just found something in the interwebs, as the title suggests its a paper on a collision avoidance sheme for scenarios with many independent actors.
seems to be pretty performant in that benchmarks they claim to have run.
http://pcl.intel-research.net/publicati ... ca2009.pdf
Post
Thu Jan 07, 2016 8:30 pm
#2
Re: Collision Avoidance for Multi-Agent Simulation
Sounds neat... If you have 64 cores to work with
Challenging your assumptions is good for your health, good for your business, and good for your future. Stay skeptical but never undervalue the importance of a new and unfamiliar perspective.
Imagination Fertilizer
Beauty may not save the world, but it's the only thing that can
Imagination Fertilizer
Beauty may not save the world, but it's the only thing that can
Post
Fri Jan 08, 2016 1:35 am
#3
geneous agents".
We dont have hundreds of thousands of agents
Re: Collision Avoidance for Multi-Agent Simulation
64 cores for simulations "with few hundreds of thousands of hetero-Hyperion wrote:Sounds neat... If you have 64 cores to work with
geneous agents".
We dont have hundreds of thousands of agents
Post
Fri Jan 08, 2016 5:19 pm
#4
Re: Collision Avoidance for Multi-Agent Simulation
A goal for LT 2 then.
Challenging your assumptions is good for your health, good for your business, and good for your future. Stay skeptical but never undervalue the importance of a new and unfamiliar perspective.
Imagination Fertilizer
Beauty may not save the world, but it's the only thing that can
Imagination Fertilizer
Beauty may not save the world, but it's the only thing that can
Post
Sat Jan 09, 2016 2:47 am
#5
Re: Collision Avoidance for Multi-Agent Simulation
I'd be happy with 500 NPCs flying around in densely populated systems. I'm sure that Josh is stretching the LT engine to its max so that we get very smart AI as well as lots of them.