920,425 research outputs found

    Evaluation of a Simple, Scalable, Parallel Best-First Search Strategy

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    Large-scale, parallel clusters composed of commodity processors are increasingly available, enabling the use of vast processing capabilities and distributed RAM to solve hard search problems. We investigate Hash-Distributed A* (HDA*), a simple approach to parallel best-first search that asynchronously distributes and schedules work among processors based on a hash function of the search state. We use this approach to parallelize the A* algorithm in an optimal sequential version of the Fast Downward planner, as well as a 24-puzzle solver. The scaling behavior of HDA* is evaluated experimentally on a shared memory, multicore machine with 8 cores, a cluster of commodity machines using up to 64 cores, and large-scale high-performance clusters, using up to 2400 processors. We show that this approach scales well, allowing the effective utilization of large amounts of distributed memory to optimally solve problems which require terabytes of RAM. We also compare HDA* to Transposition-table Driven Scheduling (TDS), a hash-based parallelization of IDA*, and show that, in planning, HDA* significantly outperforms TDS. A simple hybrid which combines HDA* and TDS to exploit strengths of both algorithms is proposed and evaluated.Comment: in press, to appear in Artificial Intelligenc

    Best-first heuristic search for multicore machines

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    To harness modern multicore processors, it is imperative to develop parallel versions of fundamental algorithms. In this paper, we compare different approaches to parallel best-first search in a shared-memory setting. We present a new method, PBNF, that uses abstraction to partition the state space and to detect duplicate states without requiring frequent locking. PBNF allows speculative expansions when necessary to keep threads busy. We identify and fix potential livelock conditions in our approach, proving its correctness using temporal logic. Our approach is general, allowing it to extend easily to suboptimal and anytime heuristic search. In an empirical comparison on STRIPS planning, grid pathfinding, and sliding tile puzzle problems using 8-core machines, we show that A*, weighted A* and Anytime weighted A* implemented using PBNF yield faster search than improved versions of previous parallel search proposals

    B-LOG: A branch and bound methodology for the parallel execution of logic programs

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    We propose a computational methodology -"B-LOG"-, which offers the potential for an effective implementation of Logic Programming in a parallel computer. We also propose a weighting scheme to guide the search process through the graph and we apply the concepts of parallel "branch and bound" algorithms in order to perform a "best-first" search using an information theoretic bound. The concept of "session" is used to speed up the search process in a succession of similar queries. Within a session, we strongly modify the bounds in a local database, while bounds kept in a global database are weakly modified to provide a better initial condition for other sessions. We also propose an implementation scheme based on a database machine using "semantic paging", and the "B-LOG processor" based on a scoreboard driven controller

    Beam Search Strategies for Neural Machine Translation

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    The basic concept in Neural Machine Translation (NMT) is to train a large Neural Network that maximizes the translation performance on a given parallel corpus. NMT is then using a simple left-to-right beam-search decoder to generate new translations that approximately maximize the trained conditional probability. The current beam search strategy generates the target sentence word by word from left-to- right while keeping a fixed amount of active candidates at each time step. First, this simple search is less adaptive as it also expands candidates whose scores are much worse than the current best. Secondly, it does not expand hypotheses if they are not within the best scoring candidates, even if their scores are close to the best one. The latter one can be avoided by increasing the beam size until no performance improvement can be observed. While you can reach better performance, this has the draw- back of a slower decoding speed. In this paper, we concentrate on speeding up the decoder by applying a more flexible beam search strategy whose candidate size may vary at each time step depending on the candidate scores. We speed up the original decoder by up to 43% for the two language pairs German-English and Chinese-English without losing any translation quality.Comment: First Workshop on Neural Machine Translation, 201

    Parallel repetition for entangled k-player games via fast quantum search

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    We present two parallel repetition theorems for the entangled value of multi-player, one-round free games (games where the inputs come from a product distribution). Our first theorem shows that for a kk-player free game GG with entangled value val∗(G)=1−ϵ\mathrm{val}^*(G) = 1 - \epsilon, the nn-fold repetition of GG has entangled value val∗(G⊗n)\mathrm{val}^*(G^{\otimes n}) at most (1−ϵ3/2)Ω(n/sk4)(1 - \epsilon^{3/2})^{\Omega(n/sk^4)}, where ss is the answer length of any player. In contrast, the best known parallel repetition theorem for the classical value of two-player free games is val(G⊗n)≤(1−ϵ2)Ω(n/s)\mathrm{val}(G^{\otimes n}) \leq (1 - \epsilon^2)^{\Omega(n/s)}, due to Barak, et al. (RANDOM 2009). This suggests the possibility of a separation between the behavior of entangled and classical free games under parallel repetition. Our second theorem handles the broader class of free games GG where the players can output (possibly entangled) quantum states. For such games, the repeated entangled value is upper bounded by (1−ϵ2)Ω(n/sk2)(1 - \epsilon^2)^{\Omega(n/sk^2)}. We also show that the dependence of the exponent on kk is necessary: we exhibit a kk-player free game GG and n≥1n \geq 1 such that val∗(G⊗n)≥val∗(G)n/k\mathrm{val}^*(G^{\otimes n}) \geq \mathrm{val}^*(G)^{n/k}. Our analysis exploits the novel connection between communication protocols and quantum parallel repetition, first explored by Chailloux and Scarpa (ICALP 2014). We demonstrate that better communication protocols yield better parallel repetition theorems: our first theorem crucially uses a quantum search protocol by Aaronson and Ambainis, which gives a quadratic speed-up for distributed search problems. Finally, our results apply to a broader class of games than were previously considered before; in particular, we obtain the first parallel repetition theorem for entangled games involving more than two players, and for games involving quantum outputs.Comment: This paper is a significantly revised version of arXiv:1411.1397, which erroneously claimed strong parallel repetition for free entangled games. Fixed author order to alphabetica
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