GPU Accelerated Path-Planning for Multi-agents in Virtual Environments

L. Fischer, Renato Silveira, L. Nedel
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引用次数: 22

Abstract

Many games are populated by synthetic humanoid actors that act as autonomous agents. The animation of humanoids in real-time applications is yet a challenge if the problem involves attaining a precise location in a virtual world (path-planning), and moving realistically according to its own personality, intentions and mood (motion planning). In this paper we present a strategy to implement – using CUDA on GPU – a path planner that produces natural steering behaviors for virtual humans using a numerical solution for boundary value problems. The planner is based on the potential field formalism that allows synthetic actors to move negotiating space, avoiding collisions, and attaining goals, while producing very individual paths. The individuality of each character can be set by changing its inner field parameters leading to a broad range of possible behaviors without jeopardizing its performance. With our GPU-based strategy we achieve a speed up to 56 times the previous implementation, allowing its use in situations with a large number of autonomous characters, which is commonly found in games.
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虚拟环境中多智能体GPU加速路径规划
许多游戏都是由人工合成的类人角色充当自主代理。如果问题涉及到在虚拟世界中获得精确的位置(路径规划),并根据自己的个性、意图和情绪(运动规划)现实地移动,那么类人动画在实时应用中仍然是一个挑战。在本文中,我们提出了一种策略来实现-使用GPU上的CUDA -路径规划器,该路径规划器使用边值问题的数值解为虚拟人产生自然转向行为。规划基于势场形式,允许综合参与者移动协商空间,避免碰撞,实现目标,同时产生非常独立的路径。每个角色的个性可以通过改变其内部字段参数来设置,从而在不损害其性能的情况下产生广泛的可能行为。通过我们基于gpu的策略,我们实现了高达56倍的速度,允许它在有大量自主角色的情况下使用,这在游戏中很常见。
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