Monte-Carlo Tree Search for Multi-Agent Pathfinding: Preliminary Results
Yelisey Pitanov, Alexey Skrynnik, Anton Andreychuk, Konstantin, Yakovlev, Aleksandr Panov

TL;DR
This paper introduces a novel Monte-Carlo Tree Search variant tailored for multi-agent pathfinding on graphs, demonstrating improved performance over traditional heuristic methods through empirical evaluation.
Contribution
The paper presents an original MCTS variant specifically designed for multi-agent pathfinding, including a new reward computation method and a decomposition technique to enhance efficiency.
Findings
The proposed MCTS variant outperforms baseline heuristic search algorithms.
The reward mechanism effectively guides agents towards goal-reaching while avoiding collisions.
Decomposition reduces the search space, improving computational efficiency.
Abstract
In this work we study a well-known and challenging problem of Multi-agent Pathfinding, when a set of agents is confined to a graph, each agent is assigned a unique start and goal vertices and the task is to find a set of collision-free paths (one for each agent) such that each agent reaches its respective goal. We investigate how to utilize Monte-Carlo Tree Search (MCTS) to solve the problem. Although MCTS was shown to demonstrate superior performance in a wide range of problems like playing antagonistic games (e.g. Go, Chess etc.), discovering faster matrix multiplication algorithms etc., its application to the problem at hand was not well studied before. To this end we introduce an original variant of MCTS, tailored to multi-agent pathfinding. The crux of our approach is how the reward, that guides MCTS, is computed. Specifically, we use individual paths to assist the agents with the…
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Taxonomy
TopicsArtificial Intelligence in Games · Sports Analytics and Performance · Human Motion and Animation
MethodsMonte-Carlo Tree Search
