Abstract
The huge number of cores existing in current Graphics Processor Units (GPUs) provides these devices with computing capabilities that can be exploited by distributed applications. In particular, these capabilites have been used in crowd simulations for enhancing the crowd rendering, and even for simulating continuum crowds. However, GPUs have not been used for simulating large crowds of complex agents, since these simulations require distributed architectures that can support huge amounts of agents. In this paper, we propose a GPU-based multi-agent system for crowd simulation. Concretely, we propose the use of an on-board GPU to implement one of the main tasks that a distributed server for crowd simulations should perform. The huge number of cores in the GPU is used to simultaneously validate movement requests from different agents, greatly reducing the server response time. Since this task represents the critical data path, the use of this hardware significantly increases the parallelism achieved with respect to the implementation of the same distributed server on a CPU. An application example shows that the system can support agents with complex navigational behaviors.
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Vigueras, G., Orduña, J.M., Lozano, M. (2010). A GPU-Based Multi-agent System for Real-Time Simulations. In: Demazeau, Y., Dignum, F., Corchado, J.M., Pérez, J.B. (eds) Advances in Practical Applications of Agents and Multiagent Systems. Advances in Intelligent and Soft Computing, vol 70. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-12384-9_3
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DOI: https://doi.org/10.1007/978-3-642-12384-9_3
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-12383-2
Online ISBN: 978-3-642-12384-9
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