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Subject: Re: Inflationary Effects? (more, ignore previous more post)

Author: Uri Blass

Date: 07:26:02 07/15/03

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On July 15, 2003 at 09:44:34, Robert Hyatt wrote:

>On July 15, 2003 at 02:36:27, Uri Blass wrote:
>
>>On July 15, 2003 at 00:37:32, Robert Hyatt wrote:
>>
>>>On July 14, 2003 at 18:38:51, Uri Blass wrote:
>>>
>>>>On July 14, 2003 at 16:35:05, Robert Hyatt wrote:
>>>>
>>>>>On July 14, 2003 at 16:32:17, Robert Hyatt wrote:
>>>>>
>>>>>
>>>>>One thing more I should add.  Cray Blitz searched about 20K on a single YMP
>>>>>CPU.  On the genius PC (486/33) it could not hit 100 nodes per second.  For
>>>>>a speed reference.
>>>>
>>>>I think that comparing the same program is misleading.
>>>>I guess that a programmer who needs to write the same algorithm for 486/33 is
>>>>going to write it in a different way.
>>>
>>>I think some of the things are simply _not_ going to be done.  Too slow.
>>
>>What did you do in cray blitz that you believe that you cannot do on 486/33
>>because of speed?
>
>1.  Quality mobility.  Take the set of squares a piece directly attacks.
>Instead of counting mobility = sum of squares, compute a "usefulness score"
>for each square on the board, and compute mobility = sum of usefulness scores
>for the squares attacked by that piece.  It is computationally intensive,
>but very fast on a vector machine.

How do you calculate the usefulness score?
I think that if calculating the usefulness score is not expensive then
calculating the sum of usefulness score is also not very expensive.

>
>2.  King safety.  What pieces attack the area around the king, and how close
>to the king are the squares that are attacked?  What about indirect attacks
>such as two rooks or rook/queen or bishop/queen in "battery"?  How hard is it
>to get defenders over to help?  Again, all pretty straightforward to calculate,
>but way slow.  Unless you have vectors.

I think that Ed attack tables are about similiar information and Rebel is not
extremely slow.

>
>3.  Hash table.  We did 8/16 probes.  But not to consecutive table entries.
>We used another 9 bits from the hash signature to generate a random offset
>to probe to, to better distribute the entries and avoid clustering/chaining.
>Horribly slow on a PC.  Absolutely free on a vector machine.

This is not an evaluation decision sand I thought about evaluation.

>
>I'm sure there are other things I have missed.  One comparison.  On the
>486/33, Cray Blitz ran at under 100nps.  Well under.  It varied from a low
>of about 10, to a peak of maybe 75-80.  Crafty on that same machine would
>hit around 3.5K to 5K.  Figure a speed difference of about 100X at least.

>
>
>>
>>I mean to things that you think that the price in term of speed is more than
>>being 10 times slower because I assume that Crafty can hit at least 1000 nodes
>>per second on 486(I have not 486 to test so it is only a guess).
>>
>>Uri
>
>It's primarily a matter of a "different approach".  Vectors allow things that
>are simply too slow with a PC, no matter what you try to do to make it
>efficient.  On a PC, sequential memory addresses are _way_ more efficient
>than random accesses.  On a vector machine this is not true at all.  The first
>word of any vector is the slowest to access.  The next N are free.  And the
>next N don't have to be consecutive.  They can be uniformly spaced through
>memory, or randomly spaced.

I understand that the machines are different but I am not convinced so easily
that things are too slow without trying to do them on PC.

there are a lot of things that it is possible to do faster by defining better
data structures.

Uri



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