Author: Daniel Shawul
Date: 21:51:40 11/20/04
Go up one level in this thread
On November 21, 2004 at 00:03:18, Uri Blass wrote:
>On November 20, 2004 at 23:18:19, Daniel Shawul wrote:
>
>>On November 20, 2004 at 22:33:26, Robert Hyatt wrote:
>>
>>>On November 19, 2004 at 23:15:44, Daniel Shawul wrote:
>>>
>>>>On November 19, 2004 at 11:28:34, Anthony Cozzie wrote:
>>>>
>>>>>Well, I also did a pretty complicated algorithm, and I designed my own. If you
>>>>>borrowed someone else's things might go easier for you, although I think that
>>>>>takes a lot of the fun out of it.
>>>>
>>>> Did you create your complicated algorithm ,after sitting back and thinking?
>>>>Well if that is the case you are more Genius!
>>>
>>>
>>>This is
>>>
>>>(a) silly;
>>>
>>>(b) poor programming
>>>
>>>You do _not_ start writing code and then try to figure out how it is going to
>>>work. Any good software engineering textbook/course will show you this. Coding
>>>is the _final_ part of the development effort, not the first. Otherwise the
>>>effort is multiplied by a factor of X, where X is large. As is the testing and
>>>debugging multiplied also...
>>>
>> Have you read what i wrote down below before replying to this message?
>>I said if you are going to create something , you should have something to
>>work on. For example it is hard for me to work/think on how i should split
>>search,when i don't have something to test my ideas on. You know that
>>chess is all about testing. something you never expected to work works when
>>testing and vice versa.
>
>I do not think that chess is all about testing.
>
>testing is important but it is important to understand why something that you
>expected to work does not work.
>
I think Ed(i am not sure) someone here said on CCC that the heuristic rules
are more in number. for example adaptive null move pruning was not at first
expected to work by Heinz. When testing reveals that it worked, they went
looking for reasons.
>
>> However i also agree i have to have some kind of design for parallel search
>>splitting. In my opionon , you can start coding everything up to the point you
>>start splitting (where the real sciece of parallel search comes). As i said
>>before in previous message, the thing before that is all about programming
>>skill,nothing special. collect your global data,create/destroy
>>threads,lock/unlock etc.
>
>I do not know nothing about parallel search and I have no idea how to do the
>things that you describe.
Neither do i a weak ago.
>
>In my case
>I do not use threads and
>I cannot even design something more simple like making a program that analyze 2
>games at the same time with different threads.
>
>I think that some simple program that only analyze 2 games at the same time may
>be productive for programmers as first step for parallel search.
yes that is what i did at first. Then you try abdada which simply
says start all the processors at root and let the hashtable take care of
everything.
>
>I also think that at least as long as movei is weaker than Crafty19.15 I can
>expect at least 100 elo improvement in one year without parallel search so
>spending time on parallel search is not a good idea because getting 100 elo
You know what i am not going to spend much time on it either if i don't see
no hope at all. but anyway i will continue doing it in parallel with the
developement of single cpu engine. I may improve 100elo with out parallel search
but still i could be another 100elo weaker in competitions just because of
hardware disadvantage.
>improvement is more important than implementing parallel search
>and I am not optimistic about implementing parallel search with no bugs in one
>year when I start from having a lot of global variables that are bad for
>parallel search and knowing nothing about threads.
Global variables are bad and they have to be removed. But that should not be
a big problem. I have a slight knowledge of win32 threads myself. I think
trying is not bad(infact it helps to know behaviour of search better), and i
hope you do try it too.
daniel
>
>Uri
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