• DocumentCode
    2165206
  • Title

    Emergent effects in massive agent swarms in real-time game environments

  • Author

    Knight, Owen ; Wilkin, Tim ; Bangay, Shaun

  • Author_Institution
    Sch. of Inf. Technol., Deakin Univ., Melbourne, VIC, Australia
  • fYear
    2013
  • fDate
    23-25 Sept. 2013
  • Firstpage
    114
  • Lastpage
    118
  • Abstract
    Computational efficiency and hence the scale of agent-based swarm simulations is bound by the nearest neighbour computation for each agent. This article proposes the use of GPU texture memory to implement lookup tables for a spatial partitioning based k-Nearest Neighbours algorithm. These improvements allow simulation of swarms of 220 agents at higher rates than the current best alternative algorithms. This approach is incorporated into an existing framework for simulating steering behaviours allowing for a complete implementation of massive agent swarm simulations, with per agent behaviour preferences, on a Graphics Processing Unit. These simulations have enabled an investigation of the emergent dynamics that occur when massive swarms interact with a choke point in their environment. Various modes of sustained dynamics with temporal and spatial coherence are identified when a critical mass of agents is simulated and some elementary properties are presented. The algorithms presented in this article enable researchers and content designers in games and movies to implement truly massive agent swarms in real time and thus provide a basis for further identification and analysis of the emergent dynamics in these swarms. This will improve not only the scale of swarms used in commercial games and movies but will also improve the reliability of swarm behaviour with respect to content design goals.
  • Keywords
    computer games; graphics processing units; multi-agent systems; real-time systems; GPU texture memory; agent-based swarm simulations; commercial games; graphics processing unit; k-nearest neighbours algorithm; lookup tables; massive agent swarms; nearest neighbour computation; real-time game environments; spatial coherence; spatial partitioning; temporal coherence; Computational modeling; Dynamics; Educational institutions; Games; Graphics processing units; Green products; Inductors; emergence; gpu; steering behaviour; swarms;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Games Innovation Conference (IGIC), 2013 IEEE International
  • Conference_Location
    Vancouver, BC
  • ISSN
    2166-6741
  • Print_ISBN
    978-1-4799-1244-5
  • Type

    conf

  • DOI
    10.1109/IGIC.2013.6659128
  • Filename
    6659128