Category: Game Development - GD03 Poster P6268 contact Name Stephane Cardon: [email protected] WHICH GAME AI PLANNING GPU FOR HOW MANY NPCS? Stéphane CARDON, Éric JACOPIN Écoles de Saint-Cyr Coëtquidan - France {stephane.cardon,eric.jacopin}@st-cyr.terrenet.defense.gouv.fr 1000000 Motivation 100000 16384 • GPGPU for the future of Game AI • Games use planning a,b,f,g (plans of at most 4-6 actions, for 50 bots max) h • Previous work shows encouraging speed-up c,d,e 2048 512 1000 For all NPCs, goal state is reached ? 1024 128 10 1 9 actions / predicates max length plan = 4 16 actions / predicates max length plan = 6 25 actions / predicates max length plan = 8 Grounded Planning Planning for how many NPCs per frame? • Instantiated actions: attack-ennemy, dodge, patrol, flee, cover, … (32 actions max) • 64-bit integer (plan length at most 12 actions g) • Breadth-first search for each NPC [yes] 512 100 • GPU is designed for Matrix & Vector of integers • What integer-based representation to encode planning predicates, states and actions? • One bit == One predicate; e.g. ennemy-is-dead • One state is 32 predicates max (32-bit integer) GOAP 8192 10000 GPU and Planning a-like 131072 65536 Copy res list to CPU [no] Mark pairs Make a set of pairs <NPC,initial state> Copy set to GPU GT 650M (Kepler - 2 SMs) GTX 550Ti (Fermi - 4 SMs) Experiments Make new set of pairs from res list such as pairs are not already marked Each thread compute next states for all actions from one pair, and store in res list 1024 • • • • 1GB used max on GPU GT 650M on Intel core i7 2.3GHz GTX 550Ti on core 2 duo 2.2GHz GTX TITAN on Xeon E5 2.7GHz • On a simple planning problem: Blocks World (3, 4 and 5 blocks) Random initial and goal states • References a – Jeff ORKIN – Three States and a Plan : The A.I. Of F.E.A.R. – Proceedings of the Game Developer Conference (2006) b – Dana NAU, Yue CAO, Amnon LOTEM & Héctor MUÑOZ–AVILA – The SHOP Planning System – AI Magazine 22(3), AAAI Press (Fall 2001) c – William BLEWITT, Gary USHAW & Graham MORGAN – Applicability of GPGPU Computing to Real–Time AI Solutions in Games – Computational Intelligence and AI in Games (2013) d – Alex CHAMPANDARD & Andrew RICHARDS – Massively Parallel AI on GPGPUs with OpenCL or C++ – Proceedings of the Game Developer Conference (2014) e – Damian SULEWSKI, Stefan EDELKAMP & Peter KISSMANN – Exploiting the Computational Power of the Graphics card : Optimal State Space Planning on the GPU – Proceedings of International Conference on Automated Planning and Scheduling (2011) f – Éric JACOPIN – Game AI Planning Analytics – Proceedings of the 10th AIIDE (AAAI Press, 2014) – pages 119 à 124. g – Éric JACOPIN – GOAP Analytics – GDC 2015 AI Summit – March 3rd. h – Stéphane CARDON, Éric JACOPIN – CUDA Constraint Programming for AI Gaming in the Cloud – Poster at the NVIDIA GPU Technology Conference 2015 GTX TITAN (Kepler - 14 SMs) 512 256 64 128 128 CPU+GPU Expected if only on GPU Speed-up vs Number of NPCs 250 200 150 GPU planning 100 150 faster than 50 CPU planning 0 (one breadth-first search for each NPC) 16 32 64 Intel Xeon E5 + GT TITAN 128 256 512 1024 Intel core I7 + GT 650 M
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