Compute parts of an AI on the GPU

Compute parts of an AI on the GPU

Here is where ideas can be collected for the skirmish AI in development

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hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Compute parts of an AI on the GPU

Post by hoijui »

This could be an option for a resource(CPU) hungry, research oriented AI. Basically it would be using shaders for computing, and textures as the data storage.
It would make sense for heavy calculations, and would be well suited for headless spring of course, as the GPU would be free then to be used by the AI. Either the AI supplies an alternative algorithm to be executed on the CPU, so it can be used in a normal game wihtout crippling the GPU/Graphics, or this algorithm would only be used for learning, and the AI can be run without using this algorithm at all.

forum thread of a project that did something comparable:
http://www.ogre3d.org/forums/viewtopic.php?t=12914

General-Purpose Computation on Graphics Hardware:
http://gpgpu.org/
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Compute parts of an AI on the GPU

Post by imbaczek »

threat/influence mapping on the gpu seems very viable to me, and not only in research/academic AIs.
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hughperkins
AI Developer
Posts: 836
Joined: 17 Oct 2006, 04:14

Re: Compute parts of an AI on the GPU

Post by hughperkins »

Better buy a graphics card for your 'headless' servers :-P
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hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: Compute parts of an AI on the GPU

Post by hoijui »

:D yeah.. i was thinking on this too.. strange scenario, though it would kinda make sense :D
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