Solving Multi-Agent Sokoban via LaCAM
Organizations: National Institute of Advanced Industrial Science and Technology (AIST), Japan
Abstract
Sokoban, a puzzle game in which an agent pushes boxes onto unlabelled target locations in a grid world, is a long-standing benchmark planning problem. While it is easy to see the connection to practical applications such as warehouse logistics with autonomous forklifts, its multi-agent counterpart has remained underdeveloped. This is because Multi-Agent Sokoban is substantially more difficult due to factors specific to multi-agent planning, such as the rapidly growing branching factor as the number of agents grows and the need to handle integrated task assignment and collision-free pathfinding. In this paper, we show that a scalable planner for Multi-Agent Sokoban can be designed by leveraging recent advances in multi-agent pathfinding (MAPF). Specifically, our Sokoban-LaCAM efficiently solves instances involving tens of agents and boxes while preserving both completeness and eventual optimality guarantees. This provides evidence that MAPF can serve as a powerful primitive for solving broader collective automation problems.
Figures & tables
| success (% ) | time ( ) | sub-opt of | ||||
| init | opt-proven | |||||
| 30.0 | 93.3 | 3117 2663 | < | 1.44 | 1.00 | 24/27 89% |