Computer Chess Club Archives


Search

Terms

Messages

Subject: Re: DTS article robert hyatt - revealing his bad math

Author: Uri Blass

Date: 10:22:45 09/03/02

Go up one level in this thread


On September 03, 2002 at 12:58:23, Vincent Diepeveen wrote:

>On September 03, 2002 at 12:54:05, Matthew Hull wrote:
>
>>On September 03, 2002 at 12:33:12, Vincent Diepeveen wrote:
>>
>>>On September 03, 2002 at 12:28:55, Matthew Hull wrote:
>>>
>>>>On September 03, 2002 at 11:56:48, Vincent Diepeveen wrote:
>>>>
>>>>>We all know how many failures the past years parallel programs have been
>>>>>when developed by scientists. This years diep show at the teras was no
>>>>>exception to that. The 3 days preparation time i had to get
>>>>>to the machine (and up to 5 days before tournament
>>>>>i wasn't sure whether i would get system time *anyway*).
>>>>>
>>>>>However sponsors want to hear how well your thing did. At a 1024
>>>>>processor machine (maximum allocation 512 processors within 1 partition
>>>>>of shared memory) from which you get 60 with bandwidth of the memory
>>>>>2 times slower than local ram, and let's not even *start* to discuss
>>>>>the latency otherwise you will never start to fear diep using that
>>>>>machine. All i can say about it is that the 20 times slowed down
>>>>>Zugzwang was at 1999 at a machine with faster latency...
>>>>>
>>>>>I'm working hard now to get a DIEP DTS NUMA version ready.
>>>>>
>>>>>DTS it is because it is dynamic splitting wherever it wants to.
>>>>>
>>>>>Work for over a month fulltime has been done now. Tests at a dual K7
>>>>>as well as dual supercomputer processors have been very positive.
>>>>>
>>>>>Nevertheless i worried about how to report about it. So i checked out the
>>>>>article from Robert Hyatt again. Already in 1999 when i had implemented
>>>>>a pc-DTS version i wondered why i never got near the speeds of bob
>>>>>when i was not forward pruning other than nullmove. The 1999 world champs
>>>>>version i had great speedups, but i could all explain them by forward
>>>>>pruning which i was using at the time.
>>>>>
>>>>>Never i got close even dual xeon or quad xeon to speeds reported by Bob
>>>>>in his DTS version described 1997. I concluded that it had to do with
>>>>>a number of things, encouraged by Bob's statements. In 99 bob explained
>>>>>that splitting was very cheap at the cray. He copied a block with all
>>>>>data of 64KB from processor 0 to P1 within 1 clock at the cray.
>>>>>
>>>>>I didn't know much of crays or supercomputers at the time, except that
>>>>>they were out of my budget so i believed it. However i have a good memory
>>>>>for certain numbers, so i have remembered his statement very well.
>>>>>
>>>>>In 2002 Bob explained the cray could copy 16 bytes each clock. A
>>>>>BIG contradiction to his 1999 statement. No one here will wonder
>>>>>about that, because regarding deep blue we have already seen hundreds
>>>>>of contradicting statements from bob. Anyway, that makes
>>>>>splitting at the cray of course very expensive, considering bob copied
>>>>>64KB data for each split. Crafty is no exception here.
>>>>>
>>>>>I never believed the 2.0 speedup in his tabel at page 16 for 2 processors,
>>>>>because if i do a similar test i sometimes get also > 2.0, usually less.
>>>>>
>>>>>Singular extensiosn hurted diep's speedup incredible, but even today
>>>>>i cannot get within a few minutes get to the speedup bob achieved in
>>>>>his 1997 article.
>>>>>
>>>>>In 1999 i wondered about why his speedup was so good.
>>>>>So Bob concluded he splitted in a smarter way when i asked.
>>>>>Then i asked obviously how he splitted in cray blitz, because
>>>>>what bob is doing in crafty is too horrible for DIEP to get a speedup
>>>>>much above 1.5 anyway. I asked obviously how he splitted in cray blitz.
>>>>>
>>>>>The answer was: "do some statistical analysis yourself on game trees
>>>>>to find a way to split well it can't be hard, i could do it too in
>>>>>cray blitz but my source code is gone. No one has it anymore".
>>>>>
>>>>>So you can feel my surprise when he suddenly had data of crafty versus
>>>>>cray blitz after 1999, which bob quotes till today into CCC to proof how
>>>>>well his thing was.
>>>>>
>>>>>Anyway, i can analyze games as FM, so i already knew a bit about how well
>>>>>this cray blitz was. I never paid much attention to the lies of bob here.
>>>>>
>>>>>I thought he was doing this in order to save himself time digging up old
>>>>>source code.
>>>>>
>>>>>Now after a month of fulltime work at DIEP at the supercomputer and having
>>>>>it working great at a dual (and very little overhead) but still a bad
>>>>>speedup i started worrying about my speedup and future article to write
>>>>>about it.
>>>>>
>>>>>So a possible explanation for the bad speedup of todays software when compared
>>>>>to bob's thing in 1993 and writing about it in 1997 is perhaps explained
>>>>>by nullmove. Bob still denies this despite a lot of statistical data
>>>>>at loads of positions (150 positions in total tried) with CRAFTY even.
>>>>>
>>>>>Bob doesn't find that significant results. Also he says that not a
>>>>>single of MY tests is valid because i have a stupid PC with 2 processors
>>>>>and bad RAM. a dual would hurt crafties performance too much.
>>>>>
>>>>>This because i concluded also that the speedup crafty gets here
>>>>>is between 1.01 and 1.6 and not 1.7.
>>>>>
>>>>>Data suggests that crafties speedup at his own quad is about 2.8,
>>>>>where he claims 3.1.
>>>>>
>>>>>Then bob referred back to his 1997 thesis that the testmethod wasn't good.
>>>>>Because to get that 2.8 we used cleared hashtables and in his thesis he
>>>>>cheats a little by not clearing the tables at all. to simulate a game
>>>>>playing environment that's ok of course.
>>>>>
>>>>>However there is a small problem with his article. The search times and
>>>>>speedup numbers are complete fraud. If i divide the times of 1 cpu by
>>>>>the speedup bob claims he has, i get perfect numbers nearly.
>>>>>
>>>>>Here is the result for the first 10 positions based upon bob's article
>>>>>march 1997 in icca issue #1 that year, the tables with the results
>>>>>are on page 16:
>>>>>
>>>>>When diep searches at a position it is always a weird number.
>>>>>If i claim a speedup of 1.8 then it is usually 1.7653 or 1.7920 or 1.8402
>>>>>and so on. Not with bob. Bob knows nothing from statistical analysis
>>>>>of data (i must claim innocent here too but i am at least not STUPID
>>>>>like bob here):
>>>>>
>>>>>pos   2      4      8   16
>>>>>1  2.0000 3.40   6.50   9.09
>>>>>2  2.00   3.60   6.50  10.39
>>>>>3  2.0000 3.70   7.01  13.69
>>>>>4  2.0000 3.90   6.61  11.09
>>>>>5  2.0000 3.6000 6.51   8.98876
>>>>>6  2.0000 3.70   6.40   9.50000
>>>>>7  1.90   3.60   6.91  10.096
>>>>>8  2.000  3.700  7.00  10.6985
>>>>>9  2.0000 3.60   6.20   9.8994975 = 9.90
>>>>>10 2.000  3.80   7.300 13.000000000000000
>>>>>
>>>>>This clearly PROOFS that he has cheated completely about all
>>>>>search times from 1 processor to 8 processors. Of course
>>>>>now that i am running myself at supercomputers i know what is
>>>>>the problem. I only needed a 30 minute look a month ago
>>>>>to see what is in crafty the problem and most likely that was
>>>>>in cray blitz also the problem. The problem is that crafty
>>>>>copies 44KB data or so (cray blitz 64KB) and while doing that
>>>>>it is using smp_lock. That's too costly with more than 2 cpu's.
>>>>>
>>>>>This shows he completely lied about his speedups. All times
>>>>>from 1-8 cpu's are complete fraud.
>>>>>
>>>>>There is however also evidence he didn't compare the same
>>>>>versions. Cray Blitz node counts are also weird.
>>>>>
>>>>>The more processors you use the more overhead you have obviously.
>>>>>Please don't get mad at me for calculating it in the next simple
>>>>>but very convincing way. I will do it only for his first node
>>>>>counts at 1..16 cpu's, the formula is:
>>>>>  (nodes / speedup_i-cpu's ) * speedup_i+1_cpu's
>>>>>
>>>>>1 to 2 cpu's we don't need the math.
>>>>>If you need exactly 2 times shorter to get to it but
>>>>>thereby you need more nodes at more cpu's (where you need
>>>>>expensive splits) then that's already weird of course, though
>>>>>not impossible.
>>>>>
>>>>>2 to 4 cpu's:
>>>>> 3.4 * (89052012 / 2.0) = 151388420.4 nodes.
>>>>>  bob needed: 105.025.123 which in itself is possible.
>>>>>  Simply like 40% overhead extra for 4 processors which 2 do
>>>>>  not have. This is very well possible.
>>>>>
>>>>>4 to 8 cpu's:
>>>>>  6.5 * 105025123 nodes / 3.4 = 200.783.323
>>>>>  bob needed: 109MLN nodes
>>>>>  That means at 8 cpu's the overhead is already approaching
>>>>>  100% rapidly. This is very well possible. The more cpu's
>>>>>  the bigger the overhead.
>>>>>
>>>>>8 to 16 cpu's:
>>>>>  9.1 * (109467495 / 6.5) = 153254493
>>>>>  bob needed: 155.514.410
>>>>>
>>>>>My dear fellow programmers. This is impossible.
>>>>>
>>>>>Where is the overhead?
>>>>>
>>>>>The factor 100% at least overhead?
>>>>>
>>>>>More likely factor 3 overhead.
>>>>>
>>>>>The only explanation i can come up with is that the node counts
>>>>>from 2..8 processors are created by a different version from
>>>>>Cray Blitz than the 16 processor version.
>>>>>
>>>>>From the single cpu version we already know the number of nodes gotta
>>>>>be weird because it is using a smaller hashtable (see page 4.1 in the
>>>>>article second line there after 'testing methodology').
>>>>>
>>>>>We talk about mass fraud here.
>>>>>
>>>>>Of course it is 5 years ago this article and i do not know whether
>>>>>he created the table in 1993.
>>>>>
>>>>>How am i going to tell my sponsor that my speedup won't be the same
>>>>>as that from the 1997 article? To whom do i compare, zugzwang?
>>>>>'only' had on paper 50% speedup out of 512 processors. Of course also
>>>>>something which is not realistic. However Feldmann documented most of
>>>>>the things he did in order to cripple zugzwang to get a better speedup.
>>>>>
>>>>>A well known trick is to kick out nullmove and only use normal alfabeta
>>>>>instead of PVS or other forms of search. Even deep blue did that :)
>>>>>
>>>>>But what do you guys think from this alternative book keeping from Bob?
>>>>>
>>>>>Best regards,
>>>>>Vincent
>>>>
>>>>
>>>>It sounds like you are saying in effect, "If I cannot duplicate Bob's
>>>>performance numbers with DIEP, then Bob's claims are false".
>>>
>>>No. please look at the data.
>>>
>>>There is a 1 / 10^30 chance you get such data.
>>>
>>>In short he has made up the data. The search times he has 'invented'
>>>himself.
>
>I am not talking about my machine here. i am talking about the
>fraud committed by bob.
>
>pos   2      4      8   16
>1  2.0000 3.40   6.50   9.09
>2  2.00   3.60   6.50  10.39
>3  2.0000 3.70   7.01  13.69
>4  2.0000 3.90   6.61  11.09
>5  2.0000 3.6000 6.51   8.98876
>6  2.0000 3.70   6.40   9.50000
>7  1.90   3.60   6.91  10.096
>8  2.000  3.700  7.00  10.6985
>9  2.0000 3.60   6.20   9.8994975 = 9.90
>10 2.000  3.80   7.300 13.000000000000000
>
>There is a chance smaller than 1/10^30 that 'by accident' such
>numbers happen. that's 0.0000000000000000000000000000001
>with about 30 zero's before the 1 happens.

I do not think that the probability is 1/10^30.
I guess that the 13 is based on times.
If the numbers are based on time in 1/1000 seconds then it is possible.

You may get 737/1000 seconds with 16 processors and exactly 737*13/1000 seconds
in one processor.

This is rare but not so rare to be impossible.

If you choose a random number for the 1 processor you have a probability of
1/737 to fget similiar behaviour.

Uri



This page took 0.01 seconds to execute

Last modified: Thu, 15 Apr 21 08:11:13 -0700

Current Computer Chess Club Forums at Talkchess. This site by Sean Mintz.