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Beyond Framerate: Taming Your Timeslice Through Asynchrony
While Moore's Law continues to faithfully bestow more processing power on us, the demand for increasingly more complex game systems continues to leave little time for extended AI processing. Unfortunately, exceeding the AI's designated time slice by even a small amount can lower a game's framerate, rendering many potentially useful AI techniques impractical. This talk describes how to implement an asynchronous task processing system which can smooth CPU spikes, leverage idle cores, and guarantee an exact processing time limit for their AI step allowing programmers to still use complex and long-running AI computation in a real-time video game without compromising simulation quality.
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