Journal ArticleDOI
Applicability of GPGPU Computing to Real-Time AI Solutions in Games
Reads0
Chats0
TLDR
An overview of general purpose computing on graphics processor units (GPGPU computing) is presented, beginning with early shader language solutions and continuing to discuss three accessible platforms for GPGPU development: CUDA, OpenCL, and Direct Compute.Abstract:
This paper reviews developments in general purpose computing on graphics processor units (GPGPU computing) from the perspective of video-game-related artificial intelligence (AI). We present an overview of the field, beginning with early shader language solutions and continuing to discuss three accessible platforms for GPGPU development: CUDA, OpenCL, and Direct Compute. Consideration is given to the commercial and practical realities which hinder the adoption of GPGPU solutions within video game AI, and developments in GPGPU computing directly relevant to common AI practices within the video games industry are reviewed in depth.read more
Citations
More filters
Proceedings ArticleDOI
Smart Routing: A Novel Application of Collaborative Path-Finding to Smart Parking Systems
TL;DR: In this article, the authors introduce the concept of collaborative path-finding to the problem of traffic congestion in parking garages and show that a novel approach to collaboratively planning paths for multiple agents can lead to reduced traffic congestion on routes toward busy parking areas, while reducing the amount of time when parking spaces are vacant.
Smart Routing: A Novel Application of Collaborative Path-finding to Smart Parking Systems
TL;DR: This work simulates a smart parking system for an urban environment, and shows that a novel approach to collaboratively planning paths for multiple agents can lead to reduced traffic congestion on routes toward busy parking areas, while reducing the amount of time when parking spaces are vacant, thereby increasing the revenue earned.
Journal ArticleDOI
Comparison between Famous Game Engines and Eminent Games
Prerna Mishra,Urmila Shrawankar +1 more
TL;DR: This paper portrays a number of special kinds of contemporary game developed by engines in the way of their aspects, procedure and deliberates their stipulations with comparison.
Proceedings ArticleDOI
GPU acceleration for fixed complexity sphere decoder in large MIMO uplink systems
Tianpei Chen,Harry Leib +1 more
TL;DR: Using GPGPU, significant speedups were found for large MIMO systems and constellation sizes, over conventional CPU implementation, while providing the same Bit Error Rate (BER) performance.
Proceedings ArticleDOI
Binary GPU-Planning for Thousands of NPCs
Cardon Stephane,Jacopin Eric +1 more
TL;DR: This paper reports on the most recent implementation of Game AI Planning, which can control thousands of NPCs each frame with only one GTX 1080 on the AI server, pushing thousands of plans to the client (PC or console).
References
More filters
Journal ArticleDOI
A Formal Basis for the Heuristic Determination of Minimum Cost Paths
TL;DR: How heuristic information from the problem domain can be incorporated into a formal mathematical theory of graph searching is described and an optimality property of a class of search strategies is demonstrated.
Journal ArticleDOI
A Survey of General-Purpose Computation on Graphics Hardware
John D. Owens,David Luebke,Naga K. Govindaraju,Mark J. Harris,Jens Krüger,Aaron Lefohn,Timothy John Purcell +6 more
TL;DR: This report describes, summarize, and analyzes the latest research in mapping general‐purpose computation to graphics hardware.
Proceedings Article
A Survey of General-Purpose Computation on Graphics Hardware.
John D. Owens,David Luebke,Naga K. Govindaraju,Mark J. Harris,Jens Krüger,Aaron Lefohn,Timothy John Purcell +6 more
TL;DR: The techniques used in mapping general-purpose computation to graphics hardware will be generally useful for researchers who plan to develop the next generation of GPGPU algorithms and techniques.
Journal ArticleDOI
Motion Planning in Dynamic Environments Using Velocity Obstacles
Paolo Fiorini,Zvi Shiller +1 more
TL;DR: This paper presents a method for robot motion planning in dynamic environments that consists of selecting avoidance maneuvers to avoid static and moving obstacles in the velocity space, based on the rental positions and velocities of the robot and obstacles.
Journal ArticleDOI
NVIDIA Tesla: A Unified Graphics and Computing Architecture
TL;DR: To enable flexible, programmable graphics and high-performance computing, NVIDIA has developed the Tesla scalable unified graphics and parallel computing architecture, which is massively multithreaded and programmable in C or via graphics APIs.