探索具有延迟策略的并行游戏架构

M. Zamith, Luís Valente, B. Feijó, M. Joselli, E. Clua
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引用次数: 2

摘要

电脑游戏是创建交互式虚拟环境的实时应用程序,通常是离散的时间步模拟。这些模拟可能具有预定义的时间步长,也可能使用可变的时间步长。这些方法在游戏中很常见,但并不灵活。在第一种方法中,当游戏在拥有丰富资源的机器上运行时,游戏不会使用额外的容量来提高模拟质量(任务结果或呈现)。第二种方法通常尽可能快地运行模拟,使用连续时间步之间经过的时间来扩展所有计算,以便模拟实时运行。然而,这种方法浪费了处理器的时间和能量,并且在多核硬件场景(例如gpu和集群)中,浪费计算资源的问题变得更加严重。在本文中,我们提出了一个并行和自适应架构,在多核硬件中采用延迟策略来处理上述问题。该体系结构使用延迟策略根据主机硬件的当前状况监视和改变任务行为。在功能更强大的计算机上,如果有空闲时间,这种架构能够提高任务质量。在功能较弱的计算机上,该架构限制任务功能,以便任务能够按时完成。我们提供两个示例来演示该体系结构是如何工作的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Exploring Parallel Game Architectures with Tardiness Policy
Computer games are real-time applications that create interactive virtual environments, usually as discrete time-stepped simulations. These simulations may have predefined time step sizes or may use variable time step sizes. These approaches are common in games, but not flexible. In the first approach, when the game runs on a machine with abundant resources, the game does not use the extra capacity to improve simulation quality (task results or presentation). The second approach usually runs the simulation as fast as possible, using the time elapsed between consecutive time steps to scale all computations, so as the simulation runs in real-time. However, this approach wastes processor time and energy and in multi-core hardware scenarios (e.g., GPUs and clusters), the problem of wasting computing resources becomes more severe. In this paper, we propose a parallel and adaptive architecture that employs tardiness policy in multi-core hardware to handle the aforementioned issues. The architecture uses tardiness policy to monitor and change task behavior according to the current conditions of he host hardware. On more powerful computers, the architecture is able to improve task quality if there is spare time available. On less powerful computers, the architecture restricts task functionality so that tasks are able to complete on time. We provide two examples to demonstrate how the architecture works.
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