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Adds mapf benchmark tools to this repo #41
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| Original file line number | Diff line number | Diff line change |
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| @@ -1,2 +1,4 @@ | ||
| /target | ||
| Cargo.lock | ||
| cache/ | ||
| benchmark_report.json |
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@@ -2,6 +2,7 @@ | |
| members = [ | ||
| "mapf", | ||
| "mapf-viz", | ||
| "mapf-bench", | ||
| ] | ||
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| resolver = "2" | ||
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| [package] | ||
| name = "mapf-bench" | ||
| version = "0.1.0" | ||
| edition = "2021" | ||
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| [dependencies] | ||
| mapf = { path = "../mapf" } | ||
| movingai = "0.2" | ||
| anyhow = "1.0" | ||
| clap = { version = "4.0", features = ["derive"] } | ||
| serde = { version = "1.0", features = ["derive"] } | ||
| serde_json = "1.0" | ||
| indicatif = "0.17" |
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| # `mapf-bench` | ||
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| `mapf-bench` is a binary crate designed to run single Multi-Agent Path Finding (MAPF) benchmark scenarios using the `mapf` library's negotiation solver. | ||
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| Currently, it supports benchmarks from the [Moving AI MAPF benchmark collection](https://www.movingai.com/benchmarks/mapf.html). | ||
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| ## Relationship with `scripts/benchmark.py` | ||
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| While `mapf-bench` can be run directly to test a single scenario, it is intended to be used in conjunction with the Python orchestrator script located at `scripts/benchmark.py`. | ||
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| * **`scripts/benchmark.py`**: Automates downloading the Moving AI benchmark files (maps and scenarios), unzipping them, building `mapf-bench` in release mode, and running it across multiple configurations (different maps, scenarios, and agent counts) to generate a comprehensive performance report. | ||
| * **`mapf-bench`**: The low-level runner that loads a specific map and scenario file, sets up the negotiation scenario, and runs the solver for a single run. | ||
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| ## Intended Workflow | ||
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| To run a full benchmark suite: | ||
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| 1. Use the Python script from the root directory: | ||
| ```bash | ||
| python3 scripts/benchmark.py --timeout 30 --max-scenarios 1 --maps empty-32-32.map | ||
| ``` | ||
| This script will handle building this crate and running it. | ||
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| To run a single scenario manually for debugging: | ||
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| 1. Build the crate: | ||
| ```bash | ||
| cargo build -p mapf-bench --release | ||
| ``` | ||
| 2. Run the binary, providing paths to the map and scenario files: | ||
| ```bash | ||
| cargo run -p mapf-bench --release -- --map cache/maps/empty-32-32.map --scen cache/scenarios/scen-random/empty-32-32-random-1.scen --num-agents 10 | ||
| ``` | ||
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| ## Command Line Arguments | ||
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| `mapf-bench` accepts the following arguments: | ||
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| * `-m`, `--map <MAP>`: Path to the Moving AI map file (`.map`). | ||
| * `-s`, `--scen <SCEN>`: Path to the Moving AI scenario file (`.scen`). | ||
| * `-r`, `--radius <RADIUS>`: Radius of the agents (default: 0.45). | ||
| * `--speed <SPEED>`: Speed of the agents (default: 1.0). (Note: no short option to avoid conflict with `--scen`). | ||
| * `-n`, `--num-agents <NUM_AGENTS>`: Number of agents to include in the scenario (default: 10). | ||
| * `-t`, `--timeout <TIMEOUT>`: Timeout in seconds (default: 30). Note: This timeout is currently enforced by the parent process (`benchmark.py`) rather than the binary itself. | ||
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| ## Map Format | ||
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| The benchmark loader parses Moving AI `.map` files. The characters in the grid are interpreted as follows: | ||
| * `.` : Passable terrain. | ||
| * Any other character : Obstacle (impassable). |
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| mod movingai; | ||
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| use anyhow::Result; | ||
| use clap::Parser; | ||
| use std::path::PathBuf; | ||
| use std::time::Instant; | ||
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| /// Run a single MAPF benchmark scenario using the negotiation solver. | ||
| #[derive(Parser, Debug)] | ||
| #[command(author, version, about, long_about = None)] | ||
| struct Args { | ||
| /// Path to the Moving AI map file (.map) | ||
| #[arg(short, long)] | ||
| map: PathBuf, | ||
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| /// Path to the Moving AI scenario file (.scen) | ||
| #[arg(short, long)] | ||
| scen: PathBuf, | ||
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| /// Radius of the agents | ||
| #[arg(short, long, default_value_t = 0.45)] | ||
| radius: f64, | ||
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| /// Speed of the agents | ||
| #[arg(long, default_value_t = 1.0)] | ||
| speed: f64, | ||
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| /// Number of agents to include in the benchmark | ||
| #[arg(short, long, default_value_t = 10)] | ||
| num_agents: usize, | ||
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| /// Timeout in seconds (enforced by parent process) | ||
| #[arg(short, long, default_value_t = 30)] | ||
| timeout: u64, | ||
| } | ||
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| fn main() -> Result<()> { | ||
| let args = Args::parse(); | ||
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| println!("Loading map: {:?}", args.map); | ||
| let map = movingai::Map::from_file(&args.map)?; | ||
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| println!("Loading scenario: {:?}", args.scen); | ||
| let scenario = movingai::MovingAIScenario::from_file(&args.scen)?; | ||
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| let negotiation_scenario = scenario.to_negotiation_scenario( | ||
| &map, | ||
| args.num_agents, | ||
| args.radius, | ||
| args.speed, | ||
| 60_f64.to_radians(), | ||
| ); | ||
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| println!("Running negotiation with {} agents", args.num_agents); | ||
| let start_time = Instant::now(); | ||
| // We don't have a clean way to pass wall-clock timeout into negotiate yet, | ||
| // so we'll rely on the parent script to enforce strict timeouts for now, | ||
| // or we could add a QueueLengthLimit as a proxy. | ||
| let result = mapf::negotiation::negotiate(&negotiation_scenario, None); | ||
| let duration = start_time.elapsed(); | ||
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| match result { | ||
| Ok((_solution, _arena, _name_map)) => { | ||
| println!("Negotiation successful in {:?}", duration); | ||
| } | ||
| Err(e) => { | ||
| println!("Negotiation failed: {:?}", e); | ||
| } | ||
| } | ||
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| Ok(()) | ||
| } | ||
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| /* | ||
| * Copyright (C) 2026 Open Source Robotics Foundation | ||
| * | ||
| * Licensed under the Apache License, Version 2.0 (the "License"); | ||
| * you may not use this file except in compliance with the License. | ||
| * You may obtain a copy of the License at | ||
| * | ||
| * http://www.apache.org/licenses/LICENSE-2.0 | ||
| * | ||
| * Unless required by applicable law or agreed to in writing, software | ||
| * distributed under the License is distributed on an "AS IS" BASIS, | ||
| * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | ||
| * See the License for the specific language governing permissions and | ||
| * limitations under the License. | ||
| * | ||
| */ | ||
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| //! This module contains a simple parser for the movingai benchmarks. | ||
| //! This benchmark is widely seen as the de-facto mapf benchmark. | ||
| //! | ||
| //! The benchmarks consist of *.map files and *.scen files. The *.map | ||
| //! files are occupancy grids while the *.scen files contain | ||
| //! exact mapf scenarios. | ||
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| use anyhow::Result; | ||
| use std::collections::HashMap; | ||
| use std::fs::File; | ||
| use std::io::{BufRead, BufReader}; | ||
| use std::path::Path; | ||
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| use mapf::negotiation::{Agent, Scenario}; | ||
| use std::collections::BTreeMap; | ||
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| pub struct Map { | ||
| pub width: usize, | ||
| pub height: usize, | ||
| /// The grid representation of the map. | ||
| /// | ||
| /// The characters in the grid represent different terrain types based on the Moving AI format: | ||
| /// - `.` : Passable terrain | ||
| /// - `@` : Obstacle | ||
| pub grid: Vec<Vec<char>>, | ||
|
Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I was very surprised to see that "grid" is a matrix of characters instead of something like an integer cost. Later in the code I found that it consists of special characters like Let's add some documentation here to explain what characters are expected for this map format.
Member
Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more.
Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I meant to add documentation directly to this |
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| } | ||
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| impl Map { | ||
| pub fn from_file<P: AsRef<Path>>(path: P) -> Result<Self> { | ||
| let file = File::open(path)?; | ||
| let reader = BufReader::new(file); | ||
| let mut lines = reader.lines(); | ||
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| let mut width = 0; | ||
| let mut height = 0; | ||
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| // Parse header | ||
| while let Some(line) = lines.next() { | ||
| let line = line?; | ||
| if line.starts_with("type") { | ||
| continue; | ||
| } else if line.starts_with("height") { | ||
| height = line.split_whitespace().nth(1).unwrap().parse()?; | ||
| } else if line.starts_with("width") { | ||
| width = line.split_whitespace().nth(1).unwrap().parse()?; | ||
| } else if line.starts_with("map") { | ||
| break; | ||
| } | ||
| } | ||
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| let mut grid = Vec::with_capacity(height); | ||
| for _ in 0..height { | ||
| if let Some(line) = lines.next() { | ||
| let line = line?; | ||
| grid.push(line.chars().collect()); | ||
| } | ||
| } | ||
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| Ok(Map { | ||
| width, | ||
| height, | ||
| grid, | ||
| }) | ||
| } | ||
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| pub fn to_occupancy_map(&self) -> HashMap<i64, Vec<i64>> { | ||
| let mut occupancy = HashMap::new(); | ||
| for y in 0..self.height { | ||
| let mut row = Vec::new(); | ||
| for x in 0..self.width { | ||
| let c = self.grid[y][x]; | ||
| if c != '.' && c != 'G' && c != 'S' { | ||
| row.push(x as i64); | ||
| } | ||
| } | ||
| if !row.is_empty() { | ||
| occupancy.insert(y as i64, row); | ||
| } | ||
| } | ||
| occupancy | ||
| } | ||
| } | ||
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| pub struct ScenarioEntry { | ||
| pub _bucket: usize, | ||
| pub _map_file: String, | ||
| pub _map_width: usize, | ||
| pub _map_height: usize, | ||
| pub start: [i64; 2], | ||
| pub goal: [i64; 2], | ||
| pub _optimal_length: f64, | ||
| } | ||
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| pub struct MovingAIScenario { | ||
| pub entries: Vec<ScenarioEntry>, | ||
| } | ||
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| impl MovingAIScenario { | ||
| pub fn from_file<P: AsRef<Path>>(path: P) -> Result<Self> { | ||
| let file = File::open(path)?; | ||
| let reader = BufReader::new(file); | ||
| let mut lines = reader.lines(); | ||
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| // Skip version line | ||
| lines.next(); | ||
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| let mut entries = Vec::new(); | ||
| for line in lines { | ||
| let line = line?; | ||
| let parts: Vec<&str> = line.split_whitespace().collect(); | ||
| if parts.len() < 9 { | ||
| continue; | ||
| } | ||
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| let start: [i64; 2] = [parts[4].parse()?, parts[5].parse()?]; | ||
| let goal: [i64; 2] = [parts[6].parse()?, parts[7].parse()?]; | ||
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| entries.push(ScenarioEntry { | ||
| _bucket: parts[0].parse()?, | ||
| _map_file: parts[1].to_string(), | ||
| _map_width: parts[2].parse()?, | ||
| _map_height: parts[3].parse()?, | ||
| start, | ||
| goal, | ||
| _optimal_length: parts[8].parse()?, | ||
| }); | ||
| } | ||
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| Ok(MovingAIScenario { entries }) | ||
| } | ||
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| pub fn to_negotiation_scenario( | ||
| &self, | ||
| map: &Map, | ||
| num_agents: usize, | ||
| radius: f64, | ||
| speed: f64, | ||
| spin: f64, | ||
| ) -> Scenario { | ||
| let mut agents = BTreeMap::new(); | ||
| for i in 0..num_agents.min(self.entries.len()) { | ||
| let entry = &self.entries[i]; | ||
| agents.insert( | ||
| format!("agent_{}", i), | ||
| Agent { | ||
| start: entry.start, | ||
| yaw: 0.0, | ||
| goal: entry.goal, | ||
| radius, | ||
| speed, | ||
| spin, | ||
| }, | ||
| ); | ||
| } | ||
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| Scenario { | ||
| agents, | ||
| obstacles: Vec::new(), | ||
| occupancy: map.to_occupancy_map(), | ||
| cell_size: 1.0, | ||
| camera_bounds: None, | ||
| } | ||
| } | ||
| } | ||
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Let's add a docstring to this so that people calling the program from the command line know what it's for.