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Subject: Re: The need to unmake move

Author: Johan de Koning

Date: 23:34:05 08/22/03

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On August 22, 2003 at 10:45:11, Robert Hyatt wrote:

>On August 22, 2003 at 02:53:06, Johan de Koning wrote:
>
>>On August 21, 2003 at 11:29:49, Robert Hyatt wrote:
>>
>>>On August 21, 2003 at 03:16:35, Johan de Koning wrote:
>>>
>>>>On August 20, 2003 at 14:27:57, Robert Hyatt wrote:
>>>>
>>>>>On August 20, 2003 at 03:59:38, Johan de Koning wrote:
>>>>>
>>>>>>On August 19, 2003 at 22:11:14, Robert Hyatt wrote:
>>>>>>
>>>>>>>On August 19, 2003 at 20:06:58, Mathieu Pagé wrote:
>>>>>>>
>>>>>>>>Hi,
>>>>>>>>
>>>>>>>>The fact:
>>>>>>>>
>>>>>>>>I have this question i read at some place that it is faster to unmake a move
>>>>>>>>than to save the state of the game before moving then restoring it when we want
>>>>>>>>to unmake the move.
>>>>>>>>
>>>>>>>>For the moment my engines did not implement unmake() (it is still buggy).
>>>>>>>>
>>>>>>>>My thougth:
>>>>>>>>
>>>>>>>>Since bitboard computation are slow (on 32 hardware) i think that it can be
>>>>>>>>slower to unmake the move than to save the state. I friend of me that is lot
>>>>>>>>better than me at optimizing code also think that.
>>>>>>>>
>>>>>>>>My questions:
>>>>>>>>
>>>>>>>>Are you all using unmake() function or there is some of you that found that
>>>>>>>>saving the state is better ?
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>read the comments from Crafty in main.c.  I started out using what is
>>>>>>>commonly called "copy/make" as that worked well in Cray Blitz.  But it
>>>>>>>didn't work well in the PC.  The PC has very limited memory bandwidth,
>>>>>>>when you compare the speed of memory to the speed/demands of current
>>>>>>>processors.  If you keep the board in cache, and update it there, it is
>>>>>>>more efficient than to copy it from real memory to real memory...
>>>>>>
>>>>>>I hate to play Vincent here, but real memory is not an issue.
>>>>>>
>>>>>>If you manage to keep the deepest few plies worth of position structs in L1
>>>>>>cache, then bandwith is pretty decent on the PC. And it has been ever since them
>>>>>>PCs were endowed with cache.
>>>>>
>>>>>Sure, but look at what happens.  You copy a couple of hundred bytes.  You
>>>>>update it _once_.  Then you copy it again for the next ply.  And so on.  Not
>>>>>only are you not re-using what you moved around early, you are displacing good
>>>>>stuff from the cache as well.
>>>>
>>>>You *are* re-using the stuff that you didn't change, by skipping the unmake()
>>>>while backing up. And yes, you are claiming more cache space. But only the very
>>>>few most active copies are relevant.
>>>
>>>Not quite.  I regularly hit 50+ plies deep.  By the time I back up to ply
>>>20, that is long-gone from cache.  And it gets re-loaded.
>>
>>And this happens quite often.
>>Particularly if you have a branching factor of 1.01 or something. :-)
>
>It doesn't take much.  the PIV has 512K L2 cache.  128 bytes per line,
>which turns into 4096 lines.  My bitmap stuff is about 256 bytes, or two
>lines.  50 plies deep racks up 100 of those cache lines, a big chunk.  Of
>course there are other things that need to be in cache at the same time.

I would be more concerned about L1 cache.
Especially in 1996, when the Pentia had only 8 kB IIRC.

>However, the q-search is a good case in point.  It is easy to zap back and
>forth for 20 plies with a 1.01 branching factor there...

I was only joking, but if the q-search shows such kind of behavour *regularly*,
there something fishy going on.

About half of the q-nodes have no children because of rep, mate, eval>=beta, or
all captures futile (according to a quick test, too lazy to do a decent test).
This could still mean that most horizon nodes are childless, while some spawn
very long narrow lines. However, I consider this most unlikely.

In fact, I would consider it most unwanted. As you like to say: the q-search is
erroneous anway. Q-nodes with draft -5 and beyond will contribute very little to
the already small accuracy at draft 0. So if they do claim a large part of the
search, it's better to prevent them or lose them. SEE can do both.

... Johan



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