131,547 research outputs found

    Constructs and evaluation strategies for intelligent speculative parallelism - armageddon revisited

    Get PDF
    This report addresses speculative parallelism (the assignment of spare processing resources to tasks which are not known to be strictly required for the successful completion of a computation) at the user and application level. At this level, the execution of a program is seen as a (dynamic) tree —a graph, in general. A solution for a problem is a traversal of this graph from the initial state to a node known to be the answer. Speculative parallelism then represents the assignment of resources to múltiple branches of this graph even if they are not positively known to be on the path to a solution. In highly non-deterministic programs the branching factor can be very high and a naive assignment will very soon use up all the resources. This report presents work assignment strategies other than the usual depth-first and breadth-first. Instead, best-first strategies are used. Since their definition is application-dependent, the application language contains primitives that allow the user (or application programmer) to a) indícate when intelligent OR-parallelism should be used; b) provide the functions that define "best," and c) indícate when to use them. An abstract architecture enables those primitives to perform the search in a "speculative" way, using several processors, synchronizing them, killing the siblings of the path leading to the answer, etc. The user is freed from worrying about these interactions. Several search strategies are proposed and their implementation issues are addressed. "Armageddon," a global pruning method, is introduced, together with both a software and a hardware implementation for it. The concepts exposed are applicable to áreas of Artificial Intelligence such as extensive expert systems, planning, game playing, and in general to large search problems. The proposed strategies, although showing promise, have not been evaluated by simulation or experimentation

    Effectively Solving NP-SPEC Encodings by Translation to ASP

    Get PDF
    NP-SPEC is a language for specifying problems in NP in a declarative way. Despite the fact that the semantics of the language was given by referring to Datalog with circumscription, which is very close to ASP, so far the only existing implementations are by means of ECLiPSe Prolog and via Boolean satisfiability solvers. In this paper, we present translations from NP-SPEC into ASP, and provide an experimental evaluation of existing implementations and the proposed translations to ASP using various ASP solvers. The results show that translating to ASP clearly has an edge over the existing translation into SAT, which involves an intrinsic grounding process. We also argue that it might be useful to incorporate certain language constructs of NPSPEC into mainstream ASP

    Automated Game Design Learning

    Full text link
    While general game playing is an active field of research, the learning of game design has tended to be either a secondary goal of such research or it has been solely the domain of humans. We propose a field of research, Automated Game Design Learning (AGDL), with the direct purpose of learning game designs directly through interaction with games in the mode that most people experience games: via play. We detail existing work that touches the edges of this field, describe current successful projects in AGDL and the theoretical foundations that enable them, point to promising applications enabled by AGDL, and discuss next steps for this exciting area of study. The key moves of AGDL are to use game programs as the ultimate source of truth about their own design, and to make these design properties available to other systems and avenues of inquiry.Comment: 8 pages, 2 figures. Accepted for CIG 201
    • …
    corecore