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Subject: Re: Parallel search article RBF

Author: Vincent Diepeveen

Date: 13:19:28 09/13/02

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On September 13, 2002 at 12:32:33, Robert Hyatt wrote:

>On September 13, 2002 at 08:30:36, Vincent Diepeveen wrote:
>
>>On September 11, 2002 at 22:09:26, Robert Hyatt wrote:
>>
>>>On September 11, 2002 at 15:27:32, Dann Corbit wrote:
>>>
>>>>On September 11, 2002 at 15:10:49, Gian-Carlo Pascutto wrote:
>>>>[snip]
>>>>>>2.  That there is definitely a linear improvement in new CPUs and 64 CPUs is
>>>>>>almost exactly twice as good as 32 CPUs.  I think that is pretty astonishing,
>>>>>>and so however it is that communication happens between nodes should be tried
>>>>>>in other systems.
>>>>>
>>>>>It's a natural consequence of the fact that they have (almost) no
>>>>>synchronisation costs.
>>>>
>>>>Well, that's pretty interesting, isn't it?  Can the same model be copied to
>>>>other algorithms?
>>>>
>>>>Surely they have to coordinate the information from the entire set of processors
>>>>somehow.  The processors cannot be purely independent of one another or no
>>>>resolution would be reached.  If a similar speedup could be obtained with
>>>>another scheme, it might be very valuable.
>>>>
>>>>Also, since they have done a test with 64 CPUs, I assume that they are using
>>>>some sort of NUMA architecture, since there are not many 64 CPU SMP systems
>>>>around.  Hence, it might scale to stupendous CPU counts like the DoD
>>>>supercomputers with thousands of CPUs.  If if the efficiency is 1%, if you have
>>>>10000 CPUs you will be at 100x the speed of a single CPU system.  Maybe no other
>>>>system can match that.
>>>
>>>
>>>Two comments to _everybody_ fiddling with this thread.
>>>
>>>1.  The best serial algorithm is generally _not_ the best parallel
>>>algorithm.  This has been shown over and over and over.  The best parallel
>>>algorithm, by inverse thinking, is not necessarily the best serial algorithm
>>>either.  Just because we use alpha/beta today doesn't mean we will be using
>>>it in 5 years on massively parallel machines.  Quicksort is the best serial
>>>sort today.  It isn't necessarily the best parallel sort for large numbers
>>>of processors.
>>>
>>>2.  Best-first is not thought much of today, because it has never worked well
>>>in the past.  But that doesn't mean it _can't_ work well, just that nobody has
>>>really worked with it anywhere near as much as with Shannon's original minimax
>>>approach later augmented with the now infamous alpha/beta modification...
>>
>>In the general case i don't disagree, but in case of chess i completely
>>disagree, assuming a game playing program.
>>
>>It is well proven that best first search, or any search related to it
>>like for example CNS or whatever, that can work pretty well to solve
>>certain things.
>
>
>Once again, we need to discuss "proven".  Alpha/beta is working well for
>chess.  That does _prove_ that it works well.  It does not prove that it
>is the best there is, it doesn't prove that others might not eventually
>be better.  You can't prove a "not" event...
>
>All you can say is that "today, evidence suggests that alpha/beta is better
>than breadth-first type algorithms..."
>
>Emphasis on "today".

Not really, the statistics show such an overwhelming evidence that it
works better to use a depth limited search (either with or without
extensions or fractional ply whatever you want to call it, or units or
whatever, but DEPTH limited).

Not a single researcher who made a best first search program compared
their program in game play objectively to an optimized program of their
own that's using depth limited search with a bunch of extensions.

The few examples we know here, they no longer use best first search...

So i don't want to throw all their researches through the toilet, as
no one is going to stop them trying, the research is simply not done
properly in that respect.



>
>
>
>
>>
>>We see that they solve some tricks pretty quick with best first search.
>>
>>However, that's a trivial thing to do with best first search. Best first
>>search is *known* to work well for problems where the heuristics are
>>simplistic and the search space easy to define.
>>
>>Good example is for example is junior. Just put these tricks at it
>>and you'll see it finds it within seconds, because it is extending
>>captures and checks more than most other programs do.
>>
>>Yet their search IS a depth limited search, NOT a best first search.
>>
>>If we compare a depth limited program optimized to find tricks with
>>any best first search, the best first search programs get already
>>completely *outgunned* everywhere.
>>
>>The simple proof is, modify the crafty version they used to solve
>>these tricks to a version which gives an extension of 0.5 ply for
>>every capture and every check performed.
>>
>>If you compare that with the teams findings, their best first
>>search thing will look immature in all respects.
>
>Maybe or maybe not, but that only means _their implementation_ might need
>more work.  It is not a proof of anything about best-first in general.  From
>a theoretical point of view, both are equivalent.  Both in what they can
>"see" and in what they "can't".
>
>
>
>
>
>>
>>What they do not realize is that captures and checks limit the
>>number of 'plausible moves', so it is very likely that best first
>>search projects find tricks seemingly fast, whereas the reality
>>is that they suck ass.
>>
>>In case of positional play however, the best first search quality is
>>based upon the quality of the estimation which subdomain to search, so
>>there it works against them.
>>
>>We see that world champion junior's real weakness is that if it is
>>at a depth of 19 ply, some positional lines which are not trivial moves,
>>just sees up to a depth of 5 ply at most, as they have 3 basic
>>moves seemingly (perhaps they want to comment on it?)
>>  - good moves costing 1 unit
>>  - average good moves costing 2 units
>>  - bad moves (such as moving a rook to a non-open file) costing 3 units.
>>
>>Any of such systems completely outgun tactical any best first search
>>approach, and i need to note here that junior definitely tries to find
>>positional problems.
>>
>>A simple version of DIEP which i modified to find just tactics in the
>>above 1,2,3 unit way (which works 100x better for hashtables than
>>fractional extensions, so please do NOT compare it with fractional
>>search depths which are EXTENDING rather than doing other things),
>>it obviously finds all the tactical tricks at lightspeed, despite that
>>it didn't have mating extensions nor singular extensions, which is
>>what their 'comments' is in the article.
>>
>>So throwing rocks at them is not the right thing to do as they prestented
>>their results as they were, but obviously i do not share their conclusion
>>at all and can in fact EXPLAIN why best first search *seemingly* is not
>>too bad with regard to tactics.
>>
>>The real test to do with their program is of course to play 100 games
>>without learning on both sides against other programs with both a
>>depth limited version as we all use, and a best first search version.
>>
>>It says something on how serious we must take their 2 hours project.
>>
>>>I hesitate to throw rocks at people trying new ideas.  Sometimes they waste
>>>tons of time, but _sometimes_ they find remarkable results...



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