GPU-acceleration of optimal permutation-puzzle solving

Hayakawa Hiroki, Ishida Naoaki, M. Hirokazu
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引用次数: 3

Abstract

We first investigate parallelization of Rubik's cube optimal solver, especially for acceleration by GPU. To examine its efficacy, we implement a simple solver based on Korf's algorithm, with which CPU and GPU collaborate in IDA* algorithm and a large number of GPU cores are utilized for speedup instead of a huge distance table used for pruning. Empirical studies succeeded to attain sufficient speedup by GPU-acceleration. There are many other similar puzzles of so-called permutation puzzles. The puzzle solving, i.e., restoring the original ordered state from a scrambled one is equivalent to the path-finding in the Cayley graph of the permutation group. We generalize the method used for Rubik's cube to much smaller problems, and examine its efficacy. The focus of our research interest is how efficient the parallel path-finding can be and whether the use of a large number of cores substitutes for a large distance table used for pruning, in general.
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最优排列解谜的gpu加速
我们首先研究了魔方最优解的并行化,特别是GPU的加速。为了检验其有效性,我们在Korf算法的基础上实现了一个简单的求解器,其中CPU和GPU在IDA*算法中协作,利用大量GPU内核进行加速,而不是使用巨大的距离表进行修剪。实证研究成功地通过gpu加速获得了足够的加速。还有许多其他类似的所谓排列谜题。解谜,即从打乱状态恢复到原来的有序状态,等价于置换群的Cayley图中的寻径。我们将用于魔方的方法推广到更小的问题,并检验其有效性。我们的研究兴趣的焦点是并行寻路的效率,以及是否使用大量的核心替代用于修剪的大距离表。
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