Don,

I'm discussing not general cases but _such_ case where simulations 
return wrong results (for a position).  In that case, speed is 
useless.

Hideki

Don Dailey: <[email protected]>:
>On Thu, Jun 2, 2011 at 1:08 AM, Hideki Kato <[email protected]> wrote:
>
>> Michael Williams: <[email protected]>:
>> >Well, not literally useless, as long as you are building a tree equally
>> >fast.
>>
>> Well, but the tree is expanded in a wrong direction, which is also
>> useless, isn't it?
>> #I'd like to agree to add "almost" is literally correct but I believe
>> that speed is really useless in that case.   It's unknown if expanding
>> tree in wrong directions helps.  According to the convergence theorem of
>> UCT, I bet this does not help becaues the simulations return wrong
>> results.
>>
>
>I don't understand your concept of "wrong direction."    When you expand the
>tree for ANY move you get more information about how good or how bad that
>move is,  so it's always helpful (on average) to have more time.
>
>Of course it's true that you want the highest quality play-outs but it
>doesn't follow that extra time doesn't help,  it always helps.     I think
>all simulations return the "wrong results"  in many positions and that's why
>there is a tree in the first place.    Uniform random play-outs return a
>less accurate picture but it's still correlated roughly with winning and
>losing.
>
>Many times we make the mistake of trying to turn gray into black and
>white because it's often easier to think about that way.     There were
>numerous examples of that in what you said,  for example:  "return wrong
>results" should be "often returns wrong results" and "wrong direction" I
>think you should have said, "tends to expand less relevant parts of the
>tree"  and "useless" should be "of less value."
>
>
>
>
>>
>> Hideki
>>
>> >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
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>> >> --
>> >> Hideki Kato <mailto:[email protected]>
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>> Hideki Kato <mailto:[email protected]>
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