实时游戏环境中大量智能体群体的突发效应

Owen Knight, Tim Wilkin, S. Bangay
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引用次数: 2

摘要

基于智能体的群体仿真的计算效率和规模取决于每个智能体的最近邻计算。本文提出使用GPU纹理存储器来实现基于k-最近邻算法的空间分区查找表。这些改进允许以比当前最佳替代算法更高的速率模拟220个代理的群集。这种方法被整合到模拟转向行为的现有框架中,允许在图形处理单元上完整地实现大规模代理群模拟,每个代理行为偏好。这些模拟使人们能够研究当大量蜂群与环境中的阻塞点相互作用时发生的紧急动态。当模拟临界质量的介质时,确定了具有时间和空间相干性的持续动力学的各种模式,并给出了一些基本性质。本文提出的算法使游戏和电影中的研究人员和内容设计师能够实时执行真正大规模的代理群体,从而为进一步识别和分析这些群体中的突发动态提供基础。这不仅可以改善商业游戏和电影中使用的群体规模,还可以提高群体行为在内容设计目标方面的可靠性。
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Emergent effects in massive agent swarms in real-time game environments
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.
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