Heuristics: intelligent search strategies for computer problem solving
Heuristics: intelligent search strategies for computer problem solving
Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Introduction to knowledge systems
Introduction to knowledge systems
Hierarchical Model for Real Time Simulation of Virtual Human Crowds
IEEE Transactions on Visualization and Computer Graphics
Improving the Scalability of Multi-Agent Systems
Revised Papers from the International Workshop on Infrastructure for Multi-Agent Systems: Infrastructure for Agents, Multi-Agent Systems, and Scalable Multi-Agent Systems
Is it an Agent, or Just a Program?: A Taxonomy for Autonomous Agents
ECAI '96 Proceedings of the Workshop on Intelligent Agents III, Agent Theories, Architectures, and Languages
FLUX: A logic programming method for reasoning agents
Theory and Practice of Logic Programming
Problem-Solving Methods in Artificial Intelligence
Problem-Solving Methods in Artificial Intelligence
Applications and environments for multi-agent systems
Autonomous Agents and Multi-Agent Systems
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Developing Multi-Agent Systems with JADE (Wiley Series in Agent Technology)
Developing Multi-Agent Systems with JADE (Wiley Series in Agent Technology)
Controlling individual agents in high-density crowd simulation
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Interactive navigation of multiple agents in crowded environments
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Real-time crowd motion planning: Scalable Avoidance and Group Behavior
The Visual Computer: International Journal of Computer Graphics
Proceedings of the 23rd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
ClearPath: highly parallel collision avoidance for multi-agent simulation
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Real-time multi-agent path planning on arbitrary surfaces
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Preparing experiments with media-oriented service composition for future internet
Proceedings of the 5th International Conference on Future Internet Technologies
FIPA and MASIF standards: a comparative study and strategies for integration
NSEC '10 Proceedings of the 2010 National Software Engineering Conference
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The dynamic nature and common use of agents and agent paradigm motives the investigation on standardization of multi-agent systems (MAS). The main property of a MAS is to allow the sub-problems related to a constraint satisfaction issues to be subcontracted to different problem solving agents with their own interests and goals, being FIPA one of the most commonly collection of standards used nowadays. When dealing with a huge set of agents for real time applications, such as games and virtual reality solutions, it is hard to compute a massive crowd of agents due the computational restrictions in CPU. With the advent of parallel GPU architectures and the possibility to run general algorithms inside it, it became possible to model such massive applications. In this work we propose a novel standardization of agent applications based on FIPA using GPU architectures, making possible the modelling of more complex crowd behaviours. The obtained results in our simulations were very promising and show that GPUs may be a choice for massively agents applications. We also present restrictions and cases where GPU based agents may not be a good choice.