you could always distribute the tree. if you have enough nodes and fast
enough network hardware, it should be feasible. there are good distributed
algorithms for concurrent tree read/write/rebalance.

just a thought,

s.

On Fri, Aug 10, 2012 at 9:41 AM, Michael Williams <
michaelwilliam...@gmail.com> wrote:

> 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 <fotl...@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-boun...@dvandva.org [mailto:computer-go-
> >> boun...@dvandva.org] On Behalf Of Michael Williams
> >> Sent: Friday, August 10, 2012 12:06 AM
> >> To: computer-go@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 <fotl...@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-boun...@dvandva.org
> >> > [mailto:computer-go-boun...@dvandva.org] On Behalf Of Erik van der
> >> > Werf
> >> > Sent: Thursday, August 09, 2012 4:41 AM
> >> >
> >> >
> >> > To: computer-go@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 <d...@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 <pa...@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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> >> >
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> >> >
> >> >
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