Advertisement

Demonstrating Hundreds of AIs in One Scene

  • Kjetil Raaen
  • Andreas Petlund
  • Håkon Kvale Stensland
Part of the Lecture Notes in Computer Science book series (LNCS, volume 8215)

Abstract

This demo shows how a server can process heavy, game-enhancing workloads without sacrificing response time by implementing a highly parallelisable game server architecture. The architecture “LEARS” allows for the utilisation of more processing resources for tasks that will enhance the game experience. Using the A* path-finding algorithm, we demonstrate how the server distributes the resources under different levels of load, and how this impacts the response time for the game-clients. The demo allow the viewers to adjust game parameters such as the number of pathfinding entities, the number of player characters and the number of available threads and observe the impact on response time and CPU utilisation.

Keywords

Active Element Game Server Server Response Time Player Character Client Simulation 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

References

  1. 1.
    Abdelkhalek, A., Bilas, A.: Parallelization and performance of interactive multiplayer game servers. In: Proceedings of IPDP Symposium, pp. 72–81 (2004)Google Scholar
  2. 2.
    Chen, K.-T., Huang, P., Wang, G.-S., Huang, C.-Y., Lei, C.-L.: On the Sensitivity of Online Game Playing Time to Network QoS. In: Proceedings of IEEE INFOCOM 2006 (2006)Google Scholar
  3. 3.
    Nareyek, A.: AI in Computer Games. Queue 1(10), 58–65 (2004)CrossRefGoogle Scholar
  4. 4.
    Raaen, K., Espeland, H., Stensland, H.K., Petlund, A., Halvorsen, P., Griwodz, C.: A demonstration of a lockless, relaxed atomicity state parallel game server (LEARS). In: Proceeding of NETGAMES 2011 (2011)Google Scholar
  5. 5.
    Raaen, K., Espeland, H., Stensland, H.K., Petlund, A., Halvorsen, P., Griwodz, C.: LEARS: A Lockless, Relaxed-Atomicity State Model for Parallel Execution of a Game Server Partition. In: Proceedings of ICPP 2012 Workshops (2012)Google Scholar
  6. 6.
    Woodward, K.: StraightEdge, http://www.keithwoodward.com/straightedge/

Copyright information

© IFIP International Federation for Information Processing 2013

Authors and Affiliations

  • Kjetil Raaen
  • Andreas Petlund
  • Håkon Kvale Stensland

There are no affiliations available

Personalised recommendations