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by Igor Steinberg, Marvin Solomon
ftp://ftp.cs.wisc.edu/pub/tech-reports/reports/89/tr877.ps.Z
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Abstract:

We present a new parallel game-tree search algorithm. Our approach classifies a processor's available work as either mandatory (necessary for the solution) or speculative (may be necessary for the solution). Due to the nature of parallel game tree search, it is not possible to keep all processors busy with mandatory work. Our algorithm ER allows potential speculative work to be dynamically ordered, thereby reducing starvation without incurring an equivalent increase in speculative loss. Measurements of ER's performance on both random trees and trees from an actual game show that at least 16 processors can be applied profitably to a single search. These results contrast with previously published studies, which report a rapid drop-off of efficiency as the number of processors increases. 1.

Citations

193 An analysis of Alpha-Beta Pruning – Knuth, Moore - 1975
86 DIB—a distributed implementation of backtracking – Finkel, Manber - 1987
79 Parallel Search of Strongly Ordered Game Trees – Marsland, Campbell - 1982
41 The Design and Analysis of Algorithms for Asynchronous Multiprocessors – Baudet - 1978
38 Analysis of Speedup in Distributed Algorithms – Fishburn - 1981
32 A World-Championship-level Othello program – Rosenbloom
31 Parallelism in Alpha-Beta Search – Finkel, Fishburn - 1982
23 Design, analysis and implementation of a parallel tree search algorithm – Akl, Barnard, et al. - 1982
17 Pattern knowledge and search: the SUPREM architecture – Berliner, Ebeling - 1989
12 On the branching factor of the alpha-beta pruning algorithm – Baudet - 1978
11 Problem-Heap: A Paradigm for Multiprocessor Algorithms – Moller-Nielsen, Staunstrup - 1987
8 Parallel game tree search – Marsland, Popowich - 1985