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
Link To Document