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Subject: Re: new computer chess effort

Author: Robert Hyatt

Date: 07:27:29 12/21/99

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On December 21, 1999 at 09:24:29, Vincent Diepeveen wrote:

>On December 21, 1999 at 08:49:08, Albert Silver wrote:
>
>>On December 21, 1999 at 02:05:54, Greg Lindahl wrote:
>>
>>>On December 21, 1999 at 01:39:44, Dann Corbit wrote:
>>>
>>>>>You are assuming that it's needlessly inefficient? Why?
>>>>
>>>>Experience with those I have seen only.
>>>
>>>Ah. So you don't know if the program I am referring to is inefficient just
>>>because it spends 90% of its time in eval. So, nothing much learned, except that
>>>you know that sometimes that means something bad.
>>>
>>>You can probably assume that anyone thinking about sending an eval to silicon
>>>would make sure it's reasonably optimized first.
>
>2 approaches:
>  - running it in software before putting it to hardware
>  - using hardware that's reprogrammable for testing
>
>>>-- g
>>
>>So what engine uses 90% of its time on the eval? I'm curious.
>
>Mine is. And that 90% is just the full eval which is getting used in 40% of
>the cases. In 60% of the cases i'm getting the eval out of hashtables.
>
>
>
>>                                 Albert Silver


OK... we _MUST_ speak the same language.  You are leading Greg way astray with
such comments.  If you search for 10 minutes, do you spend 90% of the total cpu
time in your eval, or 40%?  You said _both_ above.  And both can't be right.

It doesn't matter if slow eval takes 90% when you have to do it, but you only
have to do it 40% of the time.  That is 36% of the total time in eval.  Let's
get on the same page.  Greg would be disappointed to expect your program to
run 10x faster with his hardware eval, when in reality it will only get 40%.

This hardware will be used wherever the eval is done.  So out of a 10 minute
search, how many minutes in the eval for a typical opening, middlegame, and
endgame position?  For Crafty, it is 50%, 35% and 35%, roughly.  That is
obtained by using the profiler in gcc, and running several opening, middlegame
and endgame positions.  Then adding up the cpu time used for _all_ of the eval
modules starting at Evaluate() and adding in the functions that calls.

What kind of numbers do you get?  It doesn't sound like 90% to me based on what
you wrote above...



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