GPU Acceleration for Faster Evolutionary Spatial Cyclic Game Systems
Louie Sinadjan

TL;DR
This paper develops GPU-accelerated simulation frameworks for Evolutionary Spatial Cyclic Games, significantly improving computational speed and enabling larger system sizes, thus advancing ecological and evolutionary modeling capabilities.
Contribution
It introduces high-performance GPU implementations of ESCGs using CUDA and Metal, achieving up to 28x speedup and enabling simulations of larger systems than previously possible.
Findings
GPU acceleration yields up to 28x speedup in ESCG simulations
Larger system sizes up to 3200x3200 are now feasible
GPU frameworks facilitate replication and extension of existing studies
Abstract
This dissertation presents the design, implementation and evaluation of GPU-accelerated simulation frameworks for Evolutionary Spatial Cyclic Games (ESCGs), a class of agent-based models used to study ecological and evolutionary dynamics. Traditional single-threaded ESCG simulations are computationally expensive and scale poorly. To address this, high-performance implementations were developed using Apple's Metal and Nvidia's CUDA, with a validated single-threaded C++ version serving as a baseline comparison point. Benchmarking results show that GPU acceleration delivers significant speedups, with the CUDA maxStep implementation achieving up to a 28x improvement. Larger system sizes, up to 3200x3200, became tractable, while Metal faced scalability limits. The GPU frameworks also enabled replication and critical extension of recent ESCG studies, revealing sensitivities to system size…
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