[Computer-go] Kas Cup - results and prizes

Michael Williams michaelwilliams75 at gmail.com
Fri Aug 10 09:41:54 PDT 2012


I imagine you can get around the lack of implicit information sharing
that you get with a shared tree by explicitly sharing information near
the root.

But doesn't having separate trees mean a large memory overhead due to
duplicate nodes?


On Fri, Aug 10, 2012 at 9:26 AM, David Fotland <fotland at smart-games.com> wrote:
> Because my current approach seems to work just as well (or maybe better),
> and I haven't had time to code up a shared try and tune it up to validate
> that assumption.  Chaslot's paper indicates perhaps that not having a shared
> tree is stronger.  My guess is that they are about the same, so it's not
> worth the effort to change.
>
> david
>
>> -----Original Message-----
>> From: computer-go-bounces at dvandva.org [mailto:computer-go-
>> bounces at dvandva.org] On Behalf Of Michael Williams
>> Sent: Friday, August 10, 2012 12:06 AM
>> To: computer-go at dvandva.org
>> Subject: Re: [Computer-go] Kas Cup - results and prizes
>>
>> Why don't you use a shared tree?
>>
>>
>> On Thu, Aug 9, 2012 at 11:49 PM, David Fotland <fotland at smart-games.com>
>> wrote:
>> > On an i7-2600 Many Faces does 11.4K pps with 4 threads, and 18.7k with
>> > 8 threads, a 64% increase, so the 2600 scales a little better than the
>> > 3770, but the 3770 is still a litte bit faster.
>> >
>> >
>> >
>> > david
>> >
>> >
>> >
>> > From: computer-go-bounces at dvandva.org
>> > [mailto:computer-go-bounces at dvandva.org] On Behalf Of Erik van der
>> > Werf
>> > Sent: Thursday, August 09, 2012 4:41 AM
>> >
>> >
>> > To: computer-go at dvandva.org
>> > Subject: Re: [Computer-go] Kas Cup - results and prizes
>> >
>> >
>> >
>> > I don't have an i7-2600, but I could run oakfoam on the 3930. I just
>> > downloaded it and it does compile. If you give me a list of gtp
>> > commands to run the benchmark, then I will send you the output back.
>> >
>> >
>> >
>> > Erik
>> >
>> >
>> >
>> > On Thu, Aug 9, 2012 at 12:38 PM, ds <ds2 at physik.de> wrote:
>> >
>> > This is very interesting,
>> >
>> > I have not more than 10% with oakfoam on i7-2600K. Would be
>> > interesting if it is the processor or if you e.g. access more often
>> > memory instead of cache due to your code...
>> >
>> > Do you have the chance to run your program on a i7-2600? or do you
>> > have to much time and try
>> > https://bitbucket.org/francoisvn/oakfoam/wiki/Home
>> > on your i7-3930. If so, I would be very much interested in the number
>> > you get in the beginning of a 19x19 game without book:)
>> >
>> >
>> > Detlef
>> >
>> > Am Donnerstag, den 09.08.2012, 12:16 +0200 schrieb Erik van der Werf:
>> >
>> >> On Thu, Aug 9, 2012 at 11:14 AM, Petr Baudis <pasky at ucw.cz> wrote:
>> >>         On Wed, Aug 08, 2012 at 09:08:47PM +0200, ds wrote:
>> >>         > Hyperthreading does the trick, I have the experience it
>> >>         increases the
>> >>         > performance by about 10%. I think this is due to waiting
>> for
>> >>         RAM I/O or
>> >>         > things like that....
>> >>
>> >>
>> >>         Yes. With hyperthreading, performance per thread goes down
>> >>         significantly, but total performance goes up by about 15%. In
>> >>         the
>> >>         Pentium 4 era, hyperthreading did not usually pay off, but
>> >>         with i7,
>> >>         its performance is much better. The basic idea is that there
>> >>         are two
>> >>         instruction pipelines that share the same ALU and other
>> >>         processor units;
>> >>         if one of the pipelines stalls (usually due to memory fetch),
>> >>         the other
>> >>         can use the ALU in the meantime, or the two threads may use
>> >>         different
>> >>         parts of the CPU altogether based on what the instructions
>> do.
>> >>
>> >>
>> >>
>> >> 10-15%, really, that low? For my program (on an i7-3930K, going from
>> >> 6 to 12 threads) it is more in the order of 40% extra simulations per
>> >> second.
>> >>
>> >>
>> >> Erik
>> >>
>> >>
>> >
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