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
>
>
>
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