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Subject: Re: Let's talk about fraud.

Author: Vincent Diepeveen

Date: 14:23:43 05/05/04

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On May 03, 2004 at 15:17:15, Robert Hyatt wrote:

SHOW ME REFERENCE TO THE DATA PROVING IT HOLDS TRUE FOR 8 PROCESSORS.

I HAVE NEVER SEEN SUCH DATA *EVER*.

I HAVE ONLY SEEN DATA IT IS NOT TRUE FOR 4 PROCESSORS.

YOU HAVE MY EMAIL ADRESS. I CANNOT READ ALL YOUR WRITINGS HERE OF COURSE.

NOTE THAT I HAVE EMAILED YOU ALSO THE CHALLENGE CRAFTY-DIEP TO PLAY FOR MONEY A
MATCH.

AUCH CAPSLOCK, SORRY FOR THAT.

AT LEAST YOU CAN CLAIM THAT THIS POSTING DONE IS DONE AS QUICK AS YOU USUALLY
POST...


>On May 03, 2004 at 14:10:34, Vincent Diepeveen wrote:
>
>>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.
>
>I have challenged you to cite that "imaginary paper" you have mentioned.  No
>such paper exists.  No such claim has ever been made, other than the fact that I
>have said that the formula I have quoted has held thru 8 processors and I have
>posted data showing that.  I've not claimed that it goes beyond 8 as I have
>never had access to a larger machine for anywhere near enough time to thoroughly
>test and measure the results.
>
>I'll leave it to you to do all the fabrication.  Starting with the JICCA paper
>you have _totally_ made up...
>
>My only parallel search paper in the JICCA was the DTS paper.  I did (with Tim
>Mann) write the lockless hashing paper but that had no parallel search data
>whatsoever.
>
>So.  Man enough to admit pure fabrication about "the paper"?  Or man enough to
>provide a formal citation giving journal number, date, pages and title?  Or
>chicken enough to again run and hide when caught making up something yet another
>time???
>
>
>
>
>
>>
>>Also him denying that there is shitzero difference in speedup between using
>>nullmove and not using it (and searching fullwidth) is clearly not true.
>
>Never said "shitzero".  Said "not significantly different".
>
>Big difference for those that can read...
>
>3% in one test.  10% in another test.  Not significant in the terms you needed
>to justify _your_ poor results...
>
>
>>
>>>>>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.
>
>
>Utter poppycock.  Why don't you first study how/when I split, +then+ make up
>your information.  Wait.  It doesn't matter.  You make it up no matter what...



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