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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