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==Implementation==
Many [[Comparison of agent-based modeling software|ABM frameworks]] are designed for serial [[Von Neumann architecture|von-Neumann computer architectures]], limiting the speed and scalability of implemented models. Since emergent behavior in large-scale ABMs is dependent of population size,<ref name="Lysenko 2008 MegaScale">{{cite journal |last1=Lysenko |first1=Mikola |last2=D'Souza |first2=Roshan M. |title=A Framework for Megascale Agent Based Model Simulations on Graphics Processing Units |journal=Journal of Artificial Societies and Social Simulation |date=2008 |volume=11 |issue=4 |pages=10 |url=http://jasss.soc.surrey.ac.uk/11/4/10.html |access-date=16 April 2019 |issn=1460-7425 |archive-date=April 26, 2019 |archive-url=https://web.archive.org/web/20190426210422/http://jasss.soc.surrey.ac.uk/11/4/10.html |url-status=live }}</ref> scalability restrictions may hinder model validation.<ref>{{cite journal |last1=Gulyás |first1=László |last2=Szemes |first2=Gábor |last3=Kampis |first3=George |last4=de Back |first4=Walter |title=A Modeler-Friendly API for ABM Partitioning |journal=Proceedings of the ASME 2009 International Design Engineering Technical Conferences & Computers and Information in Engineering Conference IDETC/CIE 2009 |date=2009 |volume=2 |pages=219–226 |url=https://proceedings.asmedigitalcollection.asme.org/proceeding.aspx?articleid=1649189 |___location=San Diego, California,
A recent development is the use of data-parallel algorithms on Graphics Processing Units [[GPU]]s for ABM simulation.<ref name="Lysenko 2008 MegaScale" /><ref>{{cite web |author=Isaac Rudomin |url=https://sites.google.com/site/rudominisaac/shader-agents |title=Large Crowds in the GPU |year=2006 |publisher=[[Monterrey Institute of Technology and Higher Education]] |display-authors=etal |url-status=dead |archive-url=https://web.archive.org/web/20140111054342/https://sites.google.com/site/rudominisaac/shader-agents |archive-date=January 11, 2014 }}</ref><ref>{{cite journal |first1=Paul |last1=Richmond |first2=Daniela M. |last2=Romano |url=http://www.dcs.shef.ac.uk/~daniela/Paul_abgpu_IWSV_2008.pdf |archive-url=https://wayback.archive-it.org/all/20090115220835/http://www.dcs.shef.ac.uk/~daniela/Paul_abgpu_IWSV_2008.pdf |url-status=dead |archive-date=January 15, 2009 |title=Agent Based GPU, a Real-time 3D Simulation and Interactive Visualisation Framework for Massive Agent Based Modelling on the GPU |journal=Proceedings International Workshop on Super Visualisation (IWSV08) |year=2008 |access-date=April 27, 2012 |df=mdy-all }}</ref> The extreme memory bandwidth combined with the sheer number crunching power of multi-processor GPUs has enabled simulation of millions of agents at tens of frames per second.
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