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Performance Analysis of Two Parallel Game-Tree Search Applications

机译:两种并行的游戏树搜索应用程序的性能分析

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摘要

Game-tree search plays an important role in the fleld of artificial intelligence. In this paper we analyze scalability performance of two parallel game-tree search applications in chess on two shared-memory multiprocessor systems. One is a recently-proposed Parallel Randomized Best-First Minimax search algorithm (PRBFM) in a chess-playing program, and the other is Crafty, a state-of-the-art alpha-beta-based chess-playing program. The analysis shows that the hash-table and dynamic tree splitting operations used in Crafty result in large scalability penalties while PRBFM prevents those penalties by using a fundamentally different search strategy. Our micro-architectural analysis also shows that PRBFM is memory-friendly while Crafty is latency-sensitive and both of them are not bandwidth bound. Although PRBFM is slower than Crafty in sequential performance, it will be much faster than Crafty on middle-scale multiprocessor systems due to its much better scalability. This makes the PRBFM a promising parallel game-tree search algorithm on future large-scale chip multiprocessor systems.
机译:游戏树搜索在人工智能领域中发挥着重要作用。在本文中,我们分析了两个共享内存多处理器系统上国际象棋中两个并行游戏树搜索应用程序的可伸缩性性能。一种是最近在国际象棋比赛中提出的并行随机最佳第一Minimax搜索算法(PRBFM),另一种是最新的基于alpha-beta的国际象棋比赛Crafty。分析表明,Crafty中使用的哈希表和动态树拆分操作会导致较大的可伸缩性损失,而PRBFM通过使用根本不同的搜索策略来防止这些损失。我们的微架构分析还显示,PRBFM对内存友好,而Crafty对时延敏感,并且两者都不限制带宽。尽管PRBFM在顺序性能上比Crafty慢,但由于它具有更好的可伸缩性,因此在中等规模的多处理器系统上它将比Crafty快得多。这使得PRBFM在未来的大规模芯片多处理器系统上成为有希望的并行游戏树搜索算法。

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