Do you really have 232 objects active at the same time? And each of them needs a 4-byte score variable?
That's 16 gigabytes of RAM just to store the score variable for all those players!!
Or do you have a smaller number of objects, but they use 32-bit identifiers?
If you do have gigabytes worth of 'players' active at once, then there's no simple answer. You'll have to operate on them in batches, moving the data between GPU-RAM, system RAM and disk caches...
If you've got a smaller number of objects per-frame, but they use 32-bit identifiers, then you can first do a remapping pass that generates linear indexes (0,1,2...) for each object that is going to be used this frame, or you can use a hash-map to store the scores for the active objects.
Are you targetting Dx9, 10 or 11 level hardware?
I would guess your OP got downvoted because it's written in a very confusing way, making it hard to help you? I can tell you that the people who downvoted it (so far) haven't actually posted in this thread though.