Cellular Automata Simulation on FPGA for Training Neural Networks with Virtual World Imagery

We present ongoing work on a tool that consists of two parts: (i) A raw micro-level abstract world simulator with an interface to (ii) a 3D game engine, translator of raw abstract simulator data to photorealistic graphics. Part (i) implements a dedicated cellular automata (CA) on reconfigurable hard...

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Bibliographic Details
Published inarXiv.org
Main Authors Olivier Van Acker, Lachish, Oded, Burnett, Graeme
Format Paper Journal Article
LanguageEnglish
Published Ithaca Cornell University Library, arXiv.org 21.11.2017
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Summary:We present ongoing work on a tool that consists of two parts: (i) A raw micro-level abstract world simulator with an interface to (ii) a 3D game engine, translator of raw abstract simulator data to photorealistic graphics. Part (i) implements a dedicated cellular automata (CA) on reconfigurable hardware (FPGA) and part (ii) interfaces with a deep learning framework for training neural networks. The bottleneck of such an architecture usually lies in the fact that transferring the state of the whole CA significantly slows down the simulation. We bypass this by sending only a small subset of the general state, which we call a 'locus of visibility', akin to a torchlight in a darkened 3D space, into the simulation. The torchlight concept exists in many games but these games generally only simulate what is in or near the locus. Our chosen architecture will enable us to simulate on a micro level outside the locus. This will give us the advantage of being able to create a larger and more fine-grained simulation which can be used to train neural networks for use in games.
ISSN:2331-8422
DOI:10.48550/arxiv.1711.07951