Chip Promises AI Performance in Games
Heartless Gamer writes to mention an Ars Technica article about a dedicated processor for AI performance in games. The product, from a company called AIseek, seeks to do for NPC performance what the PhysX processor does for in-game physics. From the article: "AIseek will offer an SDK for developers that will enable their titles to take advantage of the Intia AI accelerator. According to the company, Intia works by accelerating low-level AI tasks up to 200 times compared to a CPU doing the work on its own. With the acceleration, NPCs will be better at tasks like terrain analysis, line-of-sight sensory simulation, path finding, and even simple movement. In fact, AIseek guarantees that with its coprocessor NPCs will always be able to find the optimal path in any title using the processor." Is this the 'way of the future' for PC titles? Will games powered by specific pieces of hardware become the norm?
sounds like it just speeds up existing AI routines..... and existing AI routines, well, SUCK.
I dont think we are going to get any good AI until it has some method of "learning"
Who is Al and why do I want him controlling everything in my games?
This guy's the limit!
What may occur is a separate box consisting of the GFX card, Physics Card, AI card, PSU for the above along with supporting memory modules just to power existing games. Mulitple cards consisting of mulitple chips with multiple cores will likely overpower the common case. Thus for the hardcore games, a separate box wired to the main rig could be the norm. Thus, for the average home user, we will get smaller and smaller (Mac mini et. al) but for the gamer we'll see module system, with multiple boxes and multiple PSU's to help with cooling and overall performance goodness.
Well if Chip promises it, I believe him..
The physics card could theoretically work because if the player doesn't have it, you could always leave out some of the eye candy and only calculate fancy physics for objects that affect gameplay. With an AI card, you don't have that luxury. Either they player has it, or you have to just dump all the AI (obviously not) or do it all on the CPU, which begs the question: why program your game for a dedicated AI card if you're just going to have to make it work on computers without one?
Against stupidity the Gods themselves contend in vain.
Something that's always bugged me a bit about expansion boards is that the experience can only be enjoyed by the user with the board.
For instance, in a multiplayer game, some players will obviously be getting better graphics than the rest - but often the maps are tailored to work equally well (or at least as equally as possible) to low-end and high-end video cards.
And then there is this new physX card - which sounds like a neat idea, but you have the same kind of situation. You can kind of model physics looking a bit better for the player with the card - but all actual physical actions must be reproducible for the non-card having players.
Now, here is where I think the AI card could be different: distributed processing.
Let's take two human players and 4 AI players in a multiplayer game. Normally the server would be responsible for the AI decision-making processing and would pass to the clients only the x,y,z movement and animation data as a network stream. The AI thinking would take place completely free of the client machines. This puts strain on the server's resources.
Now, imagine rather than the server processing and the clients recieving network info you were to turn this on it's head.
Have the clients process a subset of the AI - say, 2 AI for player 1's machine, and 2 AI for player 2's machine. Now both clients will send the AI's movement information to the server. From the server's point of view the AI would require the same processing power that a regular human player would require (very little - relatively speaking).
With the plethora of bandwidth available client-side these days I think this kind of idea is very realistic.
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Aren't many problems of that ilk NP-complete?
They want to completely ruin game performance by killing the PCI bus bandwidth and causing the GPU to stall waiting on the position/orientation and generated geometry that it will have to render?
Physics and AI coprocessors are 2 years too late - with the increasing availability of dual core processors in even midrange consumer systems now, and quad core on the horizon, engineering time is much better spent on making an app multithreaded so that it runs efficiently on hyperthreaded and dual core machines, instead of trying to offload it to a coprocessor that few customers will have. For a consumer, it is a better investment to spend an extra $50 to $100 for a dual core processor than spend $300 on a physics or AI coprocessor.
I doubt, and openly mock, their claims of '200x' speedup. I imagine it will be more like speeding up the process of $200 leaving foolish consumers' wallets.
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Since the Mhz jumps of the past seem to be by and large behind us these days, but we're looking at more and more cores, isn't it time that games become multithreaded and offload that nasty pathing work to a second core? Sure you could buy stupid shiny cards for the game physics and AI and network (some sort of network booster that avoids the OS's TCP stack -- posted a while back I believe), or alternatly just make use of the extra hardware that /will/ be in the box anyway.
Now, the decent AI toolkit that folks can license might be worth it anyway, when they figure out they should just run it on the CPU instead of their custom CPU-like-thing.
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The first is money. A serious gamer who likes his bells and whistles might be expected to spend several hundred dollars every year or two, in order to make his games run at their prettiest and fastest. He still has a finite budget, though-- asking him to spend a similar amount on physics and AI hardware is unlikely to have the desired effect.
The second is developer support. Developers are stuck in an even bigger pickle: on the one hand, these devices (ideally and theoretically) provide new avenues for gameplay, but the moment that the hardware becomes necessary, they've eliminated a definite percentage of their market.
Three... are these things necessary, or even desirable? The original PhysX demo application, intended to show the effectiveness of the hardware by flinging crates around, ran perfectly smoothly on good hardware once hacked to remove the check for the PhysX processor. The Killer(TM) NIC is pretty much marketing snake-oil to anyone with any knowledge of networking. The 'need' for an AI coprocessor is pretty much obviated by faster main processors. Most games these days haven't been optimized for the multi-core processors that, unlike parlor tricks like PhysX, are actually growing in popularity. Wouldn't it be just that much easier for a developer to assign AI routines and meaningful physics interactions to idle processor cores, rather than constantly shuffling vital data back and forth between peripheral cards?
Is this the 'way of the future' for PC titles? Will games powered by specific pieces of hardware become the norm?
Short-run, maybe; long-run, no. IMHO, things will consolidate like they always seem to do. Video cards are necessary for more than just games, so they won't be going anywhere. Physics and AI cards seem to be useful for nothing but games. It would be foolish to combine all video cards with physics and AI chips because not everyone plays games, but why not combine the physics and AI chips? Farther down the road someone will come out with a new card to enhance some other aspect of gameplay, and eventually that will merge with the physics and AI chips on their own card.
Things are always being consolidated on PCs. Look at all the things on mobos that used to require separate cards 10 years or even 5 years ago. Designers get better and better at cramming more things into a smaller space (even if that is getting harder and harder to do), so it seems to me that these things will keep merging together when it is useful to do so. In this case, I don't think most PC users want to have 3-5 cards just for games, so it is useful. I could be completely wrong on that point though.
I am not so sure, as I think that some sort of programmable PCI-X card is going to exist sometime soonish which will allow programmeable hardware processing of simple routines like line of site or pathfinding (or other mathematical problems), and this will offload from the CPU. This would be more logical as it can then be used in many different applications from custom rendering for render farms, to hardware-assisted protein folding through to complicated firewalling/packet sniffing and back to gaming and other desktop usage. They have been in development for a while now, I just wonder when they will start becoming available to the consumer.
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One begins to wonder what the "endgame" scenario for the respective manufacturers of the physics and AI cards we're seeing. I can foresee three distinct situations:
1) The CEOs, investors, and engineers are complete idiots, and expect all the gamers of the world to buy separate physics, AI, and graphics cards
2) They're hoping to provide chips to ATI or nVidia for a "game card" instead of a "graphics card", the next generation of expensive purchases for gamers
3) They're hoping to provide chips for the nextgen xbox / playstation / wii, hoping that their chips will be the ones to make gaming interesting again.
As for this new thing "doing the same thing as the PhysX processor", we'd have to see this PhysX processor in action (and on the market) first, wouldn't we?
I agree. Intel just released dual core chips, AMD has them already and is about to release quad core chips, plus we have -cheap- dual processor boards available. That'd be eight cores, as soon as AMD releases their new kit.
Even Windows is shipping with SMP available, we have processing capability out the wazoo pretty much. Should be able to handle any AI requirements I'd think and have room to balance your checkbook at the same time.
Some clever lad should be able to design a bot that doesn't do the same thing every single time, eh? Maybe learns to check that blind spot before it sticks its head out. Now THAT would be fun! Better than new eye candy, for sure.
They want to completely ruin game performance by killing the PCI bus bandwidth
Positional updates to a character in the game are very low bandwidth - I mean, MMO's do this all the time and don't saturate network connections, much less a PCI buss. The calculations are heavy but the input and end result are just a few numbers, plus a terrain map you would load once and forget until you zone, at which time a little latency is happening anyways.
causing the GPU to stall waiting on the position/orientation and generated geometry that it will have to render?
Read carefully. It isn't generating terrain, just sending around updates. Diffs between 2 meshes don't have to be big. The mesh will probably stay the same, just relocate. Send an array of updated points with the corresponding indices. It isn't hard to imagine that a dedicated processor could do these things significantly faster than a processor that is already breaking its behind doing thousands of matrix transformations, player calculations, sound and graphics effects, etc.
Perhaps the card could be most useful not on the client, but in dedicated mmorpg servers. I know WoW could definitely use some smarter mobiles. Sometimes I think whoever designed the AI was inspired by the green turtles from Super Mario 1. I'd like to see games with smarter mobs and NPCs, and any game with a realistic ecology (for instance, suppose mobs don't magically spawn, they procreate the old fashioned way, and must eat food (a limited resource) to survive) would require many more mobs than a WoW-like game in order to prevent players from destroying the environment. Simulating millions of intelligent mobs would likely be very expensive computationally.
Ok I do know I should be more tolerant of my fellow man and all that stuff, but really... this is just damned foolish.
Imagine the conversation that led to this...
-misty flashback fade-
Marketing Guy : Oh man, gaming is ready for a revolution!
Technical Guy : It's called a Wii now
Marketing Guy : Huh? We now what? -shakes head- I mean these gamers, they buy top end stuff, they have money to burn!
Technical Guy : Not really, they buy slightly under the curve and tweak up and overclock mostly
Marketing Guy : No no I read in a magazine that all gamers have more common sense than money
Technical Guy : -sigh-
Marketing Guy : These Ageis guys really whipped up a lot of frenzy about a new type of add on card.
Technical Guy : Yeah it's supposed to make the gamers run better by adding physics processing but the demo..
Marketing Guy : And they are making money hand over fist!
Technical Guy : Well, actually...
Marketing Guy : And it's so easy to make specialty stuff!!
Technical Guy : But their demo runs the same even without the card!
Marketing Guy : Wait, Wait, I got it! We'll make a card that adds more CPU power!
Technical Guy : Well dual cores add lots of CPu power that has yet to be tapped by games
Marketing Guy : No wait, even better, we'll make it special! That's what made the Ageis guys rich!
Technical Guy : Listen, the Ageis guys are not selling much, you might not want to...
Marketing Guy : We'll add better AI! That's IT!
Technical Guy : Better AI?
Marketing Guy : Yeah, we'll sell a card that makes the games run better!
Technical Guy : How's that work?
Marketing Guy : We'll umm, make it able to process AI commands like a graphics card processes graphics commands.
Technical Guy : But Graphics Commands are standardized, so they can optimize for that.
Marketing Guy : We'll get them to standardize AI commands.
Technical Guy : -twitches- But, every game has different needs from AI
Marketing Guy : So we'll make it flexible, generic, so it can do anything
Technical Guy : If it's generic processor design, it's the same as a regular CPU.
Marketing Guy : Exactly!
Technical Guy : But then what is it's advantage?
Marketing Guy : Haven't you been listening? It'll make games play BETTER!
Warning: Teh poster of this messaeg is lysdexic
...that's I've always wanted the answer to from someone who knows what they're talking about:
For the application you've described, and similar ones, people always claim it would be cool to be able to handle massive dataprocessing so you could have lots of AI's, and that would get realistic results. However, it seems that with *that many* in-game entities, you could have gotten essentially the same results with a cheap random generator with statistic modifiers. How is a user going to be able to discern "there are lots of Species X here because they 'observed' the plentiful food and came and reproduced" from "there are lots of Species X here because the random generator applied a greater multiple due to more favorable conditions"?
I saw this in the game Republic: the Revolution (or was it Revolution: the Republic?). It bragged about having lots and lots of AI's in it, but in the game, voter support in each district appeared *as if* it were determined by the inputs that are supposed to affect it, with a little randomness thrown in. The AI's just seemed to eat up cycles.
Long story short, aren't emergent results of a large number of individual AI's essentially the same that you would get from statistical random generation?
Apology to Ubuntu forum.
It seems that those guys did what's best under these circumstances - got a specific search space that is common in many games and specialized in that. IMHO, it's not enough to get the snowball rolling, but time will tell.
> In fact, AIseek guarantees that with its coprocessor NPCs
> will always be able to find the optimal path in any title using the processor.
It has been mathematically demonstrated there is no general pathfinding solution significantly better than trying all possibilities (though pretty much only in degenerate cases could the best path be difficult not to find by a hill-climbing heuristic.)
Still, it should be trivial to whip up a case that would require these dedicated processors longer than the known age of the universe to find the optimal path.
(-1: Post disagrees with my already-settled worldview) is not a valid mod option.
So for optimal performance, I need two video cards, a physics card, an AI card, a sound card, and a network card. And even then, that's leaving out stuff like a RAID or SCSI controller. Sounds great, but where's a motherboard that can support more than one PCI card with both PCI-E slots filled? Hell, a lot of motherboards can't even handle one.
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That will drastically alter gameplay. You'd literally have to design the game twice, once for dumb AI, once for smart AI. As an example, look at the difference between the original Doom, and Doom 3. While Doom 3's monsters aren't brain surgeons, they are smart enough to sneak around, take cover, etc. If you were to apply those tactics to the massive numbers of monsters in the original Doom, you'd have a near impossible game. Likewise if you put the dumb, "walk straight at the player" AI in Doom 3, the challenge would be gone.
Now this is just the case with a game where AI is fairly unimportant in the scheme of things. In a game where it highly relies on the AI, say one where squad tactics are used, it'd be a nightmare. With the card you have highly competent teammates that practically complete a mission for you, without it you have guys stepping on their own grenades, things like that.
AI also has the problem of being different for different games. I'm sure the AI process for an imp in Doom 3 is nothing like the AI process for an enemy civ in Civilization 4. Thus I don't know there's a way you can provide a more "optimised" kind of chip for it. Graphics accelerators work because you can design a chip that's highly specialized. They'd suck as CPUs, and in fact until very very recently weren't even Turing complete. However since graphics is always the same kind of thing, they can be optimised to do certain things very fast. I just don't think that's the case with AI, since there's so many kind of AIs one might need.
entertain this notion? This card is doomed.
The PhysX card is doomed
Multicore CPUs are here - no longer some weird expensive ninja-component, they merely cost a few $/£ more than a single core.
Currently nothing (non-industrial) really takes advantage of multi-core systems - the spiel for them currently seems to be 'Run an AV scan without slowing your game' - that's it.
*rubs crystal ball*
What's going to happen is the established middle-ware (i.e those with a product people use now) will develop engines that 'run on a core'. Current core #1 will run the game and core #2 will run the physics and eventually core #3 will be the AI, #4 will run the procedural graphics, #5 will do the 12.1 audio etc.
If you look what's being developed for the PS3 (the most insanely multicored CPU so far), the cores are being divided up by function - one for the OS menu, one for the lead characters hair etc. Threading a single function across multiple cores is not only insanely hard, but hinders cross-platform porting.
Middleware is just going to be sold to run on one core and ported per platform - and I'm fine with that.
Program the physics, graphics and AI routines into hardware. Offload the processing onto the FPGA. Call it a generic games accelerator. The games developers could then optimise their own libraries of hardware routines for their games rather than trying to optimise the games for general purpose hardware.
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First, graphics won't work on an FPGA. I mean technically it's feasible, but the demand for graphics is great enough to make it economical to produce graphic ASICs such as those Nvidia and ATI produce.
However the FPGA idea is a good one, and is being researched. Actually, what is even more interesting is to utilize transistors on the CPU die to integrate reconfigurable hardware accelerators. The research is being done currently, and will allow for CMP + reconfigurable systems so that custom processors can be integrated at runtime. Additionally these systems will allow dynamic reconfigurations, so that the hardware can be time-multiplexed between different configurations (although the configuration time can often be on the order of miliseconds). Additionally, this allows for straightforward upgrades to your processors. Want to run games faster? Throw more hardware, double the size of the reconfigurable area. This will allow the game to do more in parallel, or to cache configurations etc (causing more routines to run in hardware rather than software). And everything is compatible as the user just needs to download the synthesized version of the hardware for their reconfigurable arrays.
Of course this scenario is quite a ways in the future, and it must be remembered that hardware designs are much harder to create than software designs, and hardware/software design is a very difficult problem. The future is there, it just may take a while for reality to catch up with the research.
Phil
Trying to sell solutions like a "Physics chip" or an "AI chip" is the joke. They are trying to sell you what could be a very generic add-on product but they are shoe-horning into doing a very limited set of things. They do this so they can charge developers an arm and a leg for the API, and so that they can make you buy three or four accelerator cards to use up all those empty PCI-e slots (thanks to motherboard integration of everything).
No, the answer is simple multithreading and taking advantage of dual core machines (or quad core when that day comes around).
I could maybe see the use of a parallel/vector processing add-in card maybe coupled with an FPGA that developers could use to tackle specific embarrasingly parallel problems for the game code. The card would be multi-purpose and it'd create a new market for developers to come up with FPGA code that does whatever hot new thing might need accelerating:
1) Water and cloth simulations
2) Procedural texture generation
3) Radiosity calculations
4) Swarming/agent-based modeling
You don't need seperate cards to do this stuff. One card is fine. Two for extra oomph. Or in the case of AMD w/hypertransport, you could have special purpose plug-in coprocessors.
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