Well, not literally useless, as long as you are building a tree equally
fast.

On Wed, Jun 1, 2011 at 8:13 PM, Hideki Kato <[email protected]> wrote:

> 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
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> >http://dvandva.org/cgi-bin/mailman/listinfo/computer-go
> --
> Hideki Kato <mailto:[email protected]>
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>
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