Javascript must be enabled to continue!
Parallel Monte Carlo Tree Search on GPU
View through CrossRef
Monte Carlo Tree Search (MCTS) is a method for making optimal decisions in artificial intelligence (AI) problems, typically move planning in combinatorial games. It combines the generality of random simulation with the precision of tree search. It can theoretically be applied to any domain that can be described in terms of state, action pairs and simulation used to forecast outcomes such as decision support, control, delayed reward problems or complex optimization. The motivation behind this work is caused by the emerging GPU-based systems and their high computational potential combined with relatively low power usage compared to CPUs. As a problem to be solved we chose to develop an AI GPU(Graphics Processing Unit)-based agent in the game of Reversi (Othello) which provides a sufficiently complex problem for tree searching with non-uniform structure and an average branching factor of over 8. We present an efficient parallel GPU MCTS implementation based on the introduced ‘block-parallelism’ scheme which combines GPU SIMD thread groups and performs independent searches without any need of intra-GPU or inter-GPU communication. We compare it with a simple leaf parallel scheme which implies certain performance limitations. The obtained results show that using my GPU MCTS implementation on the TSUBAME 2.0 system one GPU can be compared to 100-200 CPU threads depending on factors such as the search time and other MCTS parameters in terms of obtained results. We propose and analyze simultaneous CPU/GPU execution which improves the overall result.
Title: Parallel Monte Carlo Tree Search on GPU
Description:
Monte Carlo Tree Search (MCTS) is a method for making optimal decisions in artificial intelligence (AI) problems, typically move planning in combinatorial games.
It combines the generality of random simulation with the precision of tree search.
It can theoretically be applied to any domain that can be described in terms of state, action pairs and simulation used to forecast outcomes such as decision support, control, delayed reward problems or complex optimization.
The motivation behind this work is caused by the emerging GPU-based systems and their high computational potential combined with relatively low power usage compared to CPUs.
As a problem to be solved we chose to develop an AI GPU(Graphics Processing Unit)-based agent in the game of Reversi (Othello) which provides a sufficiently complex problem for tree searching with non-uniform structure and an average branching factor of over 8.
We present an efficient parallel GPU MCTS implementation based on the introduced ‘block-parallelism’ scheme which combines GPU SIMD thread groups and performs independent searches without any need of intra-GPU or inter-GPU communication.
We compare it with a simple leaf parallel scheme which implies certain performance limitations.
The obtained results show that using my GPU MCTS implementation on the TSUBAME 2.
0 system one GPU can be compared to 100-200 CPU threads depending on factors such as the search time and other MCTS parameters in terms of obtained results.
We propose and analyze simultaneous CPU/GPU execution which improves the overall result.
Related Results
Research on the Application and Performance Optimization of GPU Parallel Computing in Concrete Temperature Control Simulation
Research on the Application and Performance Optimization of GPU Parallel Computing in Concrete Temperature Control Simulation
With the development of engineering technology, engineering has higher requirements for the accuracy and the scale of simulation calculation. The computational efficiency of tradit...
Monte Carlo methods: barrier option pricing with stable Greeks and multilevel Monte Carlo learning
Monte Carlo methods: barrier option pricing with stable Greeks and multilevel Monte Carlo learning
For discretely observed barrier options, there exists no closed solution under the Black-Scholes model. Thus, it is often helpful to use Monte Carlo simulations, which are easily a...
Research on Multi-Group Monte Carlo Calculations Based on Group Constants Generated by RMC
Research on Multi-Group Monte Carlo Calculations Based on Group Constants Generated by RMC
Abstract
Nowadays, deterministic two-step or Monte Carlo methods are commonly used in core physics calculations. However, with the development of reactor core design, tradi...
Parallel metaheuristics on GPU
Parallel metaheuristics on GPU
Métaheuristiques parallèles sur GPU
Les problèmes d'optimisation issus du monde réel sont souvent complexes et NP-difficiles. Leur modélisation est en constante évo...
Heat transfer in supercritical fluids: computational approaches & studies
Heat transfer in supercritical fluids: computational approaches & studies
(English) This thesis delves into investigating the complexities of heat transfer in supercritical fluids through the application of advanced theoretical and computational methodol...
Evaluating View Factors Using a Hybrid Monte-Carlo Method
Evaluating View Factors Using a Hybrid Monte-Carlo Method
AbstractThis paper demonstrates that the well-known method for calculating view factors, the Monte Carlo method, combined with ray tracing is not necessarily the most efficient str...
Vina-GPU 2.1: towards further optimizing docking speed and precision of AutoDock Vina and its derivatives
Vina-GPU 2.1: towards further optimizing docking speed and precision of AutoDock Vina and its derivatives
Abstract
AutoDock Vina and its derivatives have established themselves as a prevailing pipeline for virtual screening in contemporary drug discov...

