Abstract | ||
---|---|---|
This paper reviews developments in general purpose computing on graphics processor units (GPGPU computing) from the perspective of video-game-related artificial intelligence (AI). We present an overview of the field, beginning with early shader language solutions and continuing to discuss three accessible platforms for GPGPU development: CUDA, OpenCL, and Direct Compute. Consideration is given to the commercial and practical realities which hinder the adoption of GPGPU solutions within video game AI, and developments in GPGPU computing directly relevant to common AI practices within the video games industry are reviewed in depth. |
Year | DOI | Venue |
---|---|---|
2013 | 10.1109/TCIAIG.2013.2258156 | Computational Intelligence and AI in Games, IEEE Transactions |
Keywords | Field | DocType |
artificial intelligence,computer games,graphics processing units,parallel architectures,CUDA,Direct Compute,GPGPU computing,OpenCL,artificial intelligence,graphics processor units,real-time AI solution,video-game,Artificial intelligence (AI),GPU computing,games,general purpose computing on graphics processor unit (GPGPU) | Graphics,General purpose computing,Computer graphics (images),Computer science,Gpgpu computing,CUDA,General-purpose computing on graphics processing units,Shading language | Journal |
Volume | Issue | ISSN |
5 | 3 | 1943-068X |
Citations | PageRank | References |
4 | 0.69 | 39 |
Authors | ||
3 |
Name | Order | Citations | PageRank |
---|---|---|---|
William Blewitt | 1 | 4 | 0.69 |
Gary Ushaw | 2 | 4 | 0.69 |
Graham Morgan | 3 | 150 | 19.15 |