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This technology preview is a snapshot of some internal research we have been working on and talking about at various conferences for the past couple years. The level of interest in GPU-accelerated AI has continued to grow, so we are making this (unsupported) snapshot available for developers who would like to experiment with the technology.
The GPU accelerated path planning software provided in this technology preview is applicable to domains that include robotics, video games, synthetic environments (SE) and artificial intelligence in general. Systems that exploit multi-agent modeling for simulating the safe motion of virtual multi robots, non-player game characters and virtual humans navigating in a dynamic environment are just a few examples of applications that benefit from GPU-accelerated AI.
Please share your experience and feedback on this GPU AI technology in our developer forums.
Features supported in this release:
* Roadmap Construction: generates a graph of collision-free paths for a given game level or configuration space based on an input 3D mesh
* Path Searching: Finds optimal path for each agent from start to goal across the roadmap graph using either A* or Dijkstra search
* Multi-agent Collision Avoidance: Consults roadmap to intelligently guide each agent from start to goal while avoiding collisions with other dynamic agents as well as static and moving obstacles
Benefits of GPU AI:
* Faster than CPU AI: exploits GPU parallelism in every phase of the simulation, using 10s of thousands or even hundreds of thousands of GPU threads
* Offload the CPU: free up CPU resources for other work
* Flexible Roadmap Generation: roadmaps can be pre-computed offline or generated/updated during runtime
* Widely supported: works on 100s of millions of GPUs, anything with compute capability 1.1 or later
http://developer.nvidia.com/object/gpu-ai.html |
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