优先队列与 pthreads 同步

Priority Queue synchronization with pthreads

我正在完成一项大学作业,我们要为 15 puzzle 实施并行 A* 搜索。对于这一部分,我们将只使用一个优先级队列(我想看到多个线程的争用会限制加速)。我面临的一个问题是正确同步从优先级队列中弹出下一个 "candidate"。

我尝试了以下方法:

while(1) {
  // The board I'm trying to pop.
  Board current_board;

  pthread_mutex_lock(&priority_queue_lock);
  // If the heap is empty, wait till another thread adds new candidates.
  if (pq->heap_size == 0)
  {
    printf("Waiting...\n");
    pthread_mutex_unlock(&priority_queue_lock);
    continue;
  }
  current_board = top(pq);
  pthread_mutex_unlock(&priority_queue_lock);

  // Generate the new boards from the current one and add to the heap...
}

我尝试过同一想法的不同变体,但由于某些原因,线程有时会卡在 "Waiting" 上。该代码串行(或使用两个线程)运行良好,所以这让我相信这是代码中有问题的部分。如有必要,我可以 post 全部。我觉得这是我对互斥锁的理解的问题。在此先感谢您的帮助。

编辑: 我在下面添加了并行线程的完整代码:

// h and p are global pointers initialized in main()
void* parallelThread(void* arg)
{
    int thread_id = (int)(long long)(arg);
    while(1)
    {
        Board current_board;

        pthread_mutex_lock(&priority_queue_lock);
        current_board = top(p);
        pthread_mutex_unlock(&priority_queue_lock);

        // Move blank up.
        if (current_board.blank_x > 0)
        {
            int newpos = current_board.blank_x - 1;
            Board new_board = current_board;
            new_board.board[current_board.blank_x][current_board.blank_y] = new_board.board[newpos][current_board.blank_y];
            new_board.board[newpos][current_board.blank_y] = BLANK;
            new_board.blank_x = newpos;

            new_board.goodness = get_goodness(new_board.board);
            new_board.turncount++;

            if (check_solved(new_board))
            {
                printf("Solved in %d turns",new_board.turncount);
                exit(0);
            }

            if (!exists(h,new_board))
            {
                insert(h,new_board);
                push(p,new_board);
            }
        }

        // Move blank down.
        if (current_board.blank_x < 3)
        {
            int newpos = current_board.blank_x + 1;
            Board new_board = current_board;
            new_board.board[current_board.blank_x][current_board.blank_y] = new_board.board[newpos][current_board.blank_y];
            new_board.board[newpos][current_board.blank_y] = BLANK;
            new_board.blank_x = newpos;

            new_board.goodness = get_goodness(new_board.board);
            new_board.turncount++;

            if (check_solved(new_board))
            {
                printf("Solved in %d turns",new_board.turncount);
                exit(0);
            }

            if (!exists(h,new_board))
            {
                insert(h,new_board);
                push(p,new_board);
            }
        }

        // Move blank right.
        if (current_board.blank_y < 3)
        {
            int newpos = current_board.blank_y + 1;
            Board new_board = current_board;
            new_board.board[current_board.blank_x][current_board.blank_y] = new_board.board[current_board.blank_x][newpos];
            new_board.board[current_board.blank_x][newpos] = BLANK;
            new_board.blank_y = newpos;

            new_board.goodness = get_goodness(new_board.board);
            new_board.turncount++;

            if (check_solved(new_board))
            {
                printf("Solved in %d turns",new_board.turncount);
                exit(0);
            }

            if (!exists(h,new_board))
            {
                insert(h,new_board);
                push(p,new_board);
            }
        }

        // Move blank left.
        if (current_board.blank_y > 0)
        {
            int newpos = current_board.blank_y - 1;
            Board new_board = current_board;
            new_board.board[current_board.blank_x][current_board.blank_y] = new_board.board[current_board.blank_x][newpos];
            new_board.board[current_board.blank_x][newpos] = BLANK;
            new_board.blank_y = newpos;

            new_board.goodness = get_goodness(new_board.board);
            new_board.turncount++;

            if (check_solved(new_board))
            {
                printf("Solved in %d turns",new_board.turncount);
                exit(0);
            }

            if (!exists(h,new_board))
            {
                insert(h,new_board);
                push(p,new_board);
            }
        }
    }

    return NULL;
}

I tried the following:

假设 top 也从队列中删除了板,我没有发现后面的代码有任何问题。这很浪费(如果队列为空,它会自旋锁定和解锁互斥量),但不会错。

I've added the full code

如果没有 existsinsertpush 的代码,这将毫无用处。

一般观察:

    pthread_mutex_lock(&priority_queue_lock);
    current_board = top(p);
    pthread_mutex_unlock(&priority_queue_lock);

在上面的代码中,您的锁定是 top 函数的 "ouside"。但是在这里:

        if (!exists(h,new_board))
        {
            insert(h,new_board);
            push(p,new_board);
        }

你要么根本不加锁(在这种情况下这是一个错误),要么加锁 "inside" existsinsertpush.

您不应混合使用 "inside" 和 "outside" 锁定。选择一个或另一个并坚持下去。

如果你实际上没有在 existsinsert 等内部锁定队列,那么你就会发生数据竞争并且错误地考虑了互斥量:它们保护 不变量,并且您无法检查队列是否为空 与另一个线程并行 执行 "remove top element" -- 这些操作需要序列化,因此必须都是在锁下完成。