Computer Chess Club Archives


Search

Terms

Messages

Subject: Re: Crosstable

Author: Tony Werten

Date: 22:40:24 08/17/05

Go up one level in this thread


On August 17, 2005 at 10:50:07, Robert Hyatt wrote:

>On August 17, 2005 at 01:57:38, Tony Werten wrote:
>
>>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
>
>The problem is that you then get no speedup at all there.  Just look at how long
>it takes to search the first move at the root, compared to searching all the
>others in a tiny fraction of that time...

Maybe, but I can imagine it does.
First, I would guess that the information in the hashtable is better, so that
could give improvements.
Second, in case of a change in best move, you already have a exact "second best"
score.

Most likely it is worse than normal splitting, but I think it will be better
than no splitting.

Then again, making the splitlevel "minimal depth remaining" variable compared to
total time is probably easier and better. (is that a sentence ?)

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...



This page took 0 seconds to execute

Last modified: Thu, 15 Apr 21 08:11:13 -0700

Current Computer Chess Club Forums at Talkchess. This site by Sean Mintz.