What are your plans in the end? Will you eventually add tree search? It isn't much good without tree search.
On Mon, May 23, 2011 at 5:06 PM, Antoine de Maricourt < [email protected]> wrote: > > I have read about some colleagues running market simulations on them due >>> to their exceptionally high multithreading and fast memory, but I wondered >>> if there was some obvious limitation that I had overlooked before I start >>> working in this direction and learning a while new low level API. >>> >> [...] >> >> >> Overally, there might be a bonus, but it's small and the coding and >> debugging is much more laborous. Even when you have basic simulation >> going, you need also tree descent. Then you need to start transferring >> all the crucial heuristics to your GPU code, adding even more divergence. >> >> But there has not been THAT much investigation, just the attempt of >> Christian Nentwich and me. So maybe you would figure out some smart >> tricks. :-) >> > Hi, > > I've been working on this for a few months. So far I don't have any code > running on the GPU, but I expect to achieve performances in the 5 to 10 M > playouts per second range on my current board (HD 5770, not a high end one), > for 9x9 with light playouts. No tree search. > > When I started to think about this (after a discussion with a friend about > GPGPU potential), I decided to implement the algorithm on a CPU first > (better debugging environnement) but taking into account GPU constraints. > This is now completly tested, using SIMD instructions, and I was amazed to > discover it runs 1.6 faster than the libego light playouts implementation > (with extra bonuses such as generating moves with true uniform distribution, > as far as the underlying RNG is) on a Q9650 under Linux. > > I will start to port it to GPU soon. Just need some time, as it is a night > time hobby... > > Regards, > > Antoine > > > > _______________________________________________ > Computer-go mailing list > [email protected] > http://dvandva.org/cgi-bin/mailman/listinfo/computer-go >
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