Are any of you guys familiar with the SAI Architecture?

http://iris.usc.edu/~afrancoi/sai/

I guess you could classify it as a async message passing model (sort of).

It has some nice features and may be a good fit to the CBE platform.

Is there anyone familiar with SAI and CBE who has a view on this?

> -----Original Message-----
> From: Eugen Leitl [mailto:[EMAIL PROTECTED]
> Sent: 27 November 2005 7:31 PM
> To: [email protected]
> Subject: Re: [agi] /. [Unleashing the Power of the Cell Broadband Engine]
> 
> On Sun, Nov 27, 2005 at 10:21:07AM -0800, [EMAIL PROTECTED] wrote:
> 
> > In general, I think it's fair to say that there's a lot of concern in
> the
> > game dev community about how useful the Cell will really be.  It will
> > certainly have far less effective, usable power than the raw specs
> suggest.
> 
> Repeat after me: "it depends on your problem". Some (many) codes will
> bite.
> Some will run like rabid foxes on meth.
> 
> > There are a couple of specific issues:
> >
> > - Multithreading is really hard to work with.  Even for a programmer
> with
> > extensive experience, multithreaded code is simply slower to write and
> > harder to debug than single-threaded code.  This is a fundamental
> problem
> > that is largely unfixable by tools and libraries.
> 
> Yes, people are lousy at parallelism. But it doesn't matter: the easy
> payoffs on ramping up clock of single cores are past. It's time to dive
> into the parallel programming model. If you can't state your problem
> in terms of asynchronous message passing (not just threads), you've got
> a problem on your hands that will only get worse with time.
> 
> > - The Cell programming model is asymmetrical (ie, not all processors are
> > identical), which obviously makes things harder.
> 
> 8 SPEs are homogenous allright. The main CPU is just the caretaker, and
> runs
> your vanilla OS, and feeds the SPEs (or sets them up to do the work
> by themselves, and just twiddles thumbs).
> 
> > - The individual processors in the Cell are relatively underpowered by
> > today's standards.
> 
> Not if you consider in-register SIMD performance, and codes running
> directly out of their individual on-die memory areas.
> 
> > - Perhaps most critically, the SPEs just don't have enough memory to
> > actually do much real work.  There are very few interesting problems
> that
> > fit in 256K, and the performance penalty for accessing "external" memory
> is
> 
> You can assume 2 MByte on-die memory.
> 
> > very substantial.
> 
> How is that different from today's machines?
> 
> > The first three points above apply to a somewhat lesser extent to the
> Xbox
> > 360 processor also.
> 
> The Xbox is a closed shop. It doesn't matter which hardware it runs,
> it will never become available to generic programming projects.
> 
> > Although it's clearly true that parallelism is the future, don't
> > underestimate the difficulties it will bring.  You can make a pretty
> strong
> 
> It doesn't matter: you will have to deal with the problem sooner or later,
> anyway. The longer you wait, the worse it's going to get.
> 
> > case that one effect of the move to parallelism will be to substantially
> > raise the skill bar for professional programmers.  A mediocre programmer
> who
> > might be able to produce useful code in the old world will likely be a
> net
> > liability in the modern world, simply because parallel architectures
> make it
> > so easy to make catastrophic mistakes.
> 
> AI is not a domain well-suited for mediocre programmers.
> 
> > Finally, remember that consoles are approximately closed platforms,
> meaning
> > that you can't just buy one and start writing code for it.
> 
> This is only true as long as Sony doesn't ship a Linux kit (it took them
> a while to ship one for the PS2, but I presume they learned something
> since).
> IBMs Cell-based blades (assuming, they will ever ship) will be probably
> not priced competitively, agreed.
> 
> The current sweet spot is AMD64, especially dual-core. By the time the
> Cell
> ships it will be cheap DDR2 dual cores, or even DDR4 quad cores.
> 
> --
> Eugen* Leitl <a href="http://leitl.org";>leitl</a>
> ______________________________________________________________
> ICBM: 48.07100, 11.36820            http://www.leitl.org
> 8B29F6BE: 099D 78BA 2FD3 B014 B08A  7779 75B0 2443 8B29 F6BE
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