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Subject: Re: To anyone who has ever automatically created an opening book

Author: Dave Gomboc

Date: 08:15:38 11/14/01

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On November 13, 2001 at 16:19:23, John Merlino wrote:

>On November 12, 2001 at 15:52:25, Scott Gasch wrote:
>
>>On November 09, 2001 at 20:25:52, John Merlino wrote:
>>>
>>>To give a quick answer:
>>>
>>>My test was with a book with just under 150,000 games in it. It took about 250MB
>>>of RAM (which ended up requiring about 100MB of swapping on my machine), and a
>>>little less than 4 hours to process at a depth of 40 plies. The result (after
>>>pruning zero-weight branches, which is, in effect, the same as your "straining"
>>>process) was a file that was about 550K. If I had not pruned the zero-weight
>>>branches, the file would have been about 6.1MB. Admittedly, though, this timing
>>>is during a debugging process, and I have not actually tried running it with a
>>>release build.
>>
>>What is taking it so long?  Is it swapping?  That will kill the speed of book
>>generation, of course.  Is the PGN reader just really slow?  Have you tried
>>profiling the code during book generation?  It might give you an aha.
>>
>>>However, I think our PGN reader code is one of the main bottlenecks. It appears
>>>to only be able to import about 100 games/second, and nobody else has reported
>>>anything less than 2,000 games/second. That's probably something I should look
>>>at.
>
>It's DEFINITELY the PGN reader (which is very old and VERY picky code, meaning
>that I am reluctant to change any of it). It appears to average 15-20ms per
>game, which is why I'm only getting about 60 games/second total speed during
>import.
>
>Oh well.... According to my survey, there's probably only about 100 people who
>actually use it (and I'm only half-kidding).
>
>jm

Why don't you guys just buy the use of some better PGN-reading code?

Dave



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