You will get better results from a game-programming forum, or indeed
from a google search for "parallel alpha beta" than from a bunch of
clojure guys with no particular experience in your problem domain.

On Oct 16, 1:27 pm, "Jim - FooBar();" <jimpil1...@gmail.com> wrote:
> After watching this presentation[1] by Brian Goetz, in which he
> discusses the fork-join framework and how it is intended to be used I
> was left with a major question. Around the end of the talk he said and I
> quote
>
> "...fork-join can be used for game-tree exploration..."
>
> while the slides actually had
> -Move generation
> -Alpha-beta
> ...
> ....
>
> As soon as I saw/heard that I almost fell of my chair!!! He caught me
> completely by surprise simply because I've given this quite a bit of
> though myself... NOw, I'm not implying that I am nowhere near as smart
> or informed as he is but the 'objection' I have is pretty simple. I
> already have a parallel minimax (some of you have actually helped) so I
> know how that's done and it wasn't too hard because minimax is
> exhaustive search. No heuristics whatsoever...as long as you work with
> immutable data-structures God is on your side and all is well!
>
> HOWEVER, as soon as you introduce heuristics (even simplistic like
> alpha-beta pruning) you 've lost the ability to split the work in
> pieces. You've suddenly introduced coordination which only makes sense
> in a serial fashion. Since pruning a particular branch of the game-tree
> requires knowing how the previous branch did  how can you ever fork?
> What if these 2 branches are on separate threads? How can you ever do
> that without locking?
>
> I am very excited that someone like Brian Goetz is claiming something
> like this even though I don't understand how such an inherently serial
> process could be efficiently forked.
>
> Can anyone help?
>
>   [1]http://www.infoq.com/presentations/brian-goetz-concurrent-parallel
>
> Jim

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