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Subject: Re: Crosstable

Author: Tony Werten

Date: 22:57:38 08/16/05

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On August 16, 2005 at 18:17:16, Robert Hyatt wrote:

>On August 16, 2005 at 18:09:40, Dann Corbit wrote:
>
>>On August 16, 2005 at 17:46:10, Robert Hyatt wrote:
>>
>>>On August 16, 2005 at 17:37:30, Uri Blass wrote:
>>>
>>>>On August 16, 2005 at 17:30:02, Paolo Casaschi wrote:
>>>>
>>>>>On August 16, 2005 at 17:26:28, Dann Corbit wrote:
>>>>>
>>>>>>On August 16, 2005 at 17:16:33, Paolo Casaschi wrote:
>>>>>>
>>>>>>>>I know that usually when program improve they improve in all time controls.
>>>>>>>>I do not know of evaluation changes or search changes that make programs weaker
>>>>>>>>at blitz but stronger at long time control.
>>>>>>>>
>>>>>>>>In thoery it can happen but I need to see a proof for it and I believe that
>>>>>>>>fabien mainly test in blitz time control(he can correct me if I am wrong)
>>>>>>>>because usually productive changes in blitz of adding knowledge to the
>>>>>>>>evaluation are also productive at long time control.
>>>>>>>
>>>>>>>Do you have any proof or evidence that there is some correlation between blitz
>>>>>>>strenght and slower speed strenght?
>>>>>>>If you dont, then we can only compare assumptions and I tend to agree with Bob
>>>>>>>Hyatt since the same non-correlation is evident with humans and because common
>>>>>>>sense...
>>>>>>
>>>>>>There is definitely a general correlation between strength at blitz and strength
>>>>>>at standard time control.  However, there are also exceptions to the rule.
>>>>>>
>>>>>>For instance, we will expect Fruit to be stronger than Golem at blitz, in the
>>>>>>same way that we would expect Kasparov to clobber me at blitz.
>>>>>>
>>>>>>On the other hand, Mike Valvo overperforms at blitz, and Amy used to
>>>>>>underperform badly (it was mostly due to bad algorithms for time management at
>>>>>>fast time control).
>>>>>
>>>>>Exactly my point.
>>>>>There is some correlation but there are exceptions and it's possible that
>>>>>different players have a different type of correlation, thus the point of Bob
>>>>>Hyatt stands.
>>>>>
>>>>>--Paolo
>>>>
>>>>I still need to see an example for programs without significant bugs that show
>>>>significant difference(Amy is not a good example because of bad time management)
>>>>
>>>>There may be cases when A is 50 elo weaker at blitz and 50 elo better at long
>>>>time control but I doubt if you can find cases when A is 100 elo weaker at blitz
>>>>and 100 elo stronger at long time control.
>>>>
>>>>Uri
>>>
>>>
>>>I'm not going to waste all day here, but a parallel search program can play
>>>worse in endgames than in the middlegame, if sufficient care is not taken.
>>>Would you really want to sic 8 cpus on a position which on average only has 4
>>>moves or less?  Overhead goes thru the roof.
>>
>>It seems that 4 threads could work on the root node, and 4 threads on the next
>>elements of the pv as one possibility.  Probably a gross oversimplification, of
>>course.
>
>Yes it is.  I need to know the "alpha" value for the root before I sic 4
>processors to work there else overhead goes up (the young-brothers wait type
>approach)...  :)

Actually, you don't :)

If the alternative is no splits at all, one might just let the processors search
with their own alpha beta window for each move.

Tony

>
>
>>
>>>Same thing happens in blitz.  Trees are a fraction of their normal size.  To
>>>split them invites excessive search overhead.  In extreme cases (I have seen
>>>this in Crafty) I get to do _zero_ splits in a blitz game (this happened in a
>>>couple of the games Peter played today in fact) which means the search is
>>>running about 1/6 its normal performance level.  Think a factor of 6 slower will
>>>make a measurable difference in speed vs normal chess?  Easily.  over-compensate
>>>for that and you greatly slow the search down by having excessive split
>>>overhead.  And screwing up on this side of the equation can make the parallel
>>>search _slower_ than a single-processor search, which can totally wreck
>>>performance...
>>>
>>>Enough of this for the moment.  The problem is real...



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