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Subject: Re: Let's talk about fraud.

Author: Robert Hyatt

Date: 10:31:14 05/03/04

Go up one level in this thread


On May 03, 2004 at 13:03:16, Sune Fischer wrote:

>On May 03, 2004 at 11:13:11, Vincent Diepeveen wrote:
>
>>On May 03, 2004 at 10:53:19, Robert Hyatt wrote:
>>
>>>On May 03, 2004 at 10:19:46, Sune Fischer wrote:
>>>
>>>>
>>>>>I don't see any at 8.  I don't personally have access to a 16-way box yet so I
>>>>>can't say anything there.  But there is nothing that really makes null-move hurt
>>>>>parallel search...
>>>>
>>>>Couldn't it be, that nullmove hurts scalability in much the same way alpha-beta
>>>>"hurts" parallel search compared to minimax?
>>>
>>>I don't see how.  It might make _some_ positions more unstable, and unstable
>>>positions hurt parallel search.  But it also makes other positions more stable.
>>
>>What a nonsense. "i don't see how."
>>
>>it is very clearly proven. For everyone doing parallel research it is *trivial*
>>that more unstable trees are harder to split.
>
>Yes I think that is trivial too, but what is not so trivial is if nullmove
>causes these unstable search trees.
>
>>Further you must wait *longer* now to split because you first nullmove and must
>>search another move before splitting.
>
>Yes, but wouldn't this result in some processors running idle?
>
>>>I don't see why, unless you form the hypothesis of "forward pruning makes move
>>>ordering _worse_."  That's the only wat this could happen...
>>>
>>>There are obviously "issues".  Forward pruning tosses moves out.  So at any node
>>>you will have fewer branches to search than in a normal (non-pruning) program.
>>>But if you don't require that all processors always work at the same node, this
>>>should not be a problem.  IE Crafty searches endgames just as efficiently as it
>>>searches complex middlegames, from an SMP perspective...
>>
>>In endgames you search in general bigger depths. So on average the trees that
>>are there after you split are bigger. Bigger depthleft means less overhead and
>>more efficient parallel search.
>
>That sounds logical, but I think splitting overhead << parallel search overhead,
>so there must be another explanation too.
>
>I seem to recall some numbers from Crafty, that a split is basicly a copy of a
>few kilobytes and a split happens a few thousand times a minute. This would
>accumulate to 1 second CPU time?
>
>-S.

Here are some split numbers for a quad search in a game played on ICC.  The
"elap" is the actual wall-clock time taken per move, most were a little over a
minute..  I don't think those splits account for much time.  Why?  just
comparing 1 cpu nps to 2cpu nps for example.  In 1cpu _no_ splits are ever done.


              SMP->  split=7437  stop=1129  data=14/128  cpu=4:25  elap=1:06
              SMP->  split=9961  stop=1435  data=10/128  cpu=8:40  elap=2:10
              SMP->  split=2454  stop=348  data=9/128  cpu=4:13  elap=1:03
              SMP->  split=8381  stop=1400  data=12/128  cpu=4:06  elap=1:02
              SMP->  split=6453  stop=1111  data=11/128  cpu=4:01  elap=1:00
              SMP->  split=8694  stop=1451  data=10/128  cpu=5:28  elap=1:22
              SMP->  split=7986  stop=1103  data=10/128  cpu=3:53  elap=58.52

Here is the nps data from my dual xeon:

              time=21.85  cpu=99%  mat=0  n=23757358  fh=92%  nps=1.09M
              SMP->  split=0  stop=0  data=0/128  cpu=21.75  elap=21.85
              time=11.86  cpu=198%  mat=0  n=23740599  fh=92%  nps=2.00M
              SMP->  split=222  stop=21  data=6/128  cpu=23.58 elap=11.86

NPS for dual should be 2.18M.  How much of that is caused by parallel splits and
how much is caused by hardware conflicts for memory accesses and cache
invalidation is hard to say.  Crafty claims 2% of total time (out of 200%
available) was lost outside the search, which should be idle time and time spent
doing splits.  The rest of the missing NPS is most likely hardware-related as
some machines have produced perfect NPS doublings...



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