Author: Gregory Owett
Date: 00:29:49 11/07/05
Go up one level in this thread
On November 06, 2005 at 19:57:38, Robert Hyatt wrote: >On November 06, 2005 at 09:40:13, Bryan Hofmann wrote: > >>On November 06, 2005 at 09:03:04, Andreas Guettinger wrote: >> >>>On November 06, 2005 at 07:48:20, Bryan Hofmann wrote: >>> >>>>On November 06, 2005 at 07:29:56, Gregory Owett wrote: >>>> >>>>>On November 06, 2005 at 07:13:26, Bryan Hofmann wrote: >>>>> >>>>>>On November 05, 2005 at 08:47:34, Gregory Owett wrote: >>>>>> >>>>>>>When Crafty plays vs another engine, in adjustment "ponder=off", it is pondering >>>>>>>and the taskmrg indicates 99% to Crafty and 0% to the other. Even if its >>>>>>>adversary plays, the indicator gives him 50% and 50% to the other engine, >>>>>>>whereas Crafty should have 0%. Does it profit from the time of reflection of >>>>>>>the other engine? If not, why it does not release the processor? >>>>>>> >>>>>>>Gregory >>>>>> >>>>>>If you are using a version prior to 19.16 then you will see this behavior. In >>>>>>version prior to 19.16 Crafty does not release the parallel CPUs, even tho it is >>>>>>not using them (pondering/thinking). >>>>>> >>>>>> >>>>>>Bryan >>>>> >>>>>That explains all. I used the version 19.11 SE. >>>>>It is one of the best, isn't it? Is there a better according to you? >>>>> >>>>>Thanks. >>>>> >>>>>Gregory >>>> >>>> >>>>I just did some checking, version 19.16 and higher will terminate the additional >>>>threads only when the game has ended. It will still hold on to the additional >>>>threads during the game even though it is not think/pondering the move. So the >>>>issue described still exists in all SMP version of Crafty. >>>> >>>> >>>>Bryan >>> >>>I don't see the problem there. Crafty could hold 100 threads and still use 0% of >>>CPU time. It dosen't need to release the threads when the opponent is thinking. >>> >>>regards >>>Andy >> >>If you have a dual core and wanted to run a match with with SMP engines with >>pondering off it would be a issue. Crafty even with ponder off will keep CPUs 1 >>busy, only CPU 0 would be free for the other engine. >> >> >>Bryan > > >This is correct. I use a "thread pool" concept where I fire up the extra >threads on the first search, and those processes do not terminate until the game >ends, to avoid the repeated overhead of starting/stopping threads throughout the >game. > >Moral of this is if you have two cpus, use each engine with just one CPU and >this won't be a problem, then you can also play ponder=on since each program can >use 100% of one cpu all the time... If I set ponder=on, there would not be a problem at the end-game, when the two programs call the tablabase at the same time? Gregory
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