{"updated":"2025-01-21T09:29:34.664718+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00106502","sets":["6164:6165:6210:7725"]},"path":["7725"],"owner":"11","recid":"106502","title":["非同期並列ゲーム木探索での効果的な計算ノード割り当て"],"pubdate":{"attribute_name":"公開日","attribute_value":"2014-10-31"},"_buckets":{"deposit":"63e82e72-491e-4f4d-9010-27d674436de4"},"_deposit":{"id":"106502","pid":{"type":"depid","value":"106502","revision_id":0},"owners":[11],"status":"published","created_by":11},"item_title":"非同期並列ゲーム木探索での効果的な計算ノード割り当て","author_link":["11959","11956","11958","11957"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"非同期並列ゲーム木探索での効果的な計算ノード割り当て"},{"subitem_title":"Efficient Assignment of Computation Nodes in Asynchronous Parallel Game-Tree Search","subitem_title_language":"en"}]},"item_type_id":"18","publish_date":"2014-10-31","item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"item_18_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"東京大学教養学部"},{"subitem_text_value":"東京大学総合文化研究科"}]},"item_18_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"College of Arts and Sciences, The University of Tokyo","subitem_text_language":"en"},{"subitem_text_value":"Graduate School of Arts and Sciences, The University of Tokyo","subitem_text_language":"en"}]},"item_publisher":{"attribute_name":"出版者","attribute_value_mlt":[{"subitem_publisher":"情報処理学会","subitem_publisher_language":"ja"}]},"publish_status":"0","weko_shared_id":-1,"item_file_price":{"attribute_name":"Billing file","attribute_type":"file","attribute_value_mlt":[{"url":{"url":"https://ipsj.ixsq.nii.ac.jp/record/106502/files/IPSJ-GPWS2014012.pdf"},"date":[{"dateType":"Available","dateValue":"2014-10-31"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GPWS2014012.pdf","filesize":[{"value":"911.0 kB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"0","billingrole":"5"},{"tax":["include_tax"],"price":"0","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"18"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"ea032a67-34f7-4962-ad06-3487bb09a9ea","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2014 by the Information Processing Society of Japan"}]},"item_18_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"横山, 秀"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"金子, 知適"}],"nameIdentifiers":[{}]}]},"item_18_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Shu, Yokoyama","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Tomoyuki, Kaneko","creatorNameLang":"en"}],"nameIdentifiers":[{}]}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourceuri":"http://purl.org/coar/resource_type/c_5794","resourcetype":"conference paper"}]},"item_18_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"性能が低い安価なネットワークで接続された計算機環境を前提として研究されているゲーム木の局面分担方式での並列探索では,局面の分担を決定するためのマスタゲーム木を適切に構築することで,無駄な探索を行う計算機ノードを減らすことができる.本稿ではゲーム固有の知識によらず,探索時間を犠牲にすることのないマスタゲーム木の構築手法を提案する.また,この手法によるチェス探索を実装し,対局実験を行ったところ,計算ノード数によっては逐次探索よりも高性能で,並列化の効果が得られたことを確認した.","subitem_description_type":"Other"}]},"item_18_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"Asynchronous parallel game-tree search methods are effective ways to improve the playing strength by utilizing many computing nodes connected in low-cost network systems. This paper presents a method of making an improved plan for the assignment of computing nodes. In our framework, the master node manages the game-tree and makes an assignment based on the game-tree. Then, each computing node asynchronously searches the best move and evaluation for a position assigned to the node. To reduce the search overheads, the master's game-tree should be grown appropriately so that a better move has more computing nodes assigned in the corresponding sub game-tree for the move. We present two improvements over existing assignment; one is independence from game-specific knowledge and the other is the efficiency that makes the asynchronous parallel search framework suitable even for short time matches. We applied the proposed method to a top-level chess program, and evaluated the playing strength via self-plays. We confirmed that a program incorporated the presented method plays better than the original one when the number of the computing node are greater than or equak to eight.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"88","bibliographic_titles":[{"bibliographic_title":"ゲームプログラミングワークショップ2014論文集"}],"bibliographicPageStart":"82","bibliographicIssueDates":{"bibliographicIssueDate":"2014-10-31","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2014"}]},"relation_version_is_last":true,"weko_creator_id":"11"},"created":"2025-01-18T23:49:53.701920+00:00","id":106502,"links":{}}