{"updated":"2025-01-21T23:06:51.482824+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00071330","sets":["6164:6165:6210:6220"]},"path":["6220"],"owner":"10","recid":"71330","title":["投機を用いた並列ゲーム木探索の効率化"],"pubdate":{"attribute_name":"公開日","attribute_value":"2010-11-12"},"_buckets":{"deposit":"77f5f7d6-d544-41e8-a877-1aa02c62a08f"},"_deposit":{"id":"71330","pid":{"type":"depid","value":"71330","revision_id":0},"owners":[10],"status":"published","created_by":10},"item_title":"投機を用いた並列ゲーム木探索の効率化","author_link":["0","0"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"投機を用いた並列ゲーム木探索の効率化"},{"subitem_title":"Improving Parallel Game Tree Search with Speculation","subitem_title_language":"en"}]},"item_type_id":"18","publish_date":"2010-11-12","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":"東京大学大学院工学系研究科"},{"subitem_text_value":"東京大学生産技術研究所"},{"subitem_text_value":"東京大学大学院工学系研究科"}]},"item_18_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Graduate School of Engineering, The University of Tokyo","subitem_text_language":"en"},{"subitem_text_value":"Institute of Industrial Science, The University of Tokyo","subitem_text_language":"en"},{"subitem_text_value":"Graduate School of Engineering, 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":10,"item_file_price":{"attribute_name":"Billing file","attribute_type":"file","attribute_value_mlt":[{"url":{"url":"https://ipsj.ixsq.nii.ac.jp/record/71330/files/IPSJ-GPWS2010025.pdf","label":"IPSJ-GPWS2010025"},"date":[{"dateType":"Available","dateValue":"2010-11-18"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GPWS2010025.pdf","filesize":[{"value":"223.8 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":"ad36f036-3d71-4ff7-99be-57560f347a5c","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2010 by the Information Processing Society of Japan"}]},"item_18_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"浦, 晃"},{"creatorName":"横山, 大作"},{"creatorName":"近山, 隆"}],"nameIdentifiers":[{}]}]},"item_18_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Akira, URA","creatorNameLang":"en"},{"creatorName":"Daisaku, YOKOYAMA","creatorNameLang":"en"},{"creatorName":"Takashi, CHIKAYAMA","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_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AA12496601","subitem_source_identifier_type":"NCID"}]},"item_18_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"従来の並列ゲーム木探索手法の多くは、プロセッサが数十という環境を想定しているため、計算量を抑制することに配慮するあまり並列度が低下し、多数のプロセッサを有効利用できない。本稿では、数百以上のプロセッサからなる環境において大きな速度向上を実現するために、必要なタスクの実行を妨げないようにスケジューリングしつつ、必要性が明らかでないタスクも投機実行することを提案する。提案手法を実装して評価したところ、タスクの粒度と優先度の設定が適切であれば、大きな速度向上が得られることがわかった。また、逐次探索プログラムとの対戦でも提案手法の優位性を示すことができた。","subitem_description_type":"Other"}]},"item_18_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"Most of the conventional parallel game tree search methods try to prevent increased total computation in environments with dezens of processors, resulting in low parallelism, which cannot utilize a large number of processors effectively. In this paper, we propose a method to realize large speed-up in environments with hundreds of processors by executing speculative tasks, which may revealed to be unnecessary afterwords. These speculative tasks are controlled so as not to disturb mandatory tasks. Evaluation through implementing the proposed method shows high speed-up with appropriate granularity and priority settings. It also shows better performance than program with conventional method.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"141","bibliographic_titles":[{"bibliographic_title":"ゲームプログラミングワークショップ2010論文集"}],"bibliographicPageStart":"134","bibliographicIssueDates":{"bibliographicIssueDate":"2010-11-12","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"12","bibliographicVolumeNumber":"2010"}]},"relation_version_is_last":true,"weko_creator_id":"10"},"created":"2025-01-18T23:30:13.410027+00:00","id":71330,"links":{}}