Although speed matters, the quality of simulations is dominant. When the simulations cannot manage a postion correctly, speed is useless.
Hideki 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? > >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. > >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 ... > >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 >---- inline file >_______________________________________________ >Computer-go mailing list >[email protected] >http://dvandva.org/cgi-bin/mailman/listinfo/computer-go -- Hideki Kato <mailto:[email protected]> _______________________________________________ Computer-go mailing list [email protected] http://dvandva.org/cgi-bin/mailman/listinfo/computer-go
