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

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.

[1]  Takashi Chikayama,et al.  Game-tree Search Algorithm based on Realization Probability , 2002, J. Int. Comput. Games Assoc..

[2]  Ernst A. Heinz,et al.  New Self-Play Results in Computer Chess , 2000, Computers and Games.

[3]  Jonathan Schaeffer,et al.  Asynchronous parallel game-tree search , 1998 .

[4]  Ulf Lorenz,et al.  Parallel Brutus: the first distributed, FPGA accelerated chess program , 2004, 18th International Parallel and Distributed Processing Symposium, 2004. Proceedings..

[5]  Takashi Chikayama,et al.  Two-level Task Scheduling for Parallel Game Tree Search Based on Necessity , 2013, J. Inf. Process..

[6]  Fred Popowich,et al.  Parallel Game-Tree Search , 1985, IEEE Transactions on Pattern Analysis and Machine Intelligence.

[7]  Murray Campbell,et al.  Deep Blue , 2002, Artif. Intell..

[8]  Kai Himstedt An Optimistic Pondering Approach for Asynchronous Distributed Game-Tree Search , 2005 .

[9]  Kai Himstedt,et al.  GridChess: Combining Optimistic Pondering with the Young Brothers Wait Concept , 2012, J. Int. Comput. Games Assoc..

[10]  Ulf Lorenz,et al.  The Chess Monster Hydra , 2004, FPL.

[11]  Donald E. Knuth,et al.  The Solution for the Branching Factor of the Alpha-Beta Pruning Algorithm , 1981, ICALP.

[12]  Akihiro Kishimoto,et al.  Transposition table driven scheduling for two-player games , 2002 .

[13]  Takeshi Ito,et al.  Consultation Algorithm for Computer Shogi: Move Decisions by Majority , 2010, Computers and Games.

[14]  Rainer Feldmann,et al.  Game Tree Search on Massively Parallel Systems , 1993 .

[15]  Dietmar P. F. Möller,et al.  A Twofold Distributed Game-Tree Search Approach Using Interconnected Clusters , 2008, Euro-Par.

[16]  伊藤 毅志,et al.  Consultation Algorithm in Shogi --- A Move Decision by Majority , 2011 .