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Subject: Re: Could someone please anaylse this to 24 ply? [diagram]

Author: Ricardo Gibert

Date: 13:25:51 10/02/03

Go up one level in this thread


On October 02, 2003 at 11:28:54, Robert Hyatt wrote:

>On October 01, 2003 at 20:29:35, Ricardo Gibert wrote:
>
>>On October 01, 2003 at 13:34:53, Robert Hyatt wrote:
>>
>>>On October 01, 2003 at 12:07:40, Vincent Diepeveen wrote:
>>>
>>>>On October 01, 2003 at 11:57:01, Robert Hyatt wrote:
>>>>
>>>>Remember 1997 when you said it would be impossible to search 17-19 ply
>>>>with nullmove, good working hashtable and a few tens of billions of nodes.
>>>
>>>From the opening position.  Yes.  Using 1997 hardware...
>>>
>>>
>>>>
>>>>Your argumentation back then was that the minimum branching factor was
>>>>squareroot of the average number of moves. I have measured that average at 40
>>>>when searching 21 ply from openings position on average.
>>>>
>>>>So sqrt(40) = 6.32
>>>>
>>>>That's what you said back in 1997-1998 in RGCC.
>>>
>>>Not with null-move I didn't say that.
>>>
>>>The evidence is too easy to find.  It is closer to 3.0....
>>>
>>>
>>>>
>>>>You used 35 btw for the average number of moves, but checks get extended, so
>>>>it's in reality 40.
>>>>
>>>>Now you say 'nonsense' again in 2003 against the statement that
>>>>the real problem of a search at a pc where the pc has a loading
>>>>factor EXACTLY 500 times bigger, than at a supercomputer, that this
>>>>doesn't matter for branching factor at all.
>>>
>>>What I say is nonsense is your statement that "the deeper I go, the more
>>>efficient the parallel search gets."  You don't mention any limit to that,
>>>which means that efficiency just continues to climb.  If so, when you go
>>>deep enough you can get there is zero time as efficiency will be infinite.
>>>
>>>
>>>>
>>>>I do not know what science you are performing, but it cannot have anything to do
>>>>with computerchess and search algorithms. Because you can't even do normal math
>>>>there.
>>>
>>>I think my math holds up.  If efficiency continues to climb, it is unbounded.
>>>If it is unbounded, then you will reach a point where you search more than
>>>N times faster with N processors.  That is pure garbage.  It always has been.
>>>It always will be.
>>>
>>>All you have to do is stop and think about what you are writing...
>>
>>
>>Here is an example of a formula that always increases as x increases and yet
>>remains bounded: y = 1 - 1/(2**x)
>>
>
>That isn't what we are talking about here.  That's a function with an
>solvable limit.  Vincent's already posted his >N speedup stuff for N
>processors.  If you go beyond N on speedup, I don't see how you are
>going to calculate any limit for such a function...
>
>Simply saying "deeper goes faster" is inaccurate.  "deeper goes faster but
>the curve is bounded" is much more accurate.


Your last statement is inconsistent with your "If efficiency continues to climb,
it is unbounded."


>
>
>>
>>>
>>>
>>>>
>>>>Vincent
>>>>
>>>>>On October 01, 2003 at 10:10:26, Vincent Diepeveen wrote:
>>>>>
>>>>>>On October 01, 2003 at 10:03:26, Vincent Diepeveen wrote:
>>>>>>
>>>>>>>On October 01, 2003 at 07:45:48, Joachim Rang wrote:
>>>>>>>
>>>>>>>>On October 01, 2003 at 07:31:53, Vincent Diepeveen wrote:
>>>>>>>>
>>>>>>>>>On October 01, 2003 at 07:24:24, Joachim Rang wrote:
>>>>>>>>>
>>>>>>>>>>On September 30, 2003 at 19:33:30, Vincent Diepeveen wrote:
>>>>>>>>>>
>>>>>>>>>>>On September 30, 2003 at 19:30:30, Dann Corbit wrote:
>>>>>>>>>>>
>>>>>>>>>>>>On September 30, 2003 at 19:27:38, Peter Collins wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>>On September 30, 2003 at 19:22:26, Dann Corbit wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>>>On September 30, 2003 at 19:14:02, Peter Collins wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>My apologies for the format (from memory) of the position I'd like to analyse,
>>>>>>>>>>>>>>>but I am at a terminal outside of where I can access the gamescore:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>Black to make his 29th move:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>3q2k1
>>>>>>>>>>>>>>>5p1p
>>>>>>>>>>>>>>>1n2nbpB
>>>>>>>>>>>>>>>1P1p4
>>>>>>>>>>>>>>>1Qp3P1
>>>>>>>>>>>>>>>7P
>>>>>>>>>>>>>>>1P3PK1
>>>>>>>>>>>>>>>1B2R3
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>Sorry if this is the wrong forum, I'm new here.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>A friend of mine played black against Jeremy Silman..he only looked at about a
>>>>>>>>>>>>>>>trillion nodes on slower machines...
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>[D]3q2k1/5p1p/1n2nbpB/1P1p4/1Qp3P1/7P/1P3PK1/1B2R3 b - -
>>>>>>>>>>>>>
>>>>>>>>>>>>>Thanks Dan, indeed, this is the correct position.
>>>>>>>>>>>>>
>>>>>>>>>>>>>I think the one of the best variation so far goes...
>>>>>>>>>>>>>
>>>>>>>>>>>>>29...d4 30.Be4 d3 31.Qd2 g5 32.h4 gxh4 and from here I am using a 2800Barton,
>>>>>>>>>>>>>1.5MB Ram to analyse it.
>>>>>>>>>>>>
>>>>>>>>>>>>1.5 GB, I suppose.
>>>>>>>>>>>>
>>>>>>>>>>>>Do you have a preference for what program to analyze with?
>>>>>>>>>>>>
>>>>>>>>>>>>Many programs will never make it to 24 ply [*]
>>>>>>>>>>>>
>>>>>>>>>>>>[*] By 'never' I mean that not in several years of continuous time.
>>>>>>>>>>>
>>>>>>>>>>>at a 486 sure :)
>>>>>>>>>>>
>>>>>>>>>>>But how about 500 processors?
>>>>>>>>>>>
>>>>>>>>>>>2 hours or so?
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>Diep will never make it to play 24 on your famous 500 CPU-Box.
>>>>>>>>>>
>>>>>>>>>>regards Joachim
>>>>>>>>>
>>>>>>>>>junior gets dual 21 ply, shredder searched at a dual P4 in ict3 like 19 in a
>>>>>>>>>more complex position than this against diep.
>>>>>>>>>
>>>>>>>>>i'm not really seeing the problem when i use similar definitions of a ply like
>>>>>>>>>them.
>>>>>>>>>
>>>>>>>>>Best regards,
>>>>>>>>>Vincent
>>>>>>>>
>>>>>>>>
>>>>>>>>didn't you wrote that you no longer do stupid pruning? Without extensive pruning
>>>>>>>>no program will get 24 plies even at a 500-CPU-Machine.
>>>>>>>>
>>>>>>>>I don't know your program, but do you actually believe that Diep would reach a
>>>>>>>>depth of 24 in two or three hours?
>>>>>>>>
>>>>>>>>regards Joachim
>>>>>>>
>>>>>>>i'm using R=3 nullmove. there is no limit on the number of plies you can search
>>>>>>>with nullmove. if i limit the extensions, sure 24 ply is not a major problem
>>>>>>>when all the search lines end in for example endgame with little possibilities.
>>>>>>>
>>>>>>>Opening is really the worst case position there.
>>>>>>>
>>>>>>>a well tuned evaluation function for this position should have no problems
>>>>>>>reaching 24 after a couple of hours 500 cpu.
>>>>>>>
>>>>>>>you have no idea what you're talking about. how many times in your life have you
>>>>>>>run with a hashtable of sizes up to 250GB having 512GB ram?
>>>>>>
>>>>>>compare it with this. how many thousands of years would it take your current pc
>>>>>>to generate a 10 TB database?
>>>>>>
>>>>>>Well at such machines with 512GB ram and the total system having terabytes of
>>>>>>striped harddisks i/o and 1 TB bandwidth over the entire machine (0.5 at the 512
>>>>>>processor partition obviously) you talk about other dimensions.
>>>>>>
>>>>>>Even with a cleaned hashtable after 10 minutes already speedup is 37.3% at 130
>>>>>>cpu's. that gets better and better simply each ply because the BRANCHING FACTOR
>>>>>>is better at such machines at big depths.
>>>>>>
>>>>>>So it is in short exponential better than a PC.
>>>>>>
>>>>>>If i search 5 ply deeper than normal diep, that in theory would be:
>>>>>>
>>>>>>3.0^5 = 243 speedup out of 500 processors.
>>>>>
>>>>>That's nonsense.  If that were true, you could eventually search to the
>>>>>end of the game in no time.  Because the limit of that function is +infinity.
>>>>>
>>>>>Please do a little math before you post such nonsense...
>>>>>
>>>>>>
>>>>>>Impossible some will say. Well when you give 1 processor 200GB hashtables in
>>>>>>total you sure won't find a 243 speedup.
>>>>>>
>>>>>>However with so many million nodes a second you speak about other dimensions
>>>>>>than a PC can handle.
>>>>>>
>>>>>>I can store *every* node into hashtable.
>>>>>>
>>>>>>Without that no speedup at all at the machine. But doing that the speedup is
>>>>>>magnificent!
>>>>>>
>>>>>>So the real power shows at long level analysis!
>>>>>>
>>>>>>Best regards,
>>>>>>Vincent



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