Performance analysis of two parallel game-tree search applications
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作者:
Chen, Yurong
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Intel China Res Ctr, 8-F,Raycom Infotech Pk A,2 Kexueyuan S Rd, Beijing 100080, Peoples R ChinaIntel China Res Ctr, 8-F,Raycom Infotech Pk A,2 Kexueyuan S Rd, Beijing 100080, Peoples R China
Chen, Yurong
[1
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Tan, Ying
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Intel China Res Ctr, 8-F,Raycom Infotech Pk A,2 Kexueyuan S Rd, Beijing 100080, Peoples R ChinaIntel China Res Ctr, 8-F,Raycom Infotech Pk A,2 Kexueyuan S Rd, Beijing 100080, Peoples R China
Tan, Ying
[1
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Zhang, Yimin
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Intel China Res Ctr, 8-F,Raycom Infotech Pk A,2 Kexueyuan S Rd, Beijing 100080, Peoples R ChinaIntel China Res Ctr, 8-F,Raycom Infotech Pk A,2 Kexueyuan S Rd, Beijing 100080, Peoples R China
Zhang, Yimin
[1
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Dulong, Carole
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Intel Corp, Microprocessor Tech Lab, Santa Clara, CA USAIntel China Res Ctr, 8-F,Raycom Infotech Pk A,2 Kexueyuan S Rd, Beijing 100080, Peoples R China
Dulong, Carole
[2
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机构:
[1] Intel China Res Ctr, 8-F,Raycom Infotech Pk A,2 Kexueyuan S Rd, Beijing 100080, Peoples R China
[2] Intel Corp, Microprocessor Tech Lab, Santa Clara, CA USA
Game-tree search plays an important role in the field 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.
机构:
Univ So Calif, Inst Informat Sci, Marina Del Rey, CA 90292 USAUniv So Calif, Inst Informat Sci, Marina Del Rey, CA 90292 USA
Zhang, WX
PROCEEDINGS OF THE THIRTEENTH NATIONAL CONFERENCE ON ARTIFICIAL INTELLIGENCE AND THE EIGHTH INNOVATIVE APPLICATIONS OF ARTIFICIAL INTELLIGENCE CONFERENCE, VOLS 1 AND 2,
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