000063560 001__ 63560 000063560 005__ 20201009175923.0 000063560 0247_ $$2doi$$a10.1109/TCIAIG.2016.2604923 000063560 0248_ $$2sideral$$a103142 000063560 037__ $$aART-2017-103142 000063560 041__ $$aeng 000063560 100__ $$0(orcid)0000-0002-7752-8714$$aOlivito, Javier 000063560 245__ $$aAccelerating board games through Hardware/Software Codesign 000063560 260__ $$c2017 000063560 5060_ $$aAccess copy available to the general public$$fUnrestricted 000063560 5203_ $$aBoard games applications usually offer a great user experience when running on desktop computers. Powerful high-performance processors working without energy restrictions successfully deal with the exploration of large game trees, delivering strong play to satisfy demanding users. However, nowadays, more and more game players are running these games on smartphones and tablets, where the lower computational power and limited power budget yield a much weaker play. Recent systems-on-a-chip include programmable logic tightly coupled with general-purpose processors enabling the inclusion of custom accelerators for any application to improve both performance and energy efficiency. In this paper, we analyze the benefits of partitioning the artificial intelligence of board games into software and hardware. We have chosen as case studies three popular and complex board games, Reversi, Blokus, and Connect6. The designs analyzed include hardware accelerators for board processing, which improve performance and energy efficiency by an order of magnitude leading to much stronger and battery-aware applications. The results demonstrate that the use of hardware/software codesign to develop board games allows sustaining or even improving the user experience across platforms while keeping power and energy low. 000063560 536__ $$9info:eu-repo/grantAgreement/ES/DGA/T48$$9info:eu-repo/grantAgreement/ES/MINECO/TIN2013-46957-C2-1-P$$9info:eu-repo/grantAgreement/ES/MINECO/TIN2014-52608-REDC 000063560 540__ $$9info:eu-repo/semantics/openAccess$$aAll rights reserved$$uhttp://www.europeana.eu/rights/rr-f/ 000063560 590__ $$a0.897$$b2017 000063560 591__ $$aCOMPUTER SCIENCE, SOFTWARE ENGINEERING$$b80 / 104 = 0.769$$c2017$$dQ4$$eT3 000063560 591__ $$aCOMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE$$b103 / 132 = 0.78$$c2017$$dQ4$$eT3 000063560 592__ $$a0.493$$b2017 000063560 593__ $$aArtificial Intelligence$$c2017$$dQ2 000063560 593__ $$aSoftware$$c2017$$dQ2 000063560 593__ $$aElectrical and Electronic Engineering$$c2017$$dQ2 000063560 593__ $$aControl and Systems Engineering$$c2017$$dQ2 000063560 655_4 $$ainfo:eu-repo/semantics/article$$vinfo:eu-repo/semantics/acceptedVersion 000063560 700__ $$0(orcid)0000-0002-7532-2720$$aResano Ezcaray, Javier$$uUniversidad de Zaragoza 000063560 700__ $$0(orcid)0000-0001-5940-9837$$aBriz Velasco, José Luis$$uUniversidad de Zaragoza 000063560 7102_ $$15007$$2035$$aUniversidad de Zaragoza$$bDpto. Informát.Ingenie.Sistms.$$cÁrea Arquit.Tecnología Comput. 000063560 773__ $$g9, 4 (2017), 393-401$$pIEEE trans. comput.intell. AI games$$tIEEE transactions on computational intelligence and AI in games$$x1943-068X 000063560 8564_ $$s898012$$uhttps://zaguan.unizar.es/record/63560/files/texto_completo.pdf$$yPostprint 000063560 8564_ $$s162777$$uhttps://zaguan.unizar.es/record/63560/files/texto_completo.jpg?subformat=icon$$xicon$$yPostprint 000063560 909CO $$ooai:zaguan.unizar.es:63560$$particulos$$pdriver 000063560 951__ $$a2020-10-09-17:46:49 000063560 980__ $$aARTICLE