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Parallel Monte-Carlo Tree Search with Simulation Servers H IDEKI K ATO †‡ and I KUO T AKEUCHI † † The University of Tokyo ‡ Fixstars Corporation November 7 th, 2008
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Contents Computer Go Monte-Carlo Tree Search Parallel Monte-Carlo Tree Search Client-Server Approach Experiments and Discussion Conclusion and Future Work
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Computer Go The game of Go –Task par excellence for AI (H. Berliner 1978) –Most challenging; largest search space 19 x 19 10 171, 9 x 9 10 38 cf. Chess 10 50 –Minimax tree search and a static evaluation function with domain knowledge was used so far without major success The Monte-Carlo Go revolution –MoGo beat an 8-dan professional player on 9 x 9 –Crazy Stone beat a 4-dan professional player with 8 stones handicap
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Monte-Carlo Tree Search (MCTS) Descend tree from root to leaf Update values of the moves Repeat until time-up Play most visited move in root Add a node Simulate a game
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Parallel MCTS (PMCTS) Lock Search tree (shared) Thread 1 Symmetrical multi-thread (SMT) PMCTS –Commonly used straightforward implementation –MCTS threads share a search tree Thread 3 Thread 2 Thread 4
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Related Work S. Gelly et al. introduced SMT PMCTS for shared-memory SMP systems (2006) T. Cazenave et al. proposed and evaluated three PMCTS algorithms on a 16 Intel Pentium-4 MPI cluster (2007) G. Chaslot et al. evaluated root, leaf and tree parallelization on 2 x 8 core IBM Power5 (2008) S. Gelly et al. proposed SMT PMCTS for MPI clusters of shared-memory SMP nodes (2008)
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Problems Number of processors –Shared tree PMCTS can run only on shared- memory systems; currently up to 16 or 32 processors –PMCTS algorithms for clusters of computers connected through networks is necessary –Longer communication time decreases performance like other parallel applications –Increasing the threads increases the overhead of the locks to share search tree
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MoGo ’ s Solution Combine fine and coarse grain PMCTS –For MPI clusters with shared-memory SMP nodes (S. Gelly et al. 2008) –Runs SMT PMCTS on each node –Periodically exchanges and merges values in the tree –Excellent performance MoGoTitan beat an 8-dan Korean Professional Go player with 9 stones handicap (2008) Huygens super computer at SARA in Amsterdam, the Netherlands 25 out of 104 SMP nodes were used Each node consists of 16 dual core Power6 processors at 4.7 GHz
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MoGo ’ s Solution (cont ’ d) Disadvantages –Expensive High speed network interfaces such as InfiniBand are very expensive (so are the clusters) –Lack of flexibility MPI does not allow to add or remove computers on the fly MPI requires special setup; must be pre-configured Applicable to non-MPI clusters on moderate speed networks? –Nobody tried yet
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Client-Server Approach Recent success of grid computing –Folding@home achieved one petaflop with major benefits by 41,145 Sony Playstation 3 consoles all over the world (2007) –Less expensive massive parallel approach –Applicable to PMCTS? Basic idea –Separate tree search part and simulation part –Broadcast positions to be simulated using UDP/IP –Don ’ t wait the end of slow simulations
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Client-Server Approach (cont ’ d) Client-server PMCTS –A client searches tree and send a position; a server simulates a game from the position and sends back the result –Runs on a cluster of loosely-coupled computers –Servers can run on small memory computers even if the tree is going to be huge –No special set-up for servers; just a small application –Longer communication time due to moderate speed networks –Performance? Scales well?
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Client-Server PMCTS Descend tree from root to leaf Update values of the moves Repeat until time-up Select most visited move in root Add a node Broadcast the position Receive a result (no wait) Repeat forever Send the result Simulate a game Repeat forever Receive positions Send the result Receive positions Simulate a game Server 1 Server 2 Client Search tree Loop
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Experimental System CPU:Q9550/3GHz (400 x 7.5) OS:Ubuntu Linux 8.04 M/B:ASUS P5K-VM (G33) RAM:PC3200 4GiB NIC:Intel EXP9300PT (PCI-Ex x1) CPU:Q9550/3GHz (400 x 7.5) OS:Ubuntu Linux 8.04 M/B:DFI LP JR P45-T2RS (P45) RAM:PC3200 4GiB NIC:Intel EXP9300PT (PCI-Ex x1) RTT:151±22 s @ 1 kB CPU:Q6600/3GHz (333 x 9) OS:Ubuntu Linux 8.04 M/B:ASUS P5K-VM (G33) RAM:PC3200 4GiB NIC:Intel EXP9300PT (PCI-Ex x1) RTT:154±20 s @ 1 kB CPU:Q6600/3GHz (333 x 9) OS:Ubuntu Linux 8.04 M/B:ASUS P5WDG2-WS Pro (975X) RAM:PC3200 4GiB NIC:Intel EXP9300GT (PCI) RTT:159±22 s @ 1 kB PC1 (1 client and 3 servers)PC2 (4 servers) PC3 (4 servers)PC4 (4 servers) Allied Telesis GS908XL Switching delay:2.2 ms @ 64 byte Switch
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Experiments A tree searcher or a simulator exclusively uses a core One core or other on the client computer is used for a tree searcher or a simulator thread, respectively The simulators on the server computers run as individual processes All results are ELO ratings against GNU Go 3.7.11 level 0 9 x 913 x 13 Games2,000500 Time per move (s)0.005 to 0.640.05 to 6.4 Simulation servers1 to 15
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How to evaluate the results? Simulations per second? –Commonly used for shared memory SMP systems but not a good measure for clusters –The benefits of simulations are not the same Use equivalent-strength speed-up –The ratio of time-per-move settings that give the same strength at different number of simulators –“ Equivalent speed-up ” for short Number of simulators or cores –The number of simulators is used to evaluate scalability while the number of all cores is used to evaluate performance
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Equivalent Speed-up Time per move (s) 84211/21/41/81/16 ELO rating 4 core (13 x 13) 16 core (13 x 13) -300 -200 -100 0 100 200 300 4 core (9 x 9) 16 core (9 x 9)
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Performance (4 core vs. 16 core) 9 x 9 13 x 13
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Scalability 9 x 9 (0.08 s/move) 13 x 13 (0.4 s/move) 12315571148 Number of simulators ELO rating
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Conclusion and Future Work Client-server parallel Monte-Carlo tree search –Runs on a cluster of loosely coupled computers –Small memory computers such as game consoles can be used for simulation servers –Allows servers to connect or disconnect on-the-fly –Reduced communication by broadcasting –No overhead to share search tree –Scales well on 13 x 13 with 15 simulators Future work –Multiple clients for single or multiple users
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