Interesting, I'd have thought it would matter quite bit, especially with higher 
numbers of threads.

One thing I found (quite a few years back now already) is that you can optimize 
a lot by doing the following: when one node has so many more wins than the 
second best that it can't be overtaken even if the second best wins all of the 
remaining playouts, abort thinking. With a couple of extensions to this general 
idea (aborting not just when it's impossible, just very unlikely to be 
overtaken) I found that a player that does 64K lightweight simulations using 
this method spends the same time and plays the same level as one that does a 
fixed 32K simulations. Roughly. The higher the number of simulations, the 
bigger the savings.

This type of optimization must be much harder with root-level parallelization, 
so you'd have to factor that in when comparing methods.

Mark

On Aug 10, 2012, at 9:55 PM, "David Fotland" <fotl...@smart-games.com> wrote:

> Not much memory overhead.  If you look at your tree you will find that most
> nodes are only visited one or two times.  There is a lot of noise in the
> fringes of the tree, so there are few duplicates.  This also means that not
> sharing most of the tree has no impact on strength.
> 
> 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 9:42 AM
>> To: computer-go@dvandva.org
>> Subject: Re: [Computer-go] Kas Cup - results and prizes
>> 
>> 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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