Hello, Several on this list have experimented with concurrent processing - can you
share any overall summary of your results? How well does the problem scale? Any advice?
The results I have so far are very simple. I have a very (very) simple concurrent implementation of UCT. With 4 processors, the lost time is about 10% (the speed is *3.6 with 4 processors). Comparing with the same number of simulations per move, the strenght is the same (no loose by the fact that it is no more a "real" UCT as several threads can take the same path). 4 processors is very few, so this can be different with 32 processors for example. My guest is that with a very little work, it should work well even with 32 processors. So I don't see any problem to benefit from the future multiple cores :). With all this discussion of the benefits of long thinking time, have
any experiments been done with the Dragon Go Server or other turn-based servers? These servers would permit a 30 or 60-day game, and if your software is able to ponder on the opponent's clock, you'll get even more thinking time -- but of course it takes a good long while to complete one game.
It is to test against human right? I think experiments against program are more reliable for the moment and simpler as you don't need a server. A rating using a 30 day game should take an incredible amount of time :). Sylvain
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