Like Cell? How is this patent related to the PS4. Its a diagram for the PS3.
It was an example we was talking about a "what if" situation.
Like Cell? How is this patent related to the PS4. Its a diagram for the PS3.
Bah I don't believe in any of this ai co-processor bunk. The future of ai is tied to cloud as far as I'm concerned, that way they can leverage a mix of machine code and farmed human behavior, and eliminate predictability in the process.
Is AI a big performance problem with games today? I understand quality of AI can waver from game to game, but is the processing a major factor in slowing down today's game performance?
Judging from the discussion here it seems like having a coprocessor for AI may be a bit much and that transistor real estate is most likely better spent on something else. If it's something GPGPU could do nicely with HSA then there is our solution. Also joker's comment on cloud being the future of AI does bring in some nice possibilities and is something that wouldn't require a crap ton of bandwidth or super low latency. I look forward to seeing AI move to and evolve on the cloud with this coming generation.
Or, don't use Jaguar cores. The current consoles have used Jag cores and haven't got AI processors - nothing to discuss there. Ergo the discussion is whether AI processors will bring value to a new machine. I don't see the value on a decent machine with a decent CPU. Whatever AI silicon you put in there, you could just put in extra CPU silicon. Unless there is such a thing as a hardware A* path-tracer that provides remarkable efficiencies over a CPU.Path finding & things like Adaptive AI would give the Jaguar cores a pretty hard time so taking the work off of them with co-processors , GPGPUs or the Cloud would help a lot.
Of course, since it'd be a hardware block it couldn't ever do anything but that particular function - useless for any games title that does not require lots of AI entities. Also, if you build anything into hardware, you better make sure it's universal enough in nature so it won't soon be obsoleted by technological (algorithmical?) progress.Unless there is such a thing as a hardware A* path-tracer that provides remarkable efficiencies over a CPU.
I remember playing Half-life 1 under software rendering on a 166mhz MMX pentium and facing marines sent to assassinate you who would not only use cover but throw grenades to flush you out, even try to flank you while another would try to keep you pinned with suproession fire. Sure some of that was scripting, but the cpu was also doing most of of the graphic rendering.
There's an Uncharted presentation on this somewhere, that details how their AI looks around and path searches.
There's a very detailed discussion that I just found and hadn't seen before here:
http://www.gamasutra.com/view/feature/134566/the_secrets_of_enemy_ai_in_.php
Uncharted excels in friendly AI and enemy smarts.
KZ2 has fantastic AI-driven animation but I couldn't find the presentation anymore.
Found these KZ1 and 2 AI presentations instead:
Killzone's AI: Dynamic procedural combat tactics (KZ1)
http://www.cgf-ai.com/docs/straatman_remco_killzone_ai.pdf
The Playstation 3's SPUs in the Real word: A KZ2 Case Study
http://www.slideshare.net/guerrilla...he-real-world-a-killzone-2-case-study-9886224
The AI of Killzone 2′s Multiplayer Bots
http://aarmstrong.org/notes/paris-2009/the-ai-of-killzone-2s-multiplayer-bots
Or they just use the CPU. Look at slide 56. AI processing is a teeny part of SPUs workload. The Jag cores aren't going to be doing any of the graphics work Cell had to do, so proportionally far more CPU can be dedicated to AI.Looking at this makes me believe more than ever that the PS4 is going to have some kinda co-processor to make up for the SPU's not being there.