Linear genetic programming GPGPU on Microsoft’s Xbox 360
Department of Computer Science, Memorial University of Newfoundland, St. John’s, NL, A1B 3X5, Canada
Evolutionary Computation, 2008. CEC 2008. (IEEE World Congress on Computational Intelligence). IEEE Congress on In Evolutionary Computation, 2008. CEC 2008. (IEEE World Congress on Computational Intelligence). IEEE Congress on (2008), pp. 378-385
@conference{wilson2008linear,
title={Linear genetic programming GPGPU on Microsoft�s Xbox 360},
author={Wilson, G. and Banzhaf, W.},
booktitle={Evolutionary Computation, 2008. CEC 2008.(IEEE World Congress on Computational Intelligence). IEEE Congress on},
pages={378–385},
year={2008},
organization={IEEE}
}
We describe how to harness the graphics processing abilities of a consumer video game console (Xbox 360) for general programming on graphics processing unit (GPGPU) purposes. In particular, we implement a linear GP (LGP) system to solve classification and regression problems. We conduct inter- and intra-platform benchmarking of the Xbox 360 and PC, using GPU and CPU implementations on both architectures. Platform benchmarking confirms highly integrated CPU and GPU programming flexibility of the Xbox 360, having the potential to alleviate typical GPGPU decisions of allocating particular functionalities to CPU or GPU.
December 11, 2010 by hgpu