Skip to main content

Parameter-Free Tree Style Pipeline in Asynchronous Parallel Game-Tree Search

  • Conference paper
  • First Online:
Advances in Computer Games (ACG 2015)

Part of the book series: Lecture Notes in Computer Science ((LNTCS,volume 9525))

Included in the following conference series:

Abstract

Asynchronous parallel game-tree search methods are effective in improving the playing strength by using many computers connected through relatively slow networks. In game-position parallelization, the master program manages a game-tree and distributes positions in the tree to workers. Then, each worker asynchronously searches the best move and the corresponding evaluation for its assigned position. We present a new method for constructing an appropriate master tree that provides more important moves with more workers on their sub-trees to improve the playing strength. Our contribution introduces two advantages: (1) being parameter free in that users do not need to tune parameters through trial and error, and (2) efficiency suitable even for short-time matches, such as one second per move. We implemented our method in chess with a top-level chess program Stockfish and evaluated the playing strength through self-plays. We confirm that the playing strength improves with up to sixty workers.

T. Kaneko—A part of this work was supported by JSPS KAKENHI Grant Number 25330432.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    http://www.glaurungchess.com/lmr.html (Last access: February 2015).

  2. 2.

    https://www.cis.uab.edu/hyatt/search.html (Last access: February 2015).

  3. 3.

    http://www.shredderchess.com/chess-info/features/uci-universal-chess-interface.html (Last access: February 2015).

  4. 4.

    http://www.glaurungchess.com/shogi/usi.html (Last access: February 2015).

  5. 5.

    By the definition of the greedy algorithm, we have \(p_{v^*} \ge p_v\) for any \(v \in T' \setminus T\). In the special case that \(p_{v^*} = p_v\) for all \(v \in T' \setminus T\), utility \(U(T')\) equals U(T) by the definition of \(v^*\), and this contradicts the assumption that \(U(T') > U(T)\).

  6. 6.

    https://s3.amazonaws.com/stockfish/stockfish-dd-src.zip.

  7. 7.

    Version 1.4w29 http://www.geenvis.net/polyglot1.4w29.zip.

  8. 8.

    http://wbec-ridderkerk.nl/html/downloada/lacrosse/performance.rar.

  9. 9.

    The opponent was configured not to use this additional time in pondering.

References

  1. Brockington, M.: Asynchronous Parallel Game-Tree Search. Ph.D. thesis, University of Alberta (1998)

    Google Scholar 

  2. Campbell, M., Hoane Jr., A.J., Hsu, F.H.: Deep blue. Artif. Intell. 134(1–2), 57–83 (2002)

    Article  MATH  Google Scholar 

  3. Donninger, C., Kure, A., Lorenz, U.: Parallel brutus: the first distributed, FPGA accelerated chess program. In: Proceedings of the 18th International Symposium on Parallel and Distributed Processing, 2004, p. 44, April 2004

    Google Scholar 

  4. Donninger, C., Lorenz, U.: The chess monster hydra. In: Becker, J., Platzner, M., Vernalde, S. (eds.) FPL 2004. LNCS, vol. 3203, pp. 927–932. Springer, Heidelberg (2004)

    Chapter  Google Scholar 

  5. Feldmann, R.: Game Tree Search on Massively Parallel Systems. Ph.D. thesis, University of Paderborn (1993)

    Google Scholar 

  6. Heinz, E.A.: New self-play results in computer chess. In: Marsland, T., Frank, I. (eds.) CG 2001. LNCS, vol. 2063, pp. 262–276. Springer, Heidelberg (2002)

    Chapter  Google Scholar 

  7. Himstedt, K.: An optimistic pondering approach for asynchronous distributed game-tree search. ICGA J. 28(2), 77–90 (2005)

    Google Scholar 

  8. Himstedt, K.: Gridchess: combining optimistic pondering with the young brothers wait concept. ICGA J. 35(2), 67–79 (2012)

    Article  MathSciNet  Google Scholar 

  9. Himstedt, K., Lorenz, U., Möller, D.P.F.: A twofold distributed game-tree search approach using interconnected clusters. In: Luque, E., Margalef, T., Benítez, D. (eds.) Euro-Par 2008. LNCS, vol. 5168, pp. 587–598. Springer, Heidelberg (2008)

    Chapter  Google Scholar 

  10. Hoki, K., Kaneko, T., Yokoyama, D., Obata, T., Yamashita, H., Tsuruoka, Y., Ito, T.: Distributed-shogi-system Akara 2010 and its demonstration. Int. J. Comput. Inf. Sci. 14(2), 55–63 (2013)

    Google Scholar 

  11. Kaneko, T., Tanaka, T.: Distributed game tree search and improvements – match between hiroyuki miura and GPSShogi. IPSJ Mag. 54(9), 914–922 (2013). (In Japanese)

    Google Scholar 

  12. Kishimoto, A.: Transposition table driven scheduling for two-player games. M.Sc. thesis, University of Alberta, January 2002

    Google Scholar 

  13. Knuth, D.E., Moore, R.W.: An analysis of alpha-beta pruning. Artif. Intell. 6(4), 293–326 (1975)

    Article  MathSciNet  MATH  Google Scholar 

  14. Marsland, T.A., Popowich, F.: Parallel game-tree search. IEEE Trans. Pattern Anal. Mach. Intell. 7, 442–452 (1985)

    Article  Google Scholar 

  15. Obata, T., Sugiyama, T., Hoki, K., Ito, T.: Consultation algorithm for computer shogi: move decisions by majority. In: van den Herik, H.J., Iida, H., Plaat, A. (eds.) CG 2010. LNCS, vol. 6515, pp. 156–165. Springer, Heidelberg (2011)

    Chapter  Google Scholar 

  16. Tanaka, T., Kaneko, T.: Massively parallel execution of shogi programs. In: The Special Interest Group Technical Reports of IPSJ. 2, vol. GI-24, pp. 1–8 (2010) (In Japanese)

    Google Scholar 

  17. Tsuruoka, Y., Yokoyama, D., Chikayama, T.: Game-tree search algorithm based on realization probability. ICGA J. 25(3), 145–152 (2002)

    Google Scholar 

  18. Ura, A., Yokoyama, D., Chikayama, T.: Two-level task scheduling for parallel game tree search based on necessity. J. Inf. Process. 21(1), 17–25 (2013)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Tomoyuki Kaneko .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2015 Springer International Publishing Switzerland

About this paper

Cite this paper

Yokoyama, S., Kaneko, T., Tanaka, T. (2015). Parameter-Free Tree Style Pipeline in Asynchronous Parallel Game-Tree Search. In: Plaat, A., van den Herik, J., Kosters, W. (eds) Advances in Computer Games. ACG 2015. Lecture Notes in Computer Science(), vol 9525. Springer, Cham. https://doi.org/10.1007/978-3-319-27992-3_19

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-27992-3_19

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-27991-6

  • Online ISBN: 978-3-319-27992-3

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics