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Re: [computer-go] Hardware-Instruction.
Don, a few things have changed since you left computerchess.
MTD no longer can get used. Lazy eval gets used by less and less engines in
the top. If i read the document well Chrilly also can't use it and chrilly
gives a clear explanation for it. The same big scores from evaluation
function will let the evaluation fluctuate from move to move.
Another thing that happened at supercomputers is that in contradiction to
the 80s, the latency to get a remote byte from a cpu relative to the cpu
speed has become 100 times bigger.
So that already ends all plans to use cilk at supercomputers.
Additional in todays software, a shared hashtable is very important to have.
Todays software, because of the improved evaluation function suffers from
more effects.
Deepfritz6 at a quad xeon 500Mhz as it was in 1999 running, searched 17 ply
every move.
Todays deepfritz8 in world champs 2003 and 2004 searched 14 ply at a quad
opteron 2.2Ghz.
Chrilly basically already answerred why.
Nullmove nowadays gets used at R=3, usually not near the leafs.
No one uses cilk in game tree search of course.
At 19:13 5-11-2004 -0500, Don Dailey wrote:
>
>A little more about Cilk, since Vincent grossly mispresented it.
>
>Cilk is really C with a few simple constructs added; spawn, sync,
>inlet and abort. An inlet can catch the result of a computation and
>can abort work inside it. This mechanism makes it perfect for alpha
>beta searching.
>
>Any function that begins with the keyword "cilk" can be spawned in
>parallel. The scheduler is based on work stealing. In cilk you don't
>think about the number of processors, this is abstracted away. Any
>time a "sync" keyword is invoked, the processor doesn't idle, it
>randomly grabs work from somewhere else.
>
>The beauty of cilk is that it rarely invokes overhead for these
>parallel constructs. The cilk pre-processor constructs 2 versions of
>each "cilk" function, one that is purely serial and knows nothing
>about the cilk keywords and associated overheads and the other "slow"
>version has all the good stuff for managing the scheduler. The vast
>majority of the time your program is invoking pure C code without any
>cilk overhead.
>
>Here is an example of the fibonacci function taken from the cilk web
>page:
>
>
>cilk int fib (int n)
>{
> if (n < 2) return n;
> else
> {
> int x, y;
>
> x = spawn fib (n-1);
> y = spawn fib (n-2);
>
> sync;
>
> return (x+y);
> }
>}
>
>
>
>
>For alpha/beta applications like chess, there is an abort keyword that
>can be invoked to stop work that is happening, such as is the case
>when you get a beta cutoff. An "inlet" can catch this case and abort
>all work spawned inside the parent stack frame. Basically, you call
>the inlet (which is a function inside a cilk function GCC style) with
>a spawn statement as an argument to the inlet function. Inside the
>inlet, you can abort work.
>
>This sounds a lot more complicated than it actually is. It is quite
>trivial to write an alpha/beta search routine using cilk without the
>normal pain and agony and debugging using a threading library (like
>pthreads) for instance.
>
>The scheduler is efficient and your code is effecient, you are still
>programming in C. You tell cilk how many processes you want to use
>and cilk will use than many (even if you are on a serial machine, you
>can write, debug and test parallel programs specifying any number of
>proceses.)
>
>If you write a cilk program and run it as a 1 processor program, it
>will run nearly as fast as the same program written without cilk,
>usually within 1 or 2 percent slowdown.
>
>It's really cool for many parallel programming tasks.
>
>Check it out at http://supertech.lcs.mit.edu/cilk/home/intro.html
>
>- Don
>
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>
>
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