I've been using this "abort early to save time" idea almost since the
beginning.  It works fine with root parallelization.

David

> -----Original Message-----
> From: [email protected] [mailto:computer-go-
> [email protected]] On Behalf Of Mark Boon
> Sent: Sunday, August 12, 2012 9:07 PM
> To: [email protected]
> Subject: Re: [Computer-go] Kas Cup - results and prizes
> 
> Interesting, I'd have thought it would matter quite bit, especially with
> higher numbers of threads.
> 
> One thing I found (quite a few years back now already) is that you can
> optimize a lot by doing the following: when one node has so many more
> wins than the second best that it can't be overtaken even if the second
> best wins all of the remaining playouts, abort thinking. With a couple
> of extensions to this general idea (aborting not just when it's
> impossible, just very unlikely to be overtaken) I found that a player
> that does 64K lightweight simulations using this method spends the same
> time and plays the same level as one that does a fixed 32K simulations.
> Roughly. The higher the number of simulations, the bigger the savings.
> 
> This type of optimization must be much harder with root-level
> parallelization, so you'd have to factor that in when comparing methods.
> 
> Mark
> 
> On Aug 10, 2012, at 9:55 PM, "David Fotland" <[email protected]>
> wrote:
> 
> > Not much memory overhead.  If you look at your tree you will find that
> > most nodes are only visited one or two times.  There is a lot of noise
> > in the fringes of the tree, so there are few duplicates.  This also
> > means that not sharing most of the tree has no impact on strength.
> >
> > David
> >
> >> -----Original Message-----
> >> From: [email protected] [mailto:computer-go-
> >> [email protected]] On Behalf Of Michael Williams
> >> Sent: Friday, August 10, 2012 9:42 AM
> >> To: [email protected]
> >> Subject: Re: [Computer-go] Kas Cup - results and prizes
> >>
> >> I imagine you can get around the lack of implicit information sharing
> >> that you get with a shared tree by explicitly sharing information
> >> near the root.
> >>
> >> But doesn't having separate trees mean a large memory overhead due to
> >> duplicate nodes?
> >>
> >>
> >> On Fri, Aug 10, 2012 at 9:26 AM, David Fotland
> >> <[email protected]>
> >> wrote:
> >>> Because my current approach seems to work just as well (or maybe
> >>> better), and I haven't had time to code up a shared try and tune it
> >>> up to validate that assumption.  Chaslot's paper indicates perhaps
> >>> that not having a shared tree is stronger.  My guess is that they
> >>> are about the same, so it's not worth the effort to change.
> >>>
> >>> david
> >>>
> >>>> -----Original Message-----
> >>>> From: [email protected] [mailto:computer-go-
> >>>> [email protected]] On Behalf Of Michael Williams
> >>>> Sent: Friday, August 10, 2012 12:06 AM
> >>>> To: [email protected]
> >>>> Subject: Re: [Computer-go] Kas Cup - results and prizes
> >>>>
> >>>> Why don't you use a shared tree?
> >>>>
> >>>>
> >>>> On Thu, Aug 9, 2012 at 11:49 PM, David Fotland
> >>>> <[email protected]>
> >>>> wrote:
> >>>>> On an i7-2600 Many Faces does 11.4K pps with 4 threads, and 18.7k
> >>>>> with
> >>>>> 8 threads, a 64% increase, so the 2600 scales a little better than
> >>>>> the 3770, but the 3770 is still a litte bit faster.
> >>>>>
> >>>>>
> >>>>>
> >>>>> david
> >>>>>
> >>>>>
> >>>>>
> >>>>> From: [email protected]
> >>>>> [mailto:[email protected]] On Behalf Of Erik van der
> >>>>> Werf
> >>>>> Sent: Thursday, August 09, 2012 4:41 AM
> >>>>>
> >>>>>
> >>>>> To: [email protected]
> >>>>> Subject: Re: [Computer-go] Kas Cup - results and prizes
> >>>>>
> >>>>>
> >>>>>
> >>>>> I don't have an i7-2600, but I could run oakfoam on the 3930. I
> >>>>> just downloaded it and it does compile. If you give me a list of
> >>>>> gtp commands to run the benchmark, then I will send you the output
> >> back.
> >>>>>
> >>>>>
> >>>>>
> >>>>> Erik
> >>>>>
> >>>>>
> >>>>>
> >>>>> On Thu, Aug 9, 2012 at 12:38 PM, ds <[email protected]> wrote:
> >>>>>
> >>>>> This is very interesting,
> >>>>>
> >>>>> I have not more than 10% with oakfoam on i7-2600K. Would be
> >>>>> interesting if it is the processor or if you e.g. access more
> >>>>> often memory instead of cache due to your code...
> >>>>>
> >>>>> Do you have the chance to run your program on a i7-2600? or do you
> >>>>> have to much time and try
> >>>>> https://bitbucket.org/francoisvn/oakfoam/wiki/Home
> >>>>> on your i7-3930. If so, I would be very much interested in the
> >>>>> number you get in the beginning of a 19x19 game without book:)
> >>>>>
> >>>>>
> >>>>> Detlef
> >>>>>
> >>>>> Am Donnerstag, den 09.08.2012, 12:16 +0200 schrieb Erik van der
> >> Werf:
> >>>>>
> >>>>>> On Thu, Aug 9, 2012 at 11:14 AM, Petr Baudis <[email protected]>
> wrote:
> >>>>>>        On Wed, Aug 08, 2012 at 09:08:47PM +0200, ds wrote:
> >>>>>>> Hyperthreading does the trick, I have the experience it
> >>>>>>        increases the
> >>>>>>> performance by about 10%. I think this is due to waiting
> >>>> for
> >>>>>>        RAM I/O or
> >>>>>>> things like that....
> >>>>>>
> >>>>>>
> >>>>>>        Yes. With hyperthreading, performance per thread goes down
> >>>>>>        significantly, but total performance goes up by about 15%.
> >> In
> >>>>>>        the
> >>>>>>        Pentium 4 era, hyperthreading did not usually pay off, but
> >>>>>>        with i7,
> >>>>>>        its performance is much better. The basic idea is that
> >> there
> >>>>>>        are two
> >>>>>>        instruction pipelines that share the same ALU and other
> >>>>>>        processor units;
> >>>>>>        if one of the pipelines stalls (usually due to memory
> >> fetch),
> >>>>>>        the other
> >>>>>>        can use the ALU in the meantime, or the two threads may
> >> use
> >>>>>>        different
> >>>>>>        parts of the CPU altogether based on what the instructions
> >>>> do.
> >>>>>>
> >>>>>>
> >>>>>>
> >>>>>> 10-15%, really, that low? For my program (on an i7-3930K, going
> >>>>>> from
> >>>>>> 6 to 12 threads) it is more in the order of 40% extra simulations
> >>>>>> per second.
> >>>>>>
> >>>>>>
> >>>>>> Erik
> >>>>>>
> >>>>>>
> >>>>>
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