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Subject: Re: deep blue versus diep

Author: Omid David Tabibi

Date: 21:14:52 04/12/03

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On April 12, 2003 at 22:45:19, Vincent Diepeveen wrote:

>On April 12, 2003 at 13:20:51, Omid David Tabibi wrote:
>
>>On April 12, 2003 at 10:02:43, Uri Blass wrote:
>>
>>>On April 12, 2003 at 09:17:31, Omid David Tabibi wrote:
>>>
>>>>Quite an interesting read Vincent.
>>>>
>>>>I'm afraid you are investing too much in the parallel speedup though. Any
>>>>hardware speedup will be linear (at best) while algorithmic enhancements are
>>>>exponential. If you manage to search one ply deeper by an algorithmic
>>>>improvement, the gain will be more than any parallel speedup can yield.
>>>
>>>I agree that the hardware speedup from parallel search will be linear at best
>>>but linear improvement is not always less than one ply.
>>
>>Diep is already parallel. I assume that he will get far less than a 4x speedup
>>for his latest work on massive parallelism. Assuming an effective branching
>>factor of 4, that speedup will equal one ply.
>
>b.f. = 2.9

Because you are using standard R=3; but is the search reliable? That bf will not
be of much use if it causes Diep to find the correct move two plies later in
comparison to its competitors. When was the last time you compared Diep's
performance to other engines using test suites?

BTW, I can get even a smaller branching factor than yours in no time. I will
just use standard R=6 :)



>
>>
>>
>>>
>>>If the number of processors is big then it can be more than one ply.
>>>
>>>I believe that it is possible to get a lot more than one ply by pruning and
>>>extensions but I decided that I prefer first to improve movei's evaluation and
>>>only later to improve movei by better pruning and extensions because evaluation
>>>is one of the things that is used in decisions about pruning and extensions.
>>>
>>>I believe that Movei's main problem in games with programs at similiar strength
>>>is in the endgame so I will probably do some improvement in that stage before
>>>going back to search.
>>>
>>>Uri



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