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Subject: Re: Table statement

Author: Vincent Diepeveen

Date: 07:53:22 09/05/02

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On September 04, 2002 at 14:29:05, Robert Hyatt wrote:

you get even with fast memory on your quad only a 2.8 speedup
on average at 30 positions.

that's a lot more than a run on 1 position.

>On September 04, 2002 at 14:02:54, Vincent Diepeveen wrote:
>
>>On September 04, 2002 at 12:43:37, Robert Hyatt wrote:
>>
>>Please run crafty at 16 processors. Fine with me.
>>Even though it's a different program. I have no problems
>>with it.
>
>And what would be the point?  I might give you some 16 processor
>numbers on a NUMA machine before long.  I _might_.
>
>
>>
>>But rewrite also the article then that it's not a DTS thing,
>>but a smp_lock thing that doesn't scale above 8 cpu's.
>
>
>Vincent, the smp_lock thing doesn't hurt me thru 16 cpus as I already
>know.  I don't understand why you don't follow this, but in a typical
>3 minute search, I see numbers like this:
>
>              time=3:29  cpu=399%  mat=0  n=303284136  fh=89%  nps=1450k
>              ext-> chk=4663926 cap=1175890 pp=230533 1rep=74539 mate=3299
>              predicted=2  nodes=303284136  evals=99342268
>              endgame tablebase-> probes done=0  successful=0
>              SMP->  split=774  stop=133  data=14/64  cpu=13:55  elap=3:29
>
>That is from a real game played on ICC.
>
>Note it only did 774 splits.  that is 774 smp_locks.  Do you _really_ think
>that hurts performance?  _really_?
>
>If so, I have this bridge I need to get rid of...
>
>You can say smp_lock is a problem all you want.  You can say that it killed
>you on a NUMA machine all you want.  But that doesn't mean it kills _me_
>on 8 or 16 processors...
>
>
>BTW I would hate to publish 16 cpu crafty numbers, because that would probably
>give you _another_ problem to overcome with your "sponsors".  :)



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