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Subject: Re: Let's talk about fraud.

Author: Vincent Diepeveen

Date: 11:10:34 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?

It sure will.

So there is 2 possible explanations why it is not performing the same. there is
hard data that there is a signficant difference measured in a scientific correct
way.

And from the results we know that crafty definitely doesn't lineairly scale in
speedup going from 1 to n, like his article in journal of ICCA/ICGA suggests.

Also him denying that there is shitzero difference in speedup between using
nullmove and not using it (and searching fullwidth) is clearly not true.

>>>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?

It has an exponential effect of course. The more cpu's the more it hurts.

>-S.



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