Author: Tord Romstad
Date: 06:47:36 07/09/04
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On July 09, 2004 at 09:13:31, Robert Hyatt wrote: >On July 09, 2004 at 08:38:31, Tord Romstad wrote: > >>I am currently writing a chess engine. Parallel search is not among my main >>interests at the moment, but it is not entirely impossible that I will give it >>a try some time in the future. >> >>In order to keep everything as flexible as possible, I would like to design >>my algorithms and data structures in such a way that adding parallel search >>at a later stage is feasible. I understand that I should remove most of my >>global variables and replace them with huge structs containing the same data, >>and use one such struct for each thread. Is there anything else which is >>important to keep in mind? >> >>Tord > > >That's the main issue assuming you are going to use lightweight processes >(threads) which I believe is the best approach. Yes, threads is what I intend to use. >The most thread-specific data >you have, which means less global data, will help performance (modified global >data is not cache-friendly on a SMP box) and simplify testing (since modified >global data requires atomic locks to avoid interleaved update problems). But as far as I can see, I would be forced to pass an extra pointer to most of the chess-related functions (search(), evaluate(), generate_moves(), make_move() etc.). A bit ugly, but I suppose I could live with that. Thanks for your reply! Tord
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