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Published byMerryl Cox Modified over 9 years ago
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Parallelization in Computer Board Games Ian Princivalli
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Introduction “Solved” Game Ultra-weak Weak Strong Current Efforts Chess Shogi Reversi (Othello) Go
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Computer Go General Overview 19 x 19 board with intersections Objective: Have the most territory Black and white stones surround and capture Programming Challenges 3 N possible board positions where N = size of board (19 x 19 board has 361) Evaluating function Endgame
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How Parallel Computation fits in Most popular design philosophies Tree searching Application of Monte Carlo methods Pattern matching and knowledge based systems Machine learning
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Example: MoGo MCTS (UCT) UCT (Upper Conditional bounds for Trees) Balance out exploration and exploitation
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Example: MoGo continued Utilizes both multicore parallelization for shared memory and cluster parallelization with message passing
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Example: MoGo final In a 2008 Taiwan Go tournament MoGo was able to defeat professional Go player Myungwan Kim (8p) 2 out of 4 matches with a 9 stone handicap. Professionals gave MoGo an approximate ranking of 2d and Kim himself noted that with more time MoGo would have fared better
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Limitations of Improvement via Parallelization Increased computation seems to have diminishing returns In a 2009 Computer Olympiad, Zen, a program running on a single four-core machine took first place over second place Fuego, running on ten, eight-core machines and third place MoGo, running on twenty, thirty-two core machines In general MCTS cannot reliably solve certain situations, e.g. cases involving visual elements or other human sophisticated techniques and therefore parallelization of said MCTS does nothing for these cases Improvement algorithmically seems to proceed improvement via parallelization e.g. some later iterations of MCTS (UCT) based Computer Go programs have accommodated expert heuristics when these edge cases arise
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