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Subject: Re: MTD(f) (was Re: New(?) search idea.)

Author: Don Dailey

Date: 21:13:30 01/23/98

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>I had a roughly 200 byte "state" of all the bitmaps, hash signatures,
>castling/ep/50-move status and so forth.  I was doing (in MakeMove) a
>copy/update, so that all I had to do was back up a ply and I had no
>unmake
>to do.  Copying 200 bytes per node is a definite *no no* on a PC.  I
>reduced
>this over time, but the PC simply has no memory bandwidth to spare.  IE
>to
>do a read on a P6/200 takes 20+ clock cycles, not to mention that
>copying
>large blocks like that blows out cache as well.  And while you are
>burning
>those 20 cycles doing a memory read (only 8 bytes per 20 cycles
>remember)
>you can't fetch instructions or anything else that is not in cache.


>the 6:1 was not the result of *just* copying state.  There were other
>changes to boot. I'd suspect that eliminating my make move approach and
>doing copy/update rather than having to unmake later would cost at
>*least*
>30%.  My mistake was running on a non-PC to start with... like the Cray.
>It can copy like nobody's business.  But in a PC, just converting your
>chess board from chars to ints will make a very noticable slowdown,
>because you start pumping 4x the data, using 4x the cache.  I found that
>on the PC, everything possible should be char to fit in the small cache.
>And that it is critical to arrange data so that data needed at about the
>same time is adjacent in memory so that a cache line fill will fetch
>stuff
>needed, not stuff that will not be used...

Hi Bob,

30% sounds better.  I think I can  explain the difference.  I am using
about 160 bytes   of state, but a  lot  of  this the old   make/unmake
program  also  used.  I did  a  bunch of  stuff   that I  guess modern
programs are  no longer doing  so the difference  between my "position
state" vs the "make/unmake" program  are small.  For instance here are
some of the things my old program did:

I would save several hash keys in a  stack to avoid recalculating them
when I unmade  a move.  I saved  the move made  itself so I would know
how to unmake it.  I saved the piece captured, and information to tell
me how to  unmake special moves  if necessary.   This  is the kind  of
stuff  in my current search  state too.  The  depth of search I passed
recursively from   search call to call  instead  of updating  a global
variable.  Instead of recomputing the tactical score incrementally for
pawns and pieces I popped them off a stack.  My variable that tells me
if I'm in check was not a global variable, I did not want to recompute
this when I unmade a move.

At the time I had erroneously believed it was better  to just pop this
stuff off a stack when unmaking.  I just assumed 1 memory accesses was
better than  2 or 3 to incrementally  restore a hash key  for instance
but I wasn't taking cache effects into consideration.

So my new  state passing program is actually  not  much different than
the old program and maybe that's why its so cheap for my program.

I should  experiment  with different setups  to see  how  this affects
things.   Most of  my state   copies will   probably  be in  the  same
locations a  high percentage of the time  if I have an efficient write
cache it might no be so horrible.

- Don



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