back(Neighbor<State, Action, int>(n, Action::Up, 1));
}
}
{
State n(s.time + 1, s.x, s.y - 1);
if (stateValid(n) && transitionValid(s, n)) {
neighbors.emplace_back(
Neighbor<State, Action, int>(n, Action::Down, 1));
}
}
}
bool getFirstConflict(
const std::vector<PlanResult<State, Action, int> >& solution,
Conflict& result) {
int max_t = 0;
for (const auto& sol : solution) {
max_t = std::max<int>(max_t, sol.states.size() - 1);
}
for (int t = 0; t <= max_t; ++t) {
// check drive-drive vertex collisions
for (size_t i = 0; i < solution.size(); ++i) {
State state1 = getState(i, solution, t);
for (size_t j = i + 1; j < solution.size(); ++j) {
State state2 = getState(j, solution, t);
if (state1.equalExceptTime(state2)) {
result.time = t;
result.agent1 = i;
result.agent2 = j;
result.type = Conflict::Vertex;
result.x1 = state1.x;
result.y1 = state1.y;
// std::cout << "VC " << t << "," << state1.x << "," << state1.y <<
// std::endl;
return true;
}
}
}
// drive-drive edge (swap)
for (size_t i = 0; i < solution.size(); ++i) {
State state1a = getState(i, solution, t);
State state1b = getState(i, solution, t + 1);
for (size_t j = i + 1; j < solution.size(); ++j) {
State state2a = getState(j, solution, t);
State state2b = getState(j, solution, t + 1);
if (state1a.equalExceptTime(state2b) &&
state1b.equalExceptTime(state2a)) {
result.time = t;
result.agent1 = i;
result.agent2 = j;
result.type = Conflict::Edge;
result.x1 = state1a.x;
result.y1 = state1a.y;
result.x2 = state1b.x;
result.y2 = state1b.y;
return true;
}
}
}
}
return false;
}
void createConstraintsFromConflict(
const Conflict& conflict, std::map<size_t, Constraints>& constraints) {
if (conflict.type == Conflict::Vertex) {
Constraints c1;
c1.vertexConstraints.emplace(
VertexConstraint(conflict.time, conflict.x1, conflict.y1));
constraints[conflict.agent1] = c1;
constraints[conflict.agent2] = c1;
} else if (conflict.type == Conflict::Edge) {
Constraints c1;
c1.edgeConstraints.emplace(EdgeConstraint(
conflict.time, conflict.x1, conflict.y1, conflict.x2, conflict.y2));
constraints[conflict.agent1] = c1;
Constraints c2;
c2.edgeConstraints.emplace(EdgeConstraint(
conflict.time, conflict.x2, conflict.y2, conflict.x1, conflict.y1));
constraints[conflict.agent2] = c2;
}
}
void onExpandHighLevelNode(int /*cost*/) { m_highLevelExpanded++; }
void onExpandLowLevelNode(const State& /*s*/, int /*fScore*/,
int /*gScore*/) {
m_lowLevelExpanded++;
}
int highLevelExpanded() { return m_highLevelExpanded; }
int lowLevelExpanded() const { return m_lowLevelExpanded; }
private:
State getState(size_t agentIdx,
const std::vector<PlanResult<State, Action, int> >& solution,
size_t t) {
assert(agentIdx < solution.size());
if (t < solution[agentIdx].states.size()) {
return solution[agentIdx].states[t].first;
}
assert(!solution[agentIdx].states.empty());
if (m_disappearAtGoal) {
// This is a trick to avoid changing the rest of the code significantly
// After an agent disappeared, put it at a unique but invalid position
// This will cause all calls to equalExceptTime(.) to return false.
return State(-1, -1 * (agentIdx+1), -1);
}
return solution[agentIdx].states.back().first;
}
bool stateValid(const State& s) {
assert(m_constraints);
const auto& con = m_constraints->vertexConstraints;
return s.x >= 0 && s.x < m_dimx && s.y >= 0 && s.y < m_dimy &&
m_obstacles.find(Location(s.x, s.y)) == m_obstacles.end() &&
con.find(VertexConstraint(s.time, s.x, s.y)) == con.end();
}
bool transitionValid(const State& s1, const State& s2) {
assert(m_constraints);
const auto& con = m_constraints->edgeConstraints;
return con.find(EdgeConstraint(s1.time, s1.x, s1.y, s2.x, s2.y)) ==
con.end();
}
private:
int m_dimx;
int m_dimy;
std::unordered_set<Location> m_obstacles;
std::vector<Location> m_goals;
size_t m_agentIdx;
const Constraints* m_constraints;
int m_lastGoalConstraint;
int m_highLevelExpanded;
int m_lowLevelExpanded;
bool m_disappearAtGoal;
};
int main(int argc, char* argv[]) {
namespace po = boost::program_options;
// Declare the supported options.
po::options_description desc("Allowed options");
std::string inputFile;
std::string outputFile;
bool disappearAtGoal;
float w;
desc.add_options()("help", "produce help message")(
"input,i", po::value<std::string>(&inputFile)->required(),
"input file (YAML)")("output,o",
po::value<std::string>(&outputFile)->required(),
"output file (YAML)")(
"suboptimality,w", po::value<float>(&w)->default_value(1.0),
"suboptimality bound")(
"disappear-at-goal", po::bool_switch(&disappearAtGoal), "make agents to disappear at goal rather than staying there");
try {
po::variables_map vm;
po::store(po::parse_command_line(argc, argv, desc), vm);
po::notify(vm);
if (vm.count("help") != 0u) {
std::cout << desc << "\n";
return 0;
}
} catch (po::error& e) {
std::cerr << e.what() << std::endl << std::endl;
std::cerr << desc << std::endl;
return 1;
}
YAML::Node config = YAML::LoadFile(inputFile);
std::unordered_set<Location> obstacles;
std::vector<Location> goals;
std::vector<State> startStates;
const auto& dim = config["map"]["dimensions"];
int dimx = dim[0].as<int>();
int dimy = dim[1].as<int>();
for (const auto& node : config["map"]["obstacles"]) {
obstacles.insert(Location(node[0].as<int>(), node[1].as<int>()));
}
for (const auto& node : config["agents"]) {
const auto& start = node["start"];
const auto& goal = node["goal"];
startStates.emplace_back(State(0, start[0].as<int>(), start[1].as<int>()));
// std::cout << "s: " << startStates.back() << std::endl;
goals.emplace_back(Location(goal[0].as<int>(), goal[1].as<int>()));
}
// sanity check: no identical start states
std::unordered_set<State> startStatesSet;
for (const auto& s : startStates) {
if (startStatesSet.find(s) != startStatesSet.end()) {
std::cout << "Identical start states detected -> no solution!" << std::endl;
return 0;
}
startStatesSet.insert(s);
}
Environment mapf(dimx, dimy, obstacles, goals, disappearAtGoal);
ECBS<State, Action, int, Conflict, Constraints, Environment> ecbs(mapf, w);
std::vector<PlanResult<State, Action, int> > solution;
Timer timer;
bool success = ecbs.search(startStates, solution);
timer.stop();
if (success) {
std::cout << "Planning successful! " << std::endl;
int cost = 0;
int makespan = 0;
for (const auto& s : solution) {
cost += s.cost;
makespan = std::max<int>(makespan, s.cost);
}
std::ofstream out(outputFile);
out << "statistics:" << std::endl;
out << " cost: " << cost << std::endl;
out << " makespan: " << makespan << std::endl;
out << " runtime: " << timer.elapsedSeconds() << std::endl;
out << " highLevelExpanded: " << mapf.highLevelExpanded() << std::endl;
out << " lowLevelExpanded: " << mapf.lowLevelExpanded() << std::endl;
out << "schedule:" << std::endl;
for (size_t a = 0; a < solution.size(); ++a) {
// std::cout << "Solution for: " << a << std::endl;
// for (size_t i = 0; i < solution[a].actions.size(); ++i) {
// std::cout << solution[a].states[i].second << ": " <<
// solution[a].states[i].first << "->" << solution[a].actions[i].first
// << "(cost: " << solution[a].actions[i].second << ")" << std::endl;
// }
// std::cout << solution[a].states.back().second << ": " <<
// solution[a].states.back().first << std::endl;
out << " agent" << a << ":" << std::endl;
for (const auto& state : solution[a].states) {
out << " - x: " << state.first.x << std::endl
<< " y: " << state.first.y << std::endl
<< " t: " << state.second << std::endl;
}
}
} else {
std::cout << "Planning NOT successful!" << std::endl;
}
return 0;
}