317 research outputs found

    Scaling Monte Carlo Tree Search on Intel Xeon Phi

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    Many algorithms have been parallelized successfully on the Intel Xeon Phi coprocessor, especially those with regular, balanced, and predictable data access patterns and instruction flows. Irregular and unbalanced algorithms are harder to parallelize efficiently. They are, for instance, present in artificial intelligence search algorithms such as Monte Carlo Tree Search (MCTS). In this paper we study the scaling behavior of MCTS, on a highly optimized real-world application, on real hardware. The Intel Xeon Phi allows shared memory scaling studies up to 61 cores and 244 hardware threads. We compare work-stealing (Cilk Plus and TBB) and work-sharing (FIFO scheduling) approaches. Interestingly, we find that a straightforward thread pool with a work-sharing FIFO queue shows the best performance. A crucial element for this high performance is the controlling of the grain size, an approach that we call Grain Size Controlled Parallel MCTS. Our subsequent comparing with the Xeon CPUs shows an even more comprehensible distinction in performance between different threading libraries. We achieve, to the best of our knowledge, the fastest implementation of a parallel MCTS on the 61 core Intel Xeon Phi using a real application (47 relative to a sequential run).Comment: 8 pages, 9 figure

    Structured parallel programming for Monte Carlo Tree Search

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    The thesis is part of a bigger project, the HEPGAME (High Energy Physics Game). The main objective for HEPGAME is the utilization of AI solutions, particularly by using MCTS for simplification of HEP calculations. One of the issues is solving mathematical expressions of interest with millions of terms. These calculations can be solved with the FORM program, which is software for symbolic manipulation. Since these calculations are computationally intensive and take a large amount of time, the FORM program was parallelized to solve them in a reasonable amount of time.Therefore, any new algorithm based on MCTS, should also be parallelized. This requirement was behind the problem statement of the thesis: “How do we design a structured pattern-based parallel programming approach for efficient parallelism of MCTS for both multi-core and manycore shared-memory machines?”.To answer this question, the thesis approached the MCTS parallelization problem in three levels: (1) implementation level, (2) data structure level, and (3) algorithm level.In the implementation level, we proposed task-level parallelization over thread-level parallelization. Task-level parallelization provides us with efficient parallelism for MCTS to utilize cores on both multi-core and manycore machines.In the data structure level, we presented a lock-free data structure that guarantees the correctness. A lock-free data structure (1) removes the synchronization overhead when a parallel program needs many tasks to feed its cores and (2) improves both performance and scalability.In the algorithm level, we first explained how to use pipeline pattern for parallelization of MCTS to overcome search overhead. Then, through a step by step approach, we were able to propose and detail the structured parallel programming approach for Monte Carlo Tree Search.Algorithms and the Foundations of Software technolog

    09491 Abstracts Collection -- Graph Search Engineering

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    From the 29th November to the 4th December 2009, the Dagstuhl Seminar 09491 ``Graph Search Engineering \u27\u27 was held in Schloss Dagstuhl~--~Leibniz Center for Informatics. During the seminar, several participants presented their current research, and ongoing work and open problems were discussed. Abstracts of the presentations given during the seminar as well as abstracts of seminar results and ideas are put together in this paper. The first section describes the seminar topics and goals in general. Links to extended abstracts or full papers are provided, if available

    A Survey of Monte Carlo Tree Search Methods

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    Monte Carlo tree search (MCTS) is a recently proposed search method that combines the precision of tree search with the generality of random sampling. It has received considerable interest due to its spectacular success in the difficult problem of computer Go, but has also proved beneficial in a range of other domains. This paper is a survey of the literature to date, intended to provide a snapshot of the state of the art after the first five years of MCTS research. We outline the core algorithm's derivation, impart some structure on the many variations and enhancements that have been proposed, and summarize the results from the key game and nongame domains to which MCTS methods have been applied. A number of open research questions indicate that the field is ripe for future work

    Coz: Finding Code that Counts with Causal Profiling

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    Improving performance is a central concern for software developers. To locate optimization opportunities, developers rely on software profilers. However, these profilers only report where programs spent their time: optimizing that code may have no impact on performance. Past profilers thus both waste developer time and make it difficult for them to uncover significant optimization opportunities. This paper introduces causal profiling. Unlike past profiling approaches, causal profiling indicates exactly where programmers should focus their optimization efforts, and quantifies their potential impact. Causal profiling works by running performance experiments during program execution. Each experiment calculates the impact of any potential optimization by virtually speeding up code: inserting pauses that slow down all other code running concurrently. The key insight is that this slowdown has the same relative effect as running that line faster, thus "virtually" speeding it up. We present Coz, a causal profiler, which we evaluate on a range of highly-tuned applications: Memcached, SQLite, and the PARSEC benchmark suite. Coz identifies previously unknown optimization opportunities that are both significant and targeted. Guided by Coz, we improve the performance of Memcached by 9%, SQLite by 25%, and accelerate six PARSEC applications by as much as 68%; in most cases, these optimizations involve modifying under 10 lines of code.Comment: Published at SOSP 2015 (Best Paper Award

    Intelligent Agents for the Game of Go

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    International audienceMonte-Carlo Tree Search (MCTS) is a very efficient recent technology for games and planning, par- ticularly in the high-dimensional case, when the number of time steps is moderate and when there is no natural evaluation function. Surprisingly, MCTS makes very little use of learning. In this paper, we present four techniques (ontologies, Bernstein races, Contextual Monte-Carlo and poolRave) for learning agents in Monte-Carlo Tree Search, and experiment them in difficult games and in particular, the game of Go
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