2011/6/1 Bojun Huang <[email protected]>

> It seems to me that, there is a thread of efforts that try to improve the
> playing capability of GO bots by dramatically increasing playouts/sec.
> Now we know that FPGA, GPU, and SIMD can make much more playouts per second
> than single-core CPU, but all these results are based on "light" playout
> schemes. So everytime when these kind of results come out, people would
> doubt the likelihood that these designs really generate strong programs.
>  So my question is, Is there a "widely accepted" baseline performance to
> compare with for all these works?
>

I don't think there is a widely accepted standard benchmark,  but I think
there are MCTS bots that do light playouts and we could probably "pick" one
to consider a reference implementation.    Some programs may provide the
option for light playouts, or perhaps could make this an option.      What
do you mean by "light playouts?"     One definition is any legal move is
played with equal probability and another definition is "less heavy."

>
> For example, we may pick a known program with "lightest" playout scheme
> among those frequently attending the KGS monthly. So if a high-performance
> design implements similar playout scheme of that program but achieves much
> higher playout/sec, we could reasonably expect a stronger program based on
> this design.
>

I don't think light playouts can compete even if you did 2 orders of
magnitude more playouts but I would like to get the opinions of those doing
heavy development on MCTS programs.


>
> Another question ... does more playouts really provide a *consistent*
> improvement on the ELO score, especially for those strongest programs? I
> remember that some programs running on laptop rank very high in the
> Olympaids, that seems imply that speed simply doesn't matter here ...
>

More playouts always consistently improves a program.   Like in computer
chess,  it takes a fair increase to be easily measurable so don't listen to
anecdotal evidence that this is not so.     You might hear someone say, "I
doubled the number of playouts and it did not seem to play any better - or
it lost a 10 game match despite the doubling."    Doubling the number of
playouts is not going to increase the strength enough that it will guarantee
a win in a 10 or 20 game match so when that happens some people will
conclude that increasing the number of playouts has no effect on the
strength,  but that is nonsense.

Don





>
> Thanks,
> Bojun Huang
>
> >Date: Wed, 25 May 2011 22:23:29 +0200
> >From: Antoine de Maricourt <[email protected]>
> >To: [email protected]
> >Subject: Re: [Computer-go] Direct DX11 and graphics cards for cheaper
> >     simulation hardware?
> >Message-ID: [email protected]>
> >Content-Type: text/plain; charset=ISO-8859-1; format=flowed
> >
> >
> >> Despite the challenges using it in a tree, and the contentious issue of
> >> whether light playouts can make a really strong program, I think this is
> >> interesting research. By 1.6 times quicker than libego, do you mean as
> >> it runs on the CPU? Or is this a simulated speed as if it was running on
> >> the GPU? I think libego was the clear leader in light playout speed, so
> >> working out a way to do playouts even faster (if that is what you have
> >> done) is amazing.
> >I just emulated data structures and algorithms that are targeting GPU
> >in C++ for a CPU. 128-bit CPU's SIMD instruction set simply emulates 4
> >GPU-like threads working on 32-bit registers. After several attempts
> >made to test various ideas, the first complete implementation had
> >performances similar to libego, without a simple CPU specific
> >optimization. I then put back some specific CPU optimizations (not
> >likely to be effective on GPU) + tuning and easily improved the
> >performances. This is really how it runs on the CPU. The same data
> >structure and algorithm is likely to have an even better ratio against
> >libego with an AVX enabled processor.
> >
> >Light playout was a beginning to start with. The random move generator
> >has been designed to take into account a probability distribution (with
> >a little slowdown) that can be derived from local pattern matching.
> >
> >Regards,
> >
> >     Antoine
>
>
>
>
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