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Subject: Re: Diep fullwidth vs Deep Blue fullwidth

Author: José de Jesús García Ruvalcaba

Date: 14:18:18 12/23/99

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On December 23, 1999 at 16:46:32, Robert Hyatt wrote:

>On December 23, 1999 at 14:59:52, José de Jesús García Ruvalcaba wrote:
>
>>On December 23, 1999 at 14:53:16, Robert Hyatt wrote:
>>
>>>On December 23, 1999 at 14:43:33, José de Jesús García Ruvalcaba wrote:
>>>
>>>>On December 22, 1999 at 18:37:16, Robert Hyatt wrote:
>>>>
>>>>>On December 22, 1999 at 17:38:27, José de Jesús García Ruvalcaba wrote:
>>>>>
>>>>>>On December 21, 1999 at 17:44:06, Robert Hyatt wrote:
>>>>>>
>>>>>>[big snip]
>>>>>>>
>>>>>>>Also, chess is _far_ from "embarassingly parallel".  It is one of the more
>>>>>>>difficult-to-program parallel algorithms, because alpha/beta is a strictly
>>>>>>>defined sequential algorithm.  Doing it in parallel invites a lot of extra
>>>>>>>work that can't be avoided.
>>>>>>>
>>>>>>[big snip]
>>>>>>
>>>>>>	I was just about to begin a new thread asking "is there a quick and dirty way
>>>>>>of parallelizing a chess search?". By your post I guess that the answer is "no".
>>>>>>José.
>>>>>
>>>>>
>>>>>There are "quick and dirty" ways to do it. But they don't produce what would be
>>>>>called stellar performance...
>>>>>
>>>>>unfortunately... :)
>>>>
>>>>	Where can I find about those 'quick and dirty' ways? Poor performance was to be
>>>>expected, of course.
>>>>José.
>>>
>>>
>>>The simplest idea is "young brothers wait" which has been around in various
>>>forms since 1980.  It is still non-trivial to handle the locking and potential
>>>race conditions...  but it is not terribily difficult to get up and going.
>>
>>Did you use it in 1983 Cray Blitz?
>
>
>Cray Blitz went like this:  1983 (first parallel version, completed in 2
>weeks when cray surprised us with a working dual cpu XMP) we split at the
>root only.  Typical performance was maybe 1.5x faster in good cases, no faster
>in some.  1984 saw "PVS" come along (principle variation splitting, not to be
>confused with todays "PVS" serial search (principle variation search).  This
>was harder, but all processors stayed together at the same node in the tree,
>so it wasn't too hard.  Next (1985) came an enhanced version that eliminated
>a lot of idle waiting.  And finally (1988) I finished DTS which was about as
>good as can be done, but _very_ complicated.  It took me over one year of
>_full time_ work to debug the thing after I had finished the coding.  And
>I still found a bug here and there every time we played.
>
>The current search in Crafty is not as good as DTS, but it is better than
>the other approaches I used.  The main thing I do is that there is very little
>time where one processor is spent waiting on another for anything...

What does 'DTS' stand for?



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