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Subject: Re: Alert! Bob Hyatt -- The World needs you!

Author: Vincent Diepeveen

Date: 13:04:31 07/19/99

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On July 19, 1999 at 10:53:44, Robert Hyatt wrote:

>On July 19, 1999 at 09:53:36, Vincent Diepeveen wrote:
>
>>On July 18, 1999 at 13:05:23, Francis Monkman wrote:
>>
>>>
>>>On July 18, 1999 at 12:56:35, Robert Hyatt wrote:
>>>
>>>>The idea sounds attractive, until you realize that the game tree search is
>>>>an exponential problem, not a linear one.....  That makes it _very_ difficult
>>>>for such a task to be done on computers...
>>>
>>>But why not treat the computers as nodes in a tree, with sub-delegation
>>>software? (Just a thought -- but I built a working parallel audio synthesizer
>>>out of multiple TMS99000s back in '84, so I've been 'thinking parallel' for a
>>>while -- though not in chess. That's why I thought of you. Hope you don't mind)
>>>
>>>Say the machines are in a pool. Starting from root, one machine picks the next n
>>>(=number of legal moves) machines' addresses. Then they in turn pick 'em off the
>>>stack, and so on. Crazy?
>>>
>>>Francis
>>
>>Sounds like a deep blue parallellizing approach :)
>>
>
>I don't see where.  DB uses _all_ processors on _every_ move.  For any ply-1
>move, the first 4 plies (one move each) are searched by one cpu.  At this
>point the tree is split among _all_ the SP processors.  Each processor then
>steps thru 4 plies (4 moves) and then uses its own private set of chess
>processors to search stuff there in parallel.  And it gets a lot more complex
>after that as Hsu has a lot of 'pre-search' tricks to keep things busy...  (See
>his thesis for details).
>
>DB's search is as good as anything we are doing when you use that many
>processors.  It probably is better.  Using 4 is not _nearly_ as hard as using
>500.

Right, that's why i'm using nullmove.

>
>
>
>>Well Francis, i fear it's a bit off reality.
>>
>>Deep Blue had a similar approach:
>>first 4 ply: 1 SP processor
>>ply 5..8   : 30 SP processors
>>ply 8..12  : 480 hardware processors
>>
>>above is a similar idea, also not working that well.
>>
>>There are great dependancies: after first move has been searched one
>>can efficiently give other processors a job. Till then they're doing
>>nothing (assuming game start).
>>
>>example problem in your approach: if a processor finds somewhere that it
>>wins material, then isn't it a shame in your approach that they all
>>have done work for nothing, as they all are searching the same gamespace!



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