Re: [computer-go] Parallel algorithms

2008-05-25 Thread Olivier Teytaud

I had read previously that Mogo used MPI, but I didn't know
if could work on clusters without sharing the whole tree. I have been
formulating such an algorithm for the past week or so, so I would like
to make sure that it hasn't already been done. Has anything been
written about Mogo's parallel algorithms? Or could you give a brief
run-down? How does it scale on such large numbers of processors?


MoGo's parallelization has been published, but with 
moderate results because at that time we were only using ethernet. The

same algorithm with good networks provide good results in 9x9 and very
good results in 19x19. The trick is just that sharing only nodes of the 
tree with at least 5% of the total number of simulations, say 20 times

per second, is enough for a nice speed-up. This is not possible with
ethernet, but it is possible with myrinet, infiniband, or things like 
taht. With 
32 nodes, you get
95% winning rate against the one-node baseline, and this can be 
implemented using MPI within just a few lines (recursive sharing of the 
nodes in the tree). The reference (conference icinco2008)
is on my web page (http://www.lri.fr/~teytaud/cv/cv.html), but the results 
in the paper are disappointing

as the results on this paper were with ethernet only. We'll publish
the new speed-up curves soon (preliminary results below). In 9x9, it's far 
less impressive, unfortunately; but perhaps improvements are possible.
Note that these results are with very good networks, but better hardware 
exists... if you have plenty of money :-)


Also I think that just combining the improvements in various current best
implementations could provide something much stronger. For example, mogo
is still below the state of the art in terms of patterns in the tree (but, 
this is increasing :-) ). Some other implementations have no MPI 
parallelization, or no RAVE values - combining all that in one code could

be quite nice. It's just a huge work :-)
 Olivier
 MPI success rate ===
19x19 with 32 machines
against 1 machines:.95102040816326530612+-.01378857726307400759\\
against 2 machines:.82383419689119170984+-.02742218504725679587\\
against 4 machines:.73493975903614457831+-.03425658934275012162\\
against 8 machines:.63076923076923076923+-.04232651544690520753\\
against 16 machines:.63157894736842105263+-.05533236663556282245\\
against 32 machines:.4800+-.09991996797437437129\\

9x9 
against 1 machines:.72542372881355932203+- .02598462012440167557

against 2 machines:.63082437275985663082+- .02889140360869044365
against 4 machines:.61231884057971014492+- .02932726868615559501
against 8 machines:.53526220614828209764+- .02120922113498994710
against 16 machines:.50541516245487364620+- .02124171853985291158
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Re: [computer-go] batch size and impact on strength

2008-05-25 Thread Sylvain Gelly

 This seems to be the case and I still do not really on some level
 understand why. Since with the chinese go rules the board should be
 effectively stateless (exempting ko information) all the information be
 contained in the the current position. Why additional information is needed
 i.e. an annotation of the last played move is required on some level is a
 mystery to me.


 One can build nice examples of that for some artificial games: the
 knowledge of the last move helps *for finite computational cost*.
 Sylvain has shown interesting elements around that, but as far as I know
 this was not in his ph.D. thesis and this is not published.


If I understand correctly what it is about, I do have something in my thesis
about that.
p153: 4.4.3 Mathematical insights: strength VS accuracy, and more
precisely Theorem 4.4.1 (Accurate simulation player without memory is
strong)
It is certainly not of direct practical application though.

Sylvain
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Re: [computer-go] batch size and impact on strength

2008-05-25 Thread Olivier Teytaud

If I understand correctly what it is about, I do have something in my thesis
about that.
p153: 4.4.3 Mathematical insights: strength VS accuracy, and more
precisely Theorem 4.4.1 (Accurate simulation player without memory is
strong)
It is certainly not of direct practical application though.


Sorry for having missed that :-) I'm happy that you finished the writing
of this (very interesting) part.
Olivier
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