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Deployment Of Parallel Linear Genetic Programming Using Gpus On Pc And Video Game Console Platforms (2010).pdf

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Deployment Of Parallel Linear Genetic Programming Using Gpus On Pc And Video Game Console Platforms (2010).pdf

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Deployment Of Parallel Linear Genetic Programming Using Gpus On Pc And Video Game Console Platforms (2010).pdf

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文档介绍:Program Evolvable Mach (2010) 11:147–184
DOI -010-9102-5
ORIGINAL PAPER
Deployment of parallel linear ic programming
using GPUs on PC and video game console platforms
t Wilson • Wolfgang Banzhaf
Received: 29 April 2009 / Revised: 25 January 2010 / Published online: 18 February 2010
Ó Springer Science+Business Media, LLC 2010
Abstract We present a general method for deploying parallel linear ic
programming (LGP) to the PC and Xbox 360 video game console by using a
publicly mon framework for the devices called XNA (for ‘‘XNA’s Not
Acronymed’’). By constructing the LGP within this framework, we effectively
produce an LGP ‘‘game’’ for PC and XBox 360 that displays results as they evolve.
We use the GPU of each device to parallelize fitness evaluation and the mutation
operator of the LGP algorithm, thus providing a general LGP implementation
suitable for putation on heterogeneous devices. While parallel GP
implementations on PCs are mon, both the implementation of GP on a
video game console using GPU and the construction of a GP around a framework
for heterogeneous devices are novel contributions. The objective of this work is to
describe how to implement the parallel execution of LGP in order to use the
underlying hardware (especially GPU) on the different platforms while still main-
taining loyalty to the general methodology of the LGP algorithm built for the
common framework. We discuss the implementation of texture-based data struc-
tures and the sequential and parallel algorithms built for their use on both CPU and
GPU. Following the description of the general algorithm, the particular tailoring of
the implementations for each hardware platform is described. Sequential (CPU) and
parallel (GPU-based) algorithm performance pared on both PC and video
game platforms using the metrics of GP operations per second, actual time elapsed,
This work is based on an earlier work: Deployment of CPU and GPU-based ic Programming on
Heterog