Antonio Maciá-Lillo;Antonio Jimeno-Morenilla;Higinio Mora;Eduard Duta
{"title":"基于ai的RTS游戏的混合架构","authors":"Antonio Maciá-Lillo;Antonio Jimeno-Morenilla;Higinio Mora;Eduard Duta","doi":"10.1109/TG.2025.3533949","DOIUrl":null,"url":null,"abstract":"Video games have evolved into a key part of modern culture and a major economic force, with the global market projected to reach <inline-formula><tex-math>${\\$}$</tex-math></inline-formula>522.50 billion in 2024. As technology advances, video games increasingly demand high computing power, often requiring specialized hardware for optimal performance. Real-time strategy games, in particular, are computationally intensive, with complex artificial intelligence algorithms that simulate numerous units and behaviors in real-time. Specialized gaming PCs are use a dedicated graphics processing unit (GPU) to run video games. Due to the usefulness of GPUs besides gaming, modern processors usually include an integrated GPU, specially in the laptop market. We propose a hybrid architecture that utilizes both the dedicated GPU and the integrated GPU simultaneously, to accelerate AI and physics simulations in video games. The hybrid approach aims to maximize the utilization of all available resources. The AI and physics computations are offloaded from the dedicated GPU to the integrated GPU. Therefore, the dedicated GPU can be used exclusively for rendering, resulting in improved performance. We implemented this architecture in a custom-built game engine using OpenGL for graphics rendering and OpenCL for general-purpose GPU computations. Experimental results highlight the performance characteristics of the hybrid architecture, including the challenges of working with the two devices and multitenant GPU interference.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"17 3","pages":"686-699"},"PeriodicalIF":2.8000,"publicationDate":"2025-01-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=10854898","citationCount":"0","resultStr":"{\"title\":\"Hybrid Architecture for AI-Based RTS Games\",\"authors\":\"Antonio Maciá-Lillo;Antonio Jimeno-Morenilla;Higinio Mora;Eduard Duta\",\"doi\":\"10.1109/TG.2025.3533949\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Video games have evolved into a key part of modern culture and a major economic force, with the global market projected to reach <inline-formula><tex-math>${\\\\$}$</tex-math></inline-formula>522.50 billion in 2024. As technology advances, video games increasingly demand high computing power, often requiring specialized hardware for optimal performance. Real-time strategy games, in particular, are computationally intensive, with complex artificial intelligence algorithms that simulate numerous units and behaviors in real-time. Specialized gaming PCs are use a dedicated graphics processing unit (GPU) to run video games. Due to the usefulness of GPUs besides gaming, modern processors usually include an integrated GPU, specially in the laptop market. We propose a hybrid architecture that utilizes both the dedicated GPU and the integrated GPU simultaneously, to accelerate AI and physics simulations in video games. The hybrid approach aims to maximize the utilization of all available resources. The AI and physics computations are offloaded from the dedicated GPU to the integrated GPU. Therefore, the dedicated GPU can be used exclusively for rendering, resulting in improved performance. We implemented this architecture in a custom-built game engine using OpenGL for graphics rendering and OpenCL for general-purpose GPU computations. Experimental results highlight the performance characteristics of the hybrid architecture, including the challenges of working with the two devices and multitenant GPU interference.\",\"PeriodicalId\":55977,\"journal\":{\"name\":\"IEEE Transactions on Games\",\"volume\":\"17 3\",\"pages\":\"686-699\"},\"PeriodicalIF\":2.8000,\"publicationDate\":\"2025-01-27\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=10854898\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"IEEE Transactions on Games\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://ieeexplore.ieee.org/document/10854898/\",\"RegionNum\":4,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE Transactions on Games","FirstCategoryId":"94","ListUrlMain":"https://ieeexplore.ieee.org/document/10854898/","RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE","Score":null,"Total":0}
Video games have evolved into a key part of modern culture and a major economic force, with the global market projected to reach ${\$}$522.50 billion in 2024. As technology advances, video games increasingly demand high computing power, often requiring specialized hardware for optimal performance. Real-time strategy games, in particular, are computationally intensive, with complex artificial intelligence algorithms that simulate numerous units and behaviors in real-time. Specialized gaming PCs are use a dedicated graphics processing unit (GPU) to run video games. Due to the usefulness of GPUs besides gaming, modern processors usually include an integrated GPU, specially in the laptop market. We propose a hybrid architecture that utilizes both the dedicated GPU and the integrated GPU simultaneously, to accelerate AI and physics simulations in video games. The hybrid approach aims to maximize the utilization of all available resources. The AI and physics computations are offloaded from the dedicated GPU to the integrated GPU. Therefore, the dedicated GPU can be used exclusively for rendering, resulting in improved performance. We implemented this architecture in a custom-built game engine using OpenGL for graphics rendering and OpenCL for general-purpose GPU computations. Experimental results highlight the performance characteristics of the hybrid architecture, including the challenges of working with the two devices and multitenant GPU interference.