Author: Robert Hyatt
Date: 13:43:23 05/05/04
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On May 05, 2004 at 15:55:51, Gian-Carlo Pascutto wrote: >On May 05, 2004 at 15:43:06, Robert Hyatt wrote: > >>So how do you answer the question I was asked? "What kind of speedup do you get >>in real games?" Not "what kind of speedup do you get on test positions?" > >I don't think the concept 'speedup in a game' makes sense. You can >get a speedup on positions from a game, but that's not the same thing. That is _exactly_ what I computed. I then computed the overall (average) speedup as well... by averaging the individual positions... Again, it seems that you didn't read the paper as this was all explained in great detail... > >>My test positions were run in the normal way, but with a correctly pre-loaded >>hash table at the start. > >Yes - thus keeping the headstart and making the measurements dependant. There was _no_ headstart. Since you didn't read the paper, apparently, think about this> the 2-cpu game log shows that the last PV came out at exactly 2:00 into the search, but the search continued until exactly 4:00 where time ran out. I now did the 1-cpu test and noticed that the same PV comes out at 3:30. I get a speedup of 210 / 120 = 1.75. I now go back with the 1 cpu test, and run the same position to a time limit of 1.75 * 4:00, which is about as close as I can come to letting the 1-cpu test search the _same_ sized tree as the 2-cpu test. So there was no "head-start" whatsoever... All this was explained... After the second search to the longer time limit, I then have the hash table set for the _next_ position... with the 1-cpu and 2-cpu hash being nearly identical. I didn't think but it would have saved a lot of time to re-run the 16 cpu test, and after each search write the hash to disk. Then re-load it correctly for each other test... I certainly had enough disk space.. But my way gave the same effect... > >-- >GCP
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