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Subject: Re: crafty's real speedup - another icca article from bob

Author: Robert Hyatt

Date: 08:48:22 09/06/02

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On September 06, 2002 at 09:04:43, Vincent Diepeveen wrote:

>On September 05, 2002 at 11:52:20, Robert Hyatt wrote:
>
>i don't care for icc.
>
>I hope you realize if tree shape of 2 processors is the same
>and overlap is better of the tree, that speedup is better.

That is, as we say, "intuitively obvious to the casual observer."


>
>That's very trivial. It is the reason why searching deeper
>tends to give a better speedup for DTS. Because the
>hashentries give you directly a similar shape then.
>
>Or do you deny this?




Your reason is _wrong_. The reason deeper searches give better results
with DTS is about _choice_.  Not "better tree shape."  All about "choice".

If I do a 5 ply search as I did in my dissertation, when I do a split, I
have at most 5 places where I can do a split with any one processor.  If
I do 12 ply searches as I am doing with Crafty, I would have 12 places to
choose to do a split.  That gives me more _choices_.  And therefore a better
chance to find a "good" choice.  With five, I often have to take what I can
get.  with 12, if you read the DTS article, I could do some analysis at each
of the 12 plies, and choose the one with the highest probability of being
searched completely.   _that_ is the benefit of more depth.

If just going deeper would help, I ought to be able to search kopec2 to
depth=10, and then to depth=12, and get a better speedup at 12.  That
doesn't happen.  Because in Crafty I don't get to make a "choice" of where
to split, I take what comes along by serendipity, because of the sorta-YBW
algorithm I am using due to the recursive search.

that's all there is too it...

I think a deeper search might help in general, for positions where nothing
unusual is going on.  Because as you go deeper, move ordering gets better and
better near the root, because of hashing and history counts and the like.  But
that is just one _class_ of positions.  There is the other end of the spectrum
where each new iteration reveals some new tactical issue that breaks all the old
move ordering down, because each time you go a ply deeper, you discover another
tactical issue that negates everything you have been computing so far, ordering
info and all.

Both are equally probable in a game.  And it doesn't have to be a tactical
position where you win or lose material.  If you understand an outside passer
but don't understand a distant majority, then if you search positions where
there is a potential outside passer, your search can continually find a good
pv at depth N, but at depth N+1 find that the opponent can produce that outside
passer, but you find a move to prevent it.  But the next iteration you discover
that move now is not good enough, etc...  that score change might only be .3 or
.5 pawns, but it is more than enough to totally wreck the shape of the tree
and even cause a serial search to have a gross branching factor.






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