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Subject: Re: Preparations for parallel search

Author: Andrew Dados

Date: 07:09:19 07/09/04

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On July 09, 2004 at 09:47:36, Tord Romstad wrote:

>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


While ANSI-C don't define thread specific variables, some compilers will let you
do that... eg in MSVC you can:
 __declspec( thread ) int my_threadvar =1;

You may try some asm trickery and declare threaded variables on the stack. Since
each thread has its own stack it works without a pointer overhead, but it again
has to be a compiler-specific solution

-Andrew-



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