Performance analysis of two parallel game-tree search applications

被引:0
作者
Chen, Yurong [1 ]
Tan, Ying [1 ]
Zhang, Yimin [1 ]
Dulong, Carole [2 ]
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
来源
APPLIED PARALLEL COMPUTING: STATE OF THE ART IN SCIENTIFIC COMPUTING | 2007年 / 4699卷
关键词
D O I
暂无
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
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.
引用
收藏
页码:1105 / +
页数:2
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