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Subject: Re: New crap statement ? Perpetuum mobile

Author: Dave Gomboc

Date: 15:36:29 10/04/01

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On October 04, 2001 at 10:33:01, Miguel A. Ballicora wrote:

>On October 04, 2001 at 03:03:37, Jeremiah Penery wrote:
>
>>On October 04, 2001 at 02:01:59, Bruce Moreland wrote:
>>
>>>On October 03, 2001 at 18:53:31, Dave Gomboc wrote:
>>>
>>>>Observing that the parallel algorithm was super-linearly quicker immediately
>>>>gives rise to a superior sequential algorithm: alternate checking from the front
>>>>of the array and the back of the array for the zero.  It would quickly be
>>>>observed that the parallel algorithm does not have super-linear speedup over
>>>>this superior sequential algorithm.  In addition, the sequential algorithm may
>>>>be further optimized by ignoring the front of the array altogether, which would
>>>>reduce the parallel speedup further.
>>>>
>>>>To ignore the superior sequential algorithm and instead publish results
>>>>comparing only the original, poor sequential algorithm with the parallel
>>>>algorithm is not merely disingenuous but simply bad science.
>>>>
>>>>Dave
>>>
>>>My sequential algorithm is just fine if you have no idea what the data looks
>>>like.  My parallel algorithm is also just fine if you have no idea what the data
>>>looks like.
>>>
>>>The fact that the data encountered in real life creates a worst case for the
>>>sequential algorithm and a best case for the parallel algorithm is a happy
>>>coincidence.
>>
>>The problem is that the data won't _always_ be that way.  If you average the
>>parallel speedup over all possible sets of data for that algorithm, the speedup
>>will be provably not super-linear.  You can't just pick one data point where you
>>do get a super-linear speedup and suggest that it always works that way.
>
>That is not Bruce's point (AFAIK). In a broad sense, for instance, alpha-beta
>search applies to different games. It is possible that there is one type
>of game where the "data" is "abnormal" when compared with other games.
>In this particular game,  the data has the particular feature that allows
>this kind of speed ups. Bruce said that for instance "finding mate in ones type
>of games" might be one example or the tree is full of that game is full of such
>kind of anomalities. Of course, the data itself is no chosen, you choose the
>game. You cannot have the speed up in checkers but you might have it in
>Artic-Chess (I just made it up). Who knows, maybe some kind of smart pruning
>is devised where you have the same kind of effect as "finding mate in ones" and
>you can prune _immediately_ in certain kind of positions (maybe hitting some
>tables, whatever). Then, you might have this super speedup.
>
>Then, a different question would be if you can rewrite the sequential algorithm.
>Maybe you can, but it might be not convenient or just will have other
>bottlenecks because of the rewriting (you add code so you might introduce an
>overhead).
>
>Regards,
>Miguel

You can always rewrite the sequential algorithm, because you can simulate the
parallel one.  Any simulation overhead will be swamped by measurement error.

Dave



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