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)


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.


Active Element Game Server Server Response Time Player Character Client Simulation 
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Copyright information

© IFIP International Federation for Information Processing 2013

Authors and Affiliations

  • Kjetil Raaen
  • Andreas Petlund
  • Håkon Kvale Stensland

There are no affiliations available

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