• DocumentCode
    578997
  • Title

    GPU Pathfinding Optimization

  • Author

    Silva, A. ; Rocha, F. ; Santos, A. ; Ramalho, G. ; Teichrieb, V.

  • Author_Institution
    Center of Inf., Fed. Univ. of Pernambuco, Recife, Brazil
  • fYear
    2011
  • fDate
    7-9 Nov. 2011
  • Firstpage
    158
  • Lastpage
    163
  • Abstract
    In recent years, GPUs (Graphics Processing Units) have shown a significant advance of computational resources available for the use of non-graphical applications. The ability to solve problems involving parallel computing as well as the development of new architectures that supports this new paradigm, such as CUDA (Compute Unified Device Architecture), have encouraged the use of GPU for general purpose applications, especially in games. Some parallel tasks which were CPU (Central Processing Unit) based are being ported over to the GPU due to theirs superior performance. One of these tasks is the path finding of an agent over a game map, which has already achieved a better performance on GPU, but is still limited. This paper describes some optimizations to a GPU path finding implementation, addressing larger work set (agents and nodes) with good performance.
  • Keywords
    graphics processing units; microprocessor chips; optimisation; parallel architectures; CPU; GPU; central processing unit; computational resources; game map; graphics processing unit; nongraphical application; parallel architecture; parallel computing; pathfinding optimization; Computer architecture; Games; Graphics processing units; Instruction sets; Kernel; Optimization; Parallel processing; A; CUDA; GPU; games; intelligent agents; pathfinding;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Games and Digital Entertainment (SBGAMES), 2011 Brazilian Symposium on
  • Conference_Location
    Salvador
  • ISSN
    2159-6654
  • Print_ISBN
    978-1-4673-0797-0
  • Type

    conf

  • DOI
    10.1109/SBGAMES.2011.35
  • Filename
    6363229