The Study of Highway for Lifelong Multi-Agent Path Finding
Not on the map. Why?
Abstract (arXiv)
In modern fulfillment warehouses, agents traverse the map to complete endless tasks that arrive on the fly, which is formulated as a lifelong Multi-Agent Path Finding (lifelong MAPF) problem. The goal of tackling this challenging problem is to find the path for each agent in a finite runtime while maximizing the throughput. However, existing methods encounter exponential growth of runtime and undesirable phenomena of deadlocks and rerouting as the map size or agent density grows. To address these challenges in lifelong MAPF, we explore the idea of highways mainly studied for one-shot MAPF (i.e., finding paths at once beforehand), which reduces the complexity of the problem by encouraging agents to move in the same direction. We utilize two methods to incorporate the highway idea into the lifelong MAPF framework and discuss the properties that minimize the existing problems of deadlocks and rerouting. The experimental results demonstrate that the runtime is considerably reduced and the decay of throughput is gradually insignificant as the map size enlarges under the settings of the highway. Furthermore, when the density of agents increases, the phenomena of deadlocks and rerouting are significantly reduced by leveraging the highway.
Key facts. Cited by 2 papers in the map (data through 7 Oct 2026). Builds on 7 of its 28 references that are in the map. First posted on arXiv 9 Apr 2023.
Builds on
7 of 28 references.
References · 7
- 2019Multi-Agent Pathfinding: Definitions, Variants, and Benchmarkscited by 197
- 2018Searching with Consistent Prioritization for Multi-Agent Path Findingcited by 80
- 2020Lifelong Multi-Agent Path Finding in Large-Scale Warehousescited by 79
- 2020EECBS: A Bounded-Suboptimal Search for Multi-Agent Path Findingcited by 67
- 2017Lifelong Multi-Agent Path Finding for Online Pickup and Delivery Taskscited by 62
- 2019Priority Inheritance with Backtracking for Iterative Multi-agent Path Findingcited by 55
- 2017Feasibility Study: Moving Non-Homogeneous Teams in Congested Video Game Environmentscited by 21
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Citing papers per year: 2024: 1; 2025: 0; 2026: 1.
2 papers.