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Subject: Re: Also another thing

Author: Robert Hyatt

Date: 14:32:04 09/27/01

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On September 27, 2001 at 16:51:46, Uri Blass wrote:

>On September 27, 2001 at 16:31:29, Robert Hyatt wrote:
>
>>On September 26, 2001 at 13:02:12, Robert Hyatt wrote:
>>
>>>On September 26, 2001 at 11:41:03, Vincent Diepeveen wrote:
>>>
>>>>On September 26, 2001 at 11:39:05, Vincent Diepeveen wrote:
>>>>
>>>>please also print for each depth the number of nodes you need!
>>>>
>>>>depths 12/13 with R=2 or R=3 you get within a few seconds or so.\
>>>
>>>I don't get depth 12/13 in a few seconds.  It is more like a few minutes.
>>>What use is the node count?  In chess you don't get to search until you
>>>have searched X nodes.  You get to search until you have used Y seconds...
>>>
>>>
>>>
>>>>
>>>>All the 2.0 speedups i get here i never get within a few seconds.
>>>>it's always levels which i can't realize in tournaments.
>>>
>>>I don't have that problem.  I can get 1.9 in a few seconds or a few minutes
>>>or a few hours.
>>
>>
>>I assume this topic is "closed"?  No more comments since I posted some real
>>data to show that null-move has nothing to do with parallel search efficiency...
>
>No more comments does not mean that there is an agreement.
>
>I do not have an opinion about the speed improvement but I think that the right
>test is not to search to a fixed depth but to search until you find a move that
>you need to find.

That is the same thing.  There is no speed difference between the time at
the point where you find a key move, vs using the time you finish that ply.
A fixed depth is just a better way of controlling a test so that it finishes
in some finite/fixed time.


>
>If the question is about long time control then you should use positions from
>games when Crafty changes it's mind after a long time when you can compare the
>time that it need to change it's mind with one processor and the time that it
>needs to change it's mind with 2 processors.

That time is _exactly_ proportional to the time to search to the same fixed
depth.  I can supply some logs if you want to see what I mean...  IE it doesn't
matter whether you take the time when the first PV is announced at depth=12,
the time when the last PV is announced at depth 12, or the time when depth 12
is completely finished.  The speedups are consistent.





>
>The positions do not need to be taken from a tactical test but from games when
>Crafty changes it's mind after enough time always to the same move for
>positional or tactical reasons.
>
>Uri

I don't see what you are getting at.  The question was "does a program that
doesn't use null-move at all behave more or less efficiently when doing a
parallel search than a program that does use null move?"  It doesn't matter
whether you time to a PV, or to the end of a fixed depth, when answering that
question.  The times are all proportional to each other...





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