Current Issue : July - September Volume : 2015 Issue Number : 3 Articles : 4 Articles
This survey provides an overview of popular pathfinding algorithms and techniques based on graph generation problems. We\nfocus on recent developments and improvements in existing techniques and examine their impact on robotics and the video games\nindustry. We have categorized pathfinding algorithms based on a 2D/3D environment search. The aim of this paper is to provide\nresearchers with a thorough background on the progress made in the last 10 years in this field, summarize the principal techniques,\nand describe their results.We also give our expectations for future trends in this field and discuss the possibility of using pathfinding\ntechniques in more extensive areas....
With modern video games frequently featuring sophisticated and realistic environments, the need for smart and comprehensive\nagents that understand the various aspects of complex environments is pressing. Since video game AI is often specifically designed\nfor each game, video game AI tools currently focus on allowing video game developers to quickly and efficiently create specific AI.\nOne issue with this approach is that it does not efficiently exploit the numerous similarities that exist between video games not\nonly of the same genre, but of different genres too, resulting in a difficulty to handle the many aspects of a complex environment\nindependently for each video game. Inspired by the human ability to detect analogies between games and apply similar behavior on\na conceptual level, this paper suggests an approach based on the use of a unified conceptual framework to enable the development\nof conceptual AI which relies on conceptual views and actions to define basic yet reasonable and robust behavior. The approach is\nillustrated using two video games, Raven and StarCraft: BroodWar....
The quality of technology trees in digital games can be improved by adjusting their structural and quantitative properties. Therefore,\nthere is a demand for recognizing and measuring such properties. Part of the process can be automated; there are properties\nmeasurable by computers, and analyses based on the results (and visualizations of them) may help to produce significantly better\ntechnology trees, even practically without extra workload for humans. In this paper, we introduce useful technology tree properties\nand novel measuring features implemented into our software tool for manipulating technology trees....
We present a parallel framework for simulating incompressible fluids with predictive-corrective incompressible smoothed particle\nhydrodynamics (PCISPH) on the GPU in real time. To this end, we propose an efficient GPU streaming pipeline to map the entire\ncomputational task onto the GPU, fully exploiting the massive computational power of state-of-the-art GPUs. In PCISPH-based\nsimulations, neighbor search is the major performance obstacle because this process is performed several times at each time step.\nTo eliminate this bottleneck, an efficient parallel sorting method for this time-consuming step is introduced.Moreover, we discuss\nseveral optimization techniques including using fast on-chip shared memory to avoid global memory bandwidth limitations and\nthus further improve performance on modern GPU hardware. With our framework, the realism of real-time fluid simulation\nis significantly improved since our method enforces incompressibility constraint which is typically ignored due to efficiency\nreason in previous GPU-based SPH methods. The performance results illustrate that our approach can efficiently simulate realistic\nincompressible fluid in real time and results in a speed-up factor of up to 23 on a high-end NVIDIA GPU in comparison to singlethreaded\nCPU-based implementation....
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