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Original post by liquiddark
AI and Physics both have well-defined structures which can be mathematically described, and hardware implementations thereof are thus desirable.
I could easily imagine a physics API and the associated hardware. It''s important, however, to note that the physics used in games is usually based, more or less, on rules that haven''t changed in a very long time (e.g. Newtonian Mechanics). The majority of the work would go into defining a proper API; I think that a standardized API would do wonders for game physics (the modern CPU is quite a powerful beast when used properly, but more on that below).
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Original post by liquiddark
I think in a few years one or the other will probably start to appear on next-gen consoles, and shortly thereafter the other will likely follow. My bets are on AI as frontrunner.
Why not just make dual CPU setups the norm and let things continue along their current path? This is much more practical, and by far more flexible, even for consoles.
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Original post by liquiddark
Regardless of the hardware, if it''s doing acceleration it''s very likely useful primarily for the task of acceleration.
The difference is a subtle one, but a very important one. Hardware dedicated to AI will occupy itself only with AI-related computations. Hardware accelerated AI requires an etched silicon chip which can do nothing but AI.
Let me offer up an example. Imagine a dual CPU machine. CPU1 takes care of all the "usual" stuff (i/o, task switching, etc.). CPU2, however, can be used in "exclusive" mode in the same way that DirectInput allows you to use input devices. Imagine now a generalized physics API that "knows" that you''ve dedicated CPU2 for its use (in the same way that Direct3D "knows" how to send stuff to your graphics card). This is
dedicated general-purpose hardware . A chess game might dedicate CPU2 to AI while a fluid dynamics simulation program might use CPU2 to numerically solve the Navier-Stokes equations in real time. Programmers retain the flexibility the
need to implement proper game AI, game players get better AI.
This, of course, is not the same as multithreading or parallel programming (i.e. 3D programming also uses two processors, one on your motherboard and the other the GPU on your video card).
Special add-on cards are expensive to make and the yield is not that high. I think that we will see multiple CPU''s become much more common before anyone decides to try a hardware implementation of some subset of AI algorithms that, in the end, can never be general enough.
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