Effective load management technique for AI characters in games

Creating large populations of AI characters for game environment is a major challenge because either insufficient CPU processing time is available or it is difficult to balance the computational needs of the game AI against the requirements of other game components. We present a novel technique that...

Full description

Saved in:
Bibliographic Details
Main Authors: Tan, Brian., Wong, Gabriyel.
Other Authors: School of Computer Engineering
Format: Conference or Workshop Item
Language:English
Published: 2009
Online Access:https://hdl.handle.net/10356/91178
http://hdl.handle.net/10220/4512
Tags: Add Tag
No Tags, Be the first to tag this record!
Institution: Nanyang Technological University
Language: English
id sg-ntu-dr.10356-91178
record_format dspace
spelling sg-ntu-dr.10356-911782020-05-28T07:17:34Z Effective load management technique for AI characters in games Tan, Brian. Wong, Gabriyel. School of Computer Engineering Poster Proceedings of Pacific Graphics (2008 : Tokyo, Japan) Creating large populations of AI characters for game environment is a major challenge because either insufficient CPU processing time is available or it is difficult to balance the computational needs of the game AI against the requirements of other game components. We present a novel technique that allows games to manage the functional updates of AI characters efficiently during run time. The technique is an enhancement of the elastic task model and scheduling [BLCA02] which allows the total CPU utilization of the AI characters to bead justed to the current workload of the game. We exploited the elastic nature of the technique to provide Level of Detail(LOD)effect for the AI characters. A prototype implementation on Microsoft Xbox 360 hardware is described in this paper. Accepted version 2009-03-09T06:33:42Z 2019-12-06T18:01:06Z 2009-03-09T06:33:42Z 2019-12-06T18:01:06Z 2008 2008 Conference Paper Tan, B., & Wong, G. (2008). Effective load management technique for AI characters in games. In Poster Proceedings of Pacific Graphics (2008:Tokyo, Japan) https://hdl.handle.net/10356/91178 http://hdl.handle.net/10220/4512 en 8 p. application/pdf
institution Nanyang Technological University
building NTU Library
country Singapore
collection DR-NTU
language English
description Creating large populations of AI characters for game environment is a major challenge because either insufficient CPU processing time is available or it is difficult to balance the computational needs of the game AI against the requirements of other game components. We present a novel technique that allows games to manage the functional updates of AI characters efficiently during run time. The technique is an enhancement of the elastic task model and scheduling [BLCA02] which allows the total CPU utilization of the AI characters to bead justed to the current workload of the game. We exploited the elastic nature of the technique to provide Level of Detail(LOD)effect for the AI characters. A prototype implementation on Microsoft Xbox 360 hardware is described in this paper.
author2 School of Computer Engineering
author_facet School of Computer Engineering
Tan, Brian.
Wong, Gabriyel.
format Conference or Workshop Item
author Tan, Brian.
Wong, Gabriyel.
spellingShingle Tan, Brian.
Wong, Gabriyel.
Effective load management technique for AI characters in games
author_sort Tan, Brian.
title Effective load management technique for AI characters in games
title_short Effective load management technique for AI characters in games
title_full Effective load management technique for AI characters in games
title_fullStr Effective load management technique for AI characters in games
title_full_unstemmed Effective load management technique for AI characters in games
title_sort effective load management technique for ai characters in games
publishDate 2009
url https://hdl.handle.net/10356/91178
http://hdl.handle.net/10220/4512
_version_ 1681057267157303296