Abstract

A class of parallel algorithms for evaluating game trees is presented. These algorithms parallelize a standard sequential algorithm for evaluating AND/OR trees and the α-β pruning procedure for evaluating MIN/MAX trees. It is shown that, uniformly on all instances of uniform AND/OR trees, the parallel AND/OR tree algorithm achieves an asymptotic linear speedup using a polynomial number of processors in the height of the tree. The analysis of linear speedup using more than a linear number of processors is due to J. Harting. A numerical lower bound rigorously establishes a good speedup for the uniform AND/OR trees with parameters that are typical in practice. The performance of the parallel α-β algorithm on best-ordered MIN/MAX trees is analyzed.

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