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WorldStateWithOD.cs
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WorldStateWithOD.cs
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using System.Collections.Generic;
using System.Linq;
namespace mapf
{
/// <summary>
/// This class represents a state in the A* search with operator decomposition,
/// as proposed by Scott Standley's AAAI paper in 2010.
/// More specifically, states can represent a partial move, in which only some of the agents have moved
/// and the other have not yet moved in this turn.
/// </summary>
public class WorldStateWithOD : WorldState
{
/// <summary>
/// Marks the index of the agent that will move next.
/// All agents with index less than agentTurn are assumed to have already chosen their move for this time step,
/// while agents with higher index have not chosen their move yet.
/// </summary>
public int agentTurn;
public WorldStateWithOD(AgentState[] states, int minDepth = -1, int minCost = -1, MDDNode mddNode = null)
: base(states, minDepth, minCost, mddNode)
{
this.agentTurn = 0;
}
public WorldStateWithOD(WorldStateWithOD cpy) : base(cpy)
{
this.agentTurn = cpy.agentTurn;
}
/// <summary>
/// Used for PDB stuff only
/// </summary>
/// <param name="states"></param>
/// <param name="relevantAgents"></param>
public WorldStateWithOD(AgentState[] states, List<uint> relevantAgents) : base(states, relevantAgents)
{
this.agentTurn = 0;
}
public override ProblemInstance ToProblemInstance(ProblemInstance initial)
{
WorldState state = this;
if (this.agentTurn != 0)
{
// CBS doesn't handle partially expanded nodes well.
// Use the last fully expanded node and add the additional moves as must conds:
state = this.prevStep; // Points to the last fully expanded node.
}
ProblemInstance subproblem = initial.Subproblem(state.allAgentsState); // Can't use base's method because we're operating on a different object
if (this.agentTurn != 0)
{
subproblem.parameters = new Dictionary<string, object>(subproblem.parameters); // Use a copy to not pollute general problem instance with the must constraints
if (subproblem.parameters.ContainsKey(CBS.MUST_CONSTRAINTS) == false)
subproblem.parameters[CBS.MUST_CONSTRAINTS] = new HashSet_U<CbsConstraint>();
var mustConstraints = (HashSet_U<CbsConstraint>)subproblem.parameters[CBS.MUST_CONSTRAINTS];
var newMustConstraints = new HashSet<CbsConstraint>();
for (int i = 0; i < this.agentTurn; ++i)
{
newMustConstraints.Add(new CbsConstraint(this.allAgentsState[i].agent.agentNum, this.allAgentsState[i].lastMove));
}
mustConstraints.Join(newMustConstraints);
}
return subproblem;
}
/// <summary>
/// Set the optimal solution of this node as a problem instance.
/// </summary>
/// <param name="solution"></param>
public override void SetSolution(SinglePlan[] solution)
{
if (this.agentTurn == 0)
this.singlePlans = SinglePlan.GetSinglePlans(this);
else
this.singlePlans = SinglePlan.GetSinglePlans(this.prevStep);
// ToProblemInstance gives the last proper state as the problem to solve,
// with must constraints to make the solution go through the steps already
// taken from there.
for (int i = 0; i < solution.Length; ++i)
this.singlePlans[i].ContinueWith(solution[i]);
}
public override string ToString()
{
string ans = base.ToString();
if (this.agentTurn == 0)
return ans;
else
return $"Partial node {ans}, agent turn: {this.agentTurn}";
}
/// <summary>
/// Returns a hash value for the given state (used in Hash based data structures).
/// </summary>
/// <returns></returns>
public override int GetHashCode()
{
unchecked
{
int hash = Constants.PRIMES_FOR_HASHING[0];
hash = hash * Constants.PRIMES_FOR_HASHING[1] + base.GetHashCode();
hash = hash * Constants.PRIMES_FOR_HASHING[2] + this.agentTurn;
return hash;
}
}
public override bool Equals(object obj)
{
if (obj == null)
return false;
var that = (WorldStateWithOD)obj;
if (that.agentTurn != this.agentTurn)
// It's tempting to think that this check is enough to allow equivalence over different times,
// because it differentiates between a state where all agents have moved and its
// child where the first agent WAITed, allowing the child
// to be generated because it isn't a hit in the closed list.
// But it isn't enough.
// This may a partially generated node,
// and we may have already gotten to this specific set of agent positions,
// but from a different set of locations, so the allowed moves of the remaining agents
// that haven't already moved would be different.
return false;
if (this.agentTurn == 0) // All agents have moved, safe to ignore direction information.
return base.Equals(obj);
if (this.allAgentsState.Length != that.allAgentsState.Length)
return false;
// Comparing the agent states:
for (int i = 0; i < this.allAgentsState.Length; ++i)
{
if (this.allAgentsState[i].Equals(that.allAgentsState[i]) == false)
return false;
if (i < this.agentTurn) // Agent has already moved in this step
{
bool mightCollideLater = false;
for (int j = this.agentTurn; j < this.allAgentsState.Length; j++)
{
if (this.allAgentsState[i].lastMove.x == this.allAgentsState[j].lastMove.x &&
this.allAgentsState[i].lastMove.y == this.allAgentsState[j].lastMove.y) // Can't just remove the direction and use IsColliding since the moves' time is different, so they'll never collide
{
mightCollideLater = true;
break;
}
}
if (mightCollideLater == true) // Then check the direction too
{
if (this.allAgentsState[i].lastMove.direction != Move.Direction.NO_DIRECTION &&
that.allAgentsState[i].lastMove.direction != Move.Direction.NO_DIRECTION &&
this.allAgentsState[i].lastMove.direction != that.allAgentsState[i].lastMove.direction) // Can't just use this.allAgentsState[i].lastMove.Equals(that.allAgentsState[i].lastMove) because TimedMoves don't ignore the time.
return false;
}
}
}
return true;
}
/// <summary>
/// Used when WorldStateWithOD objects are put in the open list priority queue.
/// All other things being equal, prefers nodes where more agents have moved.
/// G is already preferred, but this helps when the last move was a WAIT at the
/// goal, which doesn't increment G.
/// </summary>
/// <param name="other"></param>
/// <returns></returns>
public override int CompareTo(IBinaryHeapItem other)
{
int res = base.CompareTo(other);
if (res != 0)
return res;
var that = (WorldStateWithOD)other;
// Further tie-breaking
// Prefer more fully generated nodes:
// For the same F, they're probably closer to the goal.
// The goal isn't necessarily a fully expanded node.
// A*+OD may finish when all agents reached their goal even if it isn't a fully expanded state, and that's a nice feature!
// So we prefer more fully generated nodes just because it gives a more DFS-like behavior
// on the heuristic's fast path to the goal.
if (this.agentTurn == 0 && that.agentTurn != 0)
return -1;
if (that.agentTurn == 0 && this.agentTurn != 0)
return 1;
return that.agentTurn.CompareTo(this.agentTurn); // Notice the order inversion - bigger is better.
}
/// <summary>
/// Counts for last agent to move only, the counts from the previous agents to move are accumulated from the parent node.
/// </summary>
/// <param name="conflictAvoidance"></param>
/// <returns></returns>
public override void IncrementConflictCounts(ConflictAvoidanceTable conflictAvoidance)
{
int lastAgentToMove = agentTurn - 1;
if (agentTurn == 0)
lastAgentToMove = allAgentsState.Length - 1;
allAgentsState[lastAgentToMove].lastMove.IncrementConflictCounts(conflictAvoidance,
this.conflictCounts, this.conflictTimes);
this.sumConflictCounts = this.conflictCounts.Sum(pair => pair.Value);
}
}
}