[computer-go] UEC cup

2008-12-15 Thread Darren Cook
I was reading a report on the UEC Cup [1] on a (Japanese) blog, and if I
understood correctly the results were:
  1. Crazy stone
  2. Fudogo (?) (Hideki Kato's program)
  3. Many Faces
  4. Katsunari

(Mogo had time trouble and pulled out?)

Crazy stone then played against Kaori Aoba, 4p, at a 7-stone handicap
and won by resignation. Making crazy stone 4 or 5 dan, by Japanese
standards. Maybe 2-3 dan European?

Can anyone post more information? What hardware was Crazy Stone running on?

Darren

[1]: The home page is here, but no information here yet:
 http://jsb.cs.uec.ac.jp/~igo/2008/eng/

-- 
Darren Cook, Software Researcher/Developer
http://dcook.org/mlsn/ (English-Japanese-German-Chinese-Arabic
open source dictionary/semantic network)
http://dcook.org/work/ (About me and my work)
http://dcook.org/blogs.html (My blogs and articles)
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Re: [computer-go] UEC cup

2008-12-15 Thread Rémi Coulom

Darren Cook wrote:

I was reading a report on the UEC Cup [1] on a (Japanese) blog, and if I
understood correctly the results were:
  1. Crazy stone
  2. Fudogo (?) (Hideki Kato's program)
  3. Many Faces
  4. Katsunari

(Mogo had time trouble and pulled out?)

Crazy stone then played against Kaori Aoba, 4p, at a 7-stone handicap
and won by resignation. Making crazy stone 4 or 5 dan, by Japanese
standards. Maybe 2-3 dan European?

Can anyone post more information? What hardware was Crazy Stone running on?

Darren

[1]: The home page is here, but no information here yet:
 http://jsb.cs.uec.ac.jp/~igo/2008/eng/

  
Crazy Stone was running on the same 8-core PC that won the H8 game of 
FIT2008. I am waiting impatiently for more information. At least 3 
persons who attended sent an email telling that the game was very 
beautiful, but I don't have a game record yet.


MoGo lost because of problems with remote play. This is the info I have: 
MoGo lost the first game of the final round today by time-out due to 
the overhead of network delay (via KGS) and the manual input of the moves.


It seems that Aya took 5th place. Aya was not lucky with the pairings.

Rémi
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Re: [computer-go] UEC cup

2008-12-15 Thread Hideki Kato
Rémi Coulom: 49461936.2080...@univ-lille3.fr:
Darren Cook wrote:
 I was reading a report on the UEC Cup [1] on a (Japanese) blog, and if I
 understood correctly the results were:
   1. Crazy stone
   2. Fudogo (?) (Hideki Kato's program)
   3. Many Faces
   4. Katsunari

1. Crazy Stone
2. Fudo Go
3. Many Faces of Go
4. Katsunari
5. Aya

 (Mogo had time trouble and pulled out?)

 Crazy stone then played against Kaori Aoba, 4p, at a 7-stone handicap
 and won by resignation. Making crazy stone 4 or 5 dan, by Japanese
 standards. Maybe 2-3 dan European?

 Can anyone post more information? What hardware was Crazy Stone running on?

 Darren

 [1]: The home page is here, but no information here yet:
  http://jsb.cs.uec.ac.jp/~igo/2008/eng/

   
Crazy Stone was running on the same 8-core PC that won the H8 game of 
FIT2008. I am waiting impatiently for more information. At least 3 
persons who attended sent an email telling that the game was very 
beautiful, but I don't have a game record yet.

MoGo lost because of problems with remote play. This is the info I have: 
MoGo lost the first game of the final round today by time-out due to 
the overhead of network delay (via KGS) and the manual input of the moves.

It seems that Aya took 5th place. Aya was not lucky with the pairings.

Yes, Aya was not lucky and Fudo Go was very lucky. :)
The tournament tree after best eight was:

 CS
 CS Fudo
   CSMFG   Katsunari  Fudo
CS* agouti Aya* MFG  Katsunari* Gogonomitan RGO Fudo

Three stars show seeded programs.

Advertisement: Fudo Go used a desktop pc (Intel Q9550) and _eight_
Playstation 3 consoles on a private Gigabit Ethernet LAN.

Hideki Kato
--
g...@nue.ci.i.u-tokyo.ac.jp (Kato)
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Re: [computer-go] UEC cup

2008-12-15 Thread Mark Boon
My understanding of the PlayStation is that it's a Cell architecture,  
with one main CPU and six auxilary processing units with limited  
capability. Of course you don't need much for something to do MC  
playouts, so it seems a very suitable architecture. So 8 PS3s gives a  
total of 56 CPU's. Plus the four of the desktop that would make 60.


I have mixed feelings about this piling up of hardware. On the one  
hand it's exciting. Complex parallel processing to improve the level  
of play is very interesting. On the other hand, I hope attention  
doesn't only go towards putting more computing power together.


Mark


On 15-dec-08, at 08:23, Darren Cook wrote:


Advertisement: Fudo Go used a desktop pc (Intel Q9550) and _eight_
Playstation 3 consoles on a private Gigabit Ethernet LAN.


Hello Kato-sensei,
Are you able to use all 8 cores of the playstation? So, with the 4 of
the Q9550, 68 cores altogether? Do you, or your students, have any
papers on the hardware challenges/solutions?

Darren

--
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http://dcook.org/mlsn/ (English-Japanese-German-Chinese-Arabic
open source dictionary/semantic network)
http://dcook.org/work/ (About me and my work)
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Re: [computer-go] UEC cup

2008-12-15 Thread Darren Cook
 Advertisement: Fudo Go used a desktop pc (Intel Q9550) and _eight_ 
 Playstation 3 consoles on a private Gigabit Ethernet LAN.

Hello Kato-sensei,
Are you able to use all 8 cores of the playstation? So, with the 4 of
the Q9550, 68 cores altogether? Do you, or your students, have any
papers on the hardware challenges/solutions?

Darren

-- 
Darren Cook, Software Researcher/Developer
http://dcook.org/mlsn/ (English-Japanese-German-Chinese-Arabic
open source dictionary/semantic network)
http://dcook.org/work/ (About me and my work)
http://dcook.org/blogs.html (My blogs and articles)
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Re: [computer-go] UEC cup

2008-12-15 Thread Hideki Kato
Rémi Coulom: 49461936.2080...@univ-lille3.fr:
Darren Cook wrote:
 I was reading a report on the UEC Cup [1] on a (Japanese) blog, and if I
 understood correctly the results were:
   1. Crazy stone
   2. Fudogo (?) (Hideki Kato's program)
   3. Many Faces
   4. Katsunari

 (Mogo had time trouble and pulled out?)

 Crazy stone then played against Kaori Aoba, 4p, at a 7-stone handicap
 and won by resignation. Making crazy stone 4 or 5 dan, by Japanese
 standards. Maybe 2-3 dan European?

 Can anyone post more information? What hardware was Crazy Stone running on?

 Darren

 [1]: The home page is here, but no information here yet:
  http://jsb.cs.uec.ac.jp/~igo/2008/eng/

   
Crazy Stone was running on the same 8-core PC that won the H8 game of 
FIT2008. I am waiting impatiently for more information. At least 3 
persons who attended sent an email telling that the game was very 
beautiful, but I don't have a game record yet.

Following is a _unofficial_ game record.

(;FF[4]CA[UTF-8]AP[GoGui:1.1pre3]
HA[7]PB[Crazy Stone]PW[Kaori Aoba]RE[B+R]
AB[pd][dp][pp][dd][dj][jj][pj]PL[W]
EV[The 2nd UEC Cup Exhibition]
PC[Univ. of Electro-Communications, Tokyo]
;W[gp];B[dn];W[nq];B[pm];W[jp];B[kg];W[kd];B[hd];W[nc];B[ne]
;W[qf];B[ng];W[qd];B[qc];W[pc];B[oc];W[od];B[pb];W[pe];B[pc]
;W[nd];B[oe];W[nb];B[rd];W[re];B[qe];W[pf];B[rb];W[og];B[me]
;W[id];B[he];W[ld];B[oh];W[qi];B[ic];W[jc];B[ph];W[qj];B[qh]
;W[rm];B[np];W[mp];B[no];W[oq];B[qk];W[rk];B[rh];W[ql];B[pk]
;W[pl];B[ol];W[om];B[nm];W[on];B[nl];W[pn];B[qn];W[qm];B[nn]
;W[op];B[oo];W[po];B[qo];W[pm];B[qq];W[rn];B[ro];W[sl];B[mq]
;W[mr];B[lq];W[lr];B[kq];W[qr];B[jq];W[pq];B[dh];W[iq];B[ib]
;W[ie];B[if];W[jb];B[ko];W[dl];B[gl];W[fm];B[el];W[ek];B[cl]
;W[fl];B[dk];W[em];B[cm];W[dg];B[df];W[cf];B[eg];W[de];B[cg]
;W[ee];B[ce];W[cd];B[bf];W[dc];B[bd];W[ed];B[je];W[jd];B[fc]
;W[bc];B[cb];W[ad];B[db];W[be];B[gk];W[gf];B[hf];W[gc];B[fd]
;W[eb];B[ec];W[fb];B[hc];W[gb];B[fe];W[bb];B[hq];W[dq];B[cq]
;W[ep];B[eq];W[dr];B[eo];W[fp];B[ip];W[gm];B[il];W[im];B[jm]
;W[jn];B[hm];W[io];B[ir];W[hn];B[er];W[hl];B[cr];W[mg];B[lf]
;W[kj];B[nh];W[ji];B[ef];W[cf];B[gi];W[ij];B[ik];W[km];B[ej]
;W[md];B[jl];W[kl];B[hk];W[kn];B[lo];W[jk];B[ce];W[dd];B[ih]
;W[hi];B[gj];W[hh];B[gh];W[hg];B[ff];W[cf];B[ii];W[ig];B[jh]
;W[jg];B[kh];W[jf];B[li];W[lj];B[hj];W[kf];B[gg];W[ke];B[hp])

Hideki
--
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Re: [computer-go] UEC cup

2008-12-15 Thread Don Dailey
On Mon, 2008-12-15 at 09:18 -0200, Mark Boon wrote:
 My understanding of the PlayStation is that it's a Cell architecture,  
 with one main CPU and six auxilary processing units with limited  
 capability. Of course you don't need much for something to do MC  
 playouts, so it seems a very suitable architecture. So 8 PS3s gives a  
 total of 56 CPU's. Plus the four of the desktop that would make 60.
 
 I have mixed feelings about this piling up of hardware. On the one  
 hand it's exciting. Complex parallel processing to improve the level  
 of play is very interesting. On the other hand, I hope attention  
 doesn't only go towards putting more computing power together.

Here is how I look at it.  We probably wouldn't even have monte-carlo
programs if hardware was like it was 30 years ago,  or even 10 years
ago.A few months ago I was thinking about why it took us so long to
discover this Monte Carlo thing and then I realized that it couldn't
have happened until recent times.   Although it may have been POSSIBLE
10 or 15 years ago to produce something that was similar in strength to
what was available,  you probably need significant overkill before it
seems interesting enough for developers to start experimenting with.  

So if someone 15 years ago, armed with the same ideas we have now, had
started developing such a program,  it's likely they would have
concluded that it's not feasible.   It took quite a bit of discovery and
effort to get real strong programs.   Lazarus, for example is stronger
that the old traditional programs by far on small boards on todays
hardware, but had I developed Lazarus on my old pentium 133 I would have
come to the tentative conclusion (I never say never)  that this was
probably another bad idea.

Computer chess is another interesting example, because we used the same
basic approach back then as we use today.   But 40 years ago the
conclusion was that search doesn't really work - it won by default
because we didn't know anything better.   The call went out to abandon
this brain dead approach and persuasive arguments were presented (based
on the laws of physics and the number of electrons in the universe) that
it could never work.  

So I think we have to embrace the fact that hardware is a part of these
kinds of advancements.   In fact I have always believe this anyway,  the
whole idea behind computing is to perform simple and stupid operations
very very quickly.It's easy to forget that everything about
computing and what is possible is tied to the power of the hardware.

There is another school of thought that I somewhat subscribe to and I
think you are alluding to, that we have been spoiled by the power and do
not look for the most efficient way to do things.   I know and agree
that this happens, but this is more of an engineering issue.  As
engineers we must use some imagination because ultimately you need as
much imagination and power (both) as possible.   This is another angle
on the high level language argument, that computers are so fast that
it's ok if the software it 20 times slower (which is typical for many
high level languages.)   I think that has always been an asinine concept
because there is never enough computing power to accomplish what you
want unless you have a limited imagination.   I call this the drunken
sailor philosophy (on payday, the sailor wastes his whole paycheck for a
single night of instant gratification.)  

- Don






 
 Mark
 
 
 On 15-dec-08, at 08:23, Darren Cook wrote:
 
  Advertisement: Fudo Go used a desktop pc (Intel Q9550) and _eight_
  Playstation 3 consoles on a private Gigabit Ethernet LAN.
 
  Hello Kato-sensei,
  Are you able to use all 8 cores of the playstation? So, with the 4 of
  the Q9550, 68 cores altogether? Do you, or your students, have any
  papers on the hardware challenges/solutions?
 
  Darren
 
  -- 
  Darren Cook, Software Researcher/Developer
  http://dcook.org/mlsn/ (English-Japanese-German-Chinese-Arabic
  open source dictionary/semantic network)
  http://dcook.org/work/ (About me and my work)
  http://dcook.org/blogs.html (My blogs and articles)
  ___
  computer-go mailing list
  computer-go@computer-go.org
  http://www.computer-go.org/mailman/listinfo/computer-go/
 
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 computer-go@computer-go.org
 http://www.computer-go.org/mailman/listinfo/computer-go/


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Re: [computer-go] UEC cup

2008-12-15 Thread Hideki Kato

Darren Cook: 49463016.1020...@dcook.org:
 Advertisement: Fudo Go used a desktop pc (Intel Q9550) and _eight_ 
 Playstation 3 consoles on a private Gigabit Ethernet LAN.

Hello Kato-sensei,

Hello Darren,

BTW, I'm not a sensei (Professor) but just a doctor course student of 
55 years old :).

Are you able to use all 8 cores of the playstation? So, with the 4 of
the Q9550, 68 cores altogether? Do you, or your students, have any
papers on the hardware challenges/solutions?

Usual applications can use not 8 but 7 cores in fact because one SPU 
is used exclusively to protect the secured contents by firmware.  PPU 
is not used for MC simulations but the commnunications over 
network etc.

I used one core of Intel for the client (UCT tree searcher) and other 
three for internal MC simulators and 8 times 6 SPU's external.  
Thus, 51 cores are uesd for MC simulations in total.  The eight PS3 
consoles boosted Fudo Go by, perhaps, 2 or 3 stones (ranks) on 19 
x 19.  The difference of the performance between 4 and 8 PS3's is 
clear but I'm not sure all 6 SPU's are working in full duty, though 
I'll study it soon.

My last paper on parallel MCTS has no description about the 
implementation for Cell BE.  I'll submit longer paper in this 
month but if you want to know the detail of my implementation now, you 
can have the source code of Fudo-Go-2nd-UEC-Cup version, which is 
exactly what I used for the tournament.
http://www.geocities.jp/hideki_katoh/release/fudo-go-2nd-uec-cup.tar.gz

Hideki
--
g...@nue.ci.i.u-tokyo.ac.jp (Kato)
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Re: [computer-go] I will build a site for the Reference Bots, Specs, and hard data concerning them.

2008-12-15 Thread Wolf Stephan Kappesser
Hi,

do you know?
http://ricoh51.free.fr/go/engineeng.htm
 Whats about a wiki?
You know sensei lib and friends?

Greets
WSK
  - Original Message - 
  From: Denis fidaali 
  To: computer-go@computer-go.org 
  Sent: Monday, November 24, 2008 5:03 PM
  Subject: [computer-go] I will build a site for the Reference Bots, Specs, and 
hard data concerning them.



   Hi.
  I feel like it's a shame not to publicize anything on all this Reference bot 
work that has been done.
   So in the coming days, i'll do my best to get a web-site up and running for 
it.
   It probably will be plain html. I have absolutely no design skill, so it may 
be a bit flat.

  I'm open to all suggestions concerning what i should put on this site. 
  I think that it would be better to also put there as much useful web-links as 
we can think of. 
  The planned url for this project is www.computer-go.net
  Obviously there will be a link to this mailing list Archives.

  I'm also open to any submissions that would be less than 2Megabyte (assuming 
there won't be that many).
   You can mail them to this email.
   I have full control of the web-site, so it probably is possible to set-up a 
git repository.
   Although i have just no idea how to do that.

  Thanks in advance for any suggestion/advice/.css that might help me get this 
project on track :)


--
  Téléphonez gratuitement à tous vos proches avec Windows Live Messenger  !  
Téléchargez-le maintenant ! 


--


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[computer-go] UEC cup

2008-12-15 Thread terry mcintyre
 Well, Amen! As Don Dailey said, researchers probably would have concluded that 
MC was not worth doing, if they had been using the computers of ten or fifteen 
years back.

Looking forward, computer power equivalent to that rig lashed together with 8 
PS3s or GPUs or FPGAs, or some combination thereof, will be available on your 
desktop in ten or fifteen years. Last year, a quadcore cost about $800; this 
year, the price is about half that. Intel and AMD roadmaps show 6- and 8-core 
computers coming soon. Apple is working on Open CL, which could it make it 
easier to tap the GPU. Tesla GPU boards are within the budget of many 
researchers. The algorithms which best exploit the power of large clusters - 
especially of non-von Neumann architectures - have yet to be discovered. 

I'm glad researchers are experimenting with funky clusters to improve Go 
programs. Lots of variation and selective pressure can only improve the state 
of the art. If somebody wins all the tournaments, others must tweak their 
parameters and optimize their code to stay in the game.

David Fotland recently spent six months doing a great deal of work to improve 
Many Faces of Go, grafting MC-based code to his traditional-style engine. His 
program advanced four or five kyu. If MC programs were not winning 
competitions, would he have put in all that time and effort? Mr Fotland is now 
tweaking his program to scale well on n32 processors - could he be thinking 
about Moore's  Law bringing manycore computers within reach of more and more 
enthusiasts within a decade? The Mogo team and others are likewise using as 
much computer power as they can; more power to them!

IBM once spent a million dollars  to build Deep Blue, which beat Kasparov in 
the game of Chess. Today, I suspect that an ordinary quadcore with a top 
program could play as well. Here's hoping that, in a decade or two, our newest 
desktops play a pro-level game of Go.

I'm hoping that some research departments think of these projects as a good way 
to train today's students to wrap their brains around the task of developing 
for manycore architectures.


  
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RE: [computer-go] UEC cup

2008-12-15 Thread dave.devos
I was in Japan for a year in 1990. I was 1k - 1d EGF at that time and i was 4d 
in Japan. I think the grade difference between EGF and Japan is more like 3 
grades than 2 grades. 
I also participated in a Japan-Netherlands friendship match by the Japanese 
Embassy in Holland. We played against Japanese players with full handicap but 
our grades were increased by 3.
At that time I was a 3d EFG but I had to give handicap as a 6d Japanese. The 
match was won by Holland with big numbers even with the 3 grades correction.
Also, a 4p is not a 7p. The difference should be about one stone. 4p is 
equivalent to 8d EGF. So i would say winning with seven stones against a 4p 
suggests that Crazy stone is about 1d - 2d. 
This is similar to the result achieved by Mogo.
 
Dave



Van: computer-go-boun...@computer-go.org namens Darren Cook
Verzonden: ma 15-12-2008 9:34
Aan: computer-go
Onderwerp: [computer-go] UEC cup



I was reading a report on the UEC Cup [1] on a (Japanese) blog, and if I
understood correctly the results were:
  1. Crazy stone
  2. Fudogo (?) (Hideki Kato's program)
  3. Many Faces
  4. Katsunari

(Mogo had time trouble and pulled out?)

Crazy stone then played against Kaori Aoba, 4p, at a 7-stone handicap
and won by resignation. Making crazy stone 4 or 5 dan, by Japanese
standards. Maybe 2-3 dan European?

Can anyone post more information? What hardware was Crazy Stone running on?

Darren

[1]: The home page is here, but no information here yet:
 http://jsb.cs.uec.ac.jp/~igo/2008/eng/

--
Darren Cook, Software Researcher/Developer
http://dcook.org/mlsn/ (English-Japanese-German-Chinese-Arabic
open source dictionary/semantic network)
http://dcook.org/work/ (About me and my work)
http://dcook.org/blogs.html (My blogs and articles)
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Re: [computer-go] UEC cup

2008-12-15 Thread Go Fast
Kato, have you compared the speed of the simulations on PS3 SPE to the speed
of the simulations on PC, given that the program is optimized for the cpu on
both sides.


On Mon, Dec 15, 2008 at 6:40 AM, Hideki Kato hideki_ka...@ybb.ne.jp wrote:


 Darren Cook: 49463016.1020...@dcook.org:
  Advertisement: Fudo Go used a desktop pc (Intel Q9550) and _eight_
  Playstation 3 consoles on a private Gigabit Ethernet LAN.
 
 Hello Kato-sensei,

 Hello Darren,

 BTW, I'm not a sensei (Professor) but just a doctor course student of
 55 years old :).

 Are you able to use all 8 cores of the playstation? So, with the 4 of
 the Q9550, 68 cores altogether? Do you, or your students, have any
 papers on the hardware challenges/solutions?

 Usual applications can use not 8 but 7 cores in fact because one SPU
 is used exclusively to protect the secured contents by firmware.  PPU
 is not used for MC simulations but the commnunications over
 network etc.

 I used one core of Intel for the client (UCT tree searcher) and other
 three for internal MC simulators and 8 times 6 SPU's external.
 Thus, 51 cores are uesd for MC simulations in total.  The eight PS3
 consoles boosted Fudo Go by, perhaps, 2 or 3 stones (ranks) on 19
 x 19.  The difference of the performance between 4 and 8 PS3's is
 clear but I'm not sure all 6 SPU's are working in full duty, though
 I'll study it soon.

 My last paper on parallel MCTS has no description about the
 implementation for Cell BE.  I'll submit longer paper in this
 month but if you want to know the detail of my implementation now, you
 can have the source code of Fudo-Go-2nd-UEC-Cup version, which is
 exactly what I used for the tournament.
 http://www.geocities.jp/hideki_katoh/release/fudo-go-2nd-uec-cup.tar.gz

 Hideki
 --
 g...@nue.ci.i.u-tokyo.ac.jp (Kato)
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[computer-go] Fw: IEEE Spectrum Online: How We Found the Missing Memristor

2008-12-15 Thread terry mcintyre
This could be the future of computer Go: fast, dense, nonvolatile RAM; fast and 
dense FPGAs, and direct models of neurons as memristor devices.


- Forwarded Message 


  
Most Read Content
Top 3 most read articles:
* How We Found the Missing Memristor
* Slideshow: Meet the Universe's Ultimate Engineers
* Slideshow: Tabletop Computers
Most Emailed Content
Top 3 most emailed articles:
* How We Found the Missing Memristor
* The Exterminators
* Idiot-proofing the Defibrillator
Top Editor's Choice Articles
Editor's Top 3 picks
* RD Goes Global
* The Weapons Acquisition Process: An Intellectual Disconnect
* New Class of Digital Signal Processor Wipes Out Wasted Power


How We Found the Missing Memristor
The memristor--the functional equivalent of a synapse--could revolutionize 
circuit design
Read the full article at:
http://spectrum.ieee.org/dec08/7024


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Re: [computer-go] UEC cup

2008-12-15 Thread Mark Boon
On Mon, Dec 15, 2008 at 12:37 PM, Don Dailey drdai...@cox.net wrote:

 So I think we have to embrace the fact that hardware is a part of these
 kinds of advancements.   In fact I have always believe this anyway,  the
 whole idea behind computing is to perform simple and stupid operations
 very very quickly.It's easy to forget that everything about
 computing and what is possible is tied to the power of the hardware.

 There is another school of thought that I somewhat subscribe to and I
 think you are alluding to, that we have been spoiled by the power and do
 not look for the most efficient way to do things.

That is another matter, one that I agree with. But that was not what I
was alluding to. If anything, the fact that MC programs are highly
scalable puts much more focus on efficient algorithms than has been
the case in prior years.

As with any IT problem, Computer-Go is both about hardware and
software. I have no problem with that, it's the nature of computers
and software. What I was alluding to was that I hope the software
doesn't take a back-seat to the increase of hardware. I don't think
it's nearly as interesting if it becomes a competition of who can
bring the biggest piece of iron or who can arrange the biggest sponsor
to pay for hardware (which is a bit what happened with Deep Blue).

In the meantime, I think the advances that MC programs have brought
are great. And so is the attention the matches get when playing
against a pro with a super-computer.

Mark
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Re: [computer-go] UEC cup

2008-12-15 Thread terry mcintyre
 From: Mark Boon tesujisoftw...@gmail.com
 
 On Mon, Dec 15, 2008 at 12:37 PM, Don Dailey wrote:
 
  So I think we have to embrace the fact that hardware is a part of these
  kinds of advancements.   In fact I have always believe this anyway,  the
  whole idea behind computing is to perform simple and stupid operations
  very very quickly.It's easy to forget that everything about
  computing and what is possible is tied to the power of the hardware.
 
  There is another school of thought that I somewhat subscribe to and I
  think you are alluding to, that we have been spoiled by the power and do
  not look for the most efficient way to do things.
 
 That is another matter, one that I agree with. But that was not what I
 was alluding to. If anything, the fact that MC programs are highly
 scalable puts much more focus on efficient algorithms than has been
 the case in prior years.
 
 As with any IT problem, Computer-Go is both about hardware and
 software. I have no problem with that, it's the nature of computers
 and software. What I was alluding to was that I hope the software
 doesn't take a back-seat to the increase of hardware. I don't think
 it's nearly as interesting if it becomes a competition of who can
 bring the biggest piece of iron or who can arrange the biggest sponsor
 to pay for hardware (which is a bit what happened with Deep Blue).
 
 In the meantime, I think the advances that MC programs have brought
 are great. And so is the attention the matches get when playing
 against a pro with a super-computer.

In my experience with IT systems administration, people do tend to let the 
hardware do the heavy lifting when algorithmic improvements could double and 
quadruple the performance. We don't know much about the space of useful 
algorithms; if we focus on some particular algorithm, we may only be able to 
wring a few percent out of it, where some better algorithm could possibly yield 
50% or 75% reduction in run time. We are looking for higher peaks on a mountain 
range enshrouded by a heavy fog of uncertainty.


  
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Re: [computer-go] RefBot (thought-) experiments

2008-12-15 Thread Weston Markham
Hi.  This is a continuation of a month-old conversation about the
possibility that the quality of AMAF Monte Carlo can degrade, as the
number of simulations increases:

Me:  running 10k playouts can be significantly worse than running 5k playouts.

On Tue, Nov 18, 2008 at 2:27 PM, Don Dailey drdai...@cox.net wrote:
 On Tue, 2008-11-18 at 14:17 -0500, Weston Markham wrote:
 On Tue, Nov 18, 2008 at 12:02 PM, Michael Williams
 michaelwilliam...@gmail.com wrote:
  It doesn't make any sense to me from a theoretical perspective.  Do you 
  have
  empirical evidence?

 I used to have data on this, from a program that I think was very
 nearly identical to Don's reference spec.  When I get a chance, I'll
 try to reproduce it.

 Unless the difference is large, you will have to run thousands of games
 to back this up.

 - Don

I am comparing the behavior of the AMAF reference bot with 5000
playouts against the behavior with 10 playouts, and I am only
considering the first ten moves (five from each player) of the (9x9)
games.  I downloaded a copy of Don's reference bot, as well as a copy
of Mogo, which is used as an opponent for each of the two settings.
gnugo version 3.7.11 is also used, in order to judge which side won
(jrefgo or mogo) after each individual match.  gnugo was used because
it is simple to set it up for this sort of thing via command-line
options, and it seems plausible that it should give a somewhat
realistic assessment of the situation.

jrefgo always plays black, and Mogo plays white.  Komi is set to 0.5,
so that jrefgo has a reasonable number of winning lines available to
it, although the general superiority of Mogo means that egregiously
bad individual moves will be punished.

In the games played, Mogo would occasionally crash.  (This was run
under Windows Vista; perhaps there is some incompatibility of the
binary I downloaded)  I have discarded these games (about 1 out of 50,
I think) from the statistics gathered.  As far as I know, there would
be no reason to think that this would skew the comparison between 5k
playouts and 100k playouts.  Other than occasional crashes, the
behavior of Mogo seemed reasonable in other games that I observed.  I
have no reason to think that it was not playing at a relatively high
level in the retained results.

Out of 3637 matches using 5k playouts, jrefgo won (i.e., was ahead
after 10 moves, as estimated by gnugo) 1688 of them.  (46.4%)
Out of 2949 matches using 100k playouts, jrefgo won 785.  (26.6%)

It appears clear to me that increasing the number of playouts from 5k
to 100k certainly degrades the performance of jrefgo.  Below, I am
including the commands that I used to run the tests and tally the
results.

Weston


$ cat scratch5k.sh

../gogui-1.1.3/bin/gogui-twogtp -auto -black \C:Program FilesJavaj
dk1.6.0_06binjava.exe\ -jar jrefgo.jar 5000 -games 1 -komi 0.5 -ma
xmoves 10 -referee gnugo --mode gtp --score aftermath --chinese-rules --positio
nal-superko -sgffile games/jr5k-v-mogo -size 9 -white C:cygwinhomeE
xperienceprojectsgoMoGo_release3mogo.exe


$ grep B+ games/jr5k-v-mogo.dat | grep -v unexp | wc -l
1688

$ grep W+ games/jr5k-v-mogo.dat | grep -v unexp | wc -l
1949

$ grep B+ games/jr100k-v-mogo.dat | grep -v unexp | wc -l
785

$ grep W+ games/jr100k-v-mogo.dat | grep -v unexp | wc -l
2164
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Re: [computer-go] UEC cup

2008-12-15 Thread Don Dailey
On Mon, 2008-12-15 at 14:22 -0800, terry mcintyre wrote:
 In my experience with IT systems administration, people do tend to let
 the hardware do the heavy lifting when algorithmic improvements could
 double and quadruple the performance. We don't know much about the
 space of useful algorithms; if we focus on some particular algorithm,
 we may only be able to wring a few percent out of it, where some
 better algorithm could possibly yield 50% or 75% reduction in run
 time. We are looking for higher peaks on a mountain range enshrouded
 by a heavy fog of uncertainty.

That may be true of IT system administrators,  but game developers
writing extremely high performance game playing programs like Go and
Chess don't think like that at all.   They do not blow off even minor
performance improvements.   They salivate when new hardware comes out,
and it's not because they can switch over to slower algorithms or use
higher level languages.   To these kind of people that would be like
buying a brand new Lamborghini for driving to the grocery store.  

- Don



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Re: [computer-go] RefBot (thought-) experiments

2008-12-15 Thread Don Dailey
Is Jrefgo the pure version that does not use tricks like the futures
map?   If you use things like that, all bets are off - I can't be sure
this is not negatively scalable.

You cannot draw any reasonable conclusions by stopping after 10 moves
and letting gnugo judge the game either.Why didn't you play complete
games?

- Don



On Mon, 2008-12-15 at 17:30 -0500, Weston Markham wrote:
 Hi.  This is a continuation of a month-old conversation about the
 possibility that the quality of AMAF Monte Carlo can degrade, as the
 number of simulations increases:
 
 Me:  running 10k playouts can be significantly worse than running 5k 
 playouts.
 
 On Tue, Nov 18, 2008 at 2:27 PM, Don Dailey drdai...@cox.net wrote:
  On Tue, 2008-11-18 at 14:17 -0500, Weston Markham wrote:
  On Tue, Nov 18, 2008 at 12:02 PM, Michael Williams
  michaelwilliam...@gmail.com wrote:
   It doesn't make any sense to me from a theoretical perspective.  Do you 
   have
   empirical evidence?
 
  I used to have data on this, from a program that I think was very
  nearly identical to Don's reference spec.  When I get a chance, I'll
  try to reproduce it.
 
  Unless the difference is large, you will have to run thousands of games
  to back this up.
 
  - Don
 
 I am comparing the behavior of the AMAF reference bot with 5000
 playouts against the behavior with 10 playouts, and I am only
 considering the first ten moves (five from each player) of the (9x9)
 games.  I downloaded a copy of Don's reference bot, as well as a copy
 of Mogo, which is used as an opponent for each of the two settings.
 gnugo version 3.7.11 is also used, in order to judge which side won
 (jrefgo or mogo) after each individual match.  gnugo was used because
 it is simple to set it up for this sort of thing via command-line
 options, and it seems plausible that it should give a somewhat
 realistic assessment of the situation.
 
 jrefgo always plays black, and Mogo plays white.  Komi is set to 0.5,
 so that jrefgo has a reasonable number of winning lines available to
 it, although the general superiority of Mogo means that egregiously
 bad individual moves will be punished.
 
 In the games played, Mogo would occasionally crash.  (This was run
 under Windows Vista; perhaps there is some incompatibility of the
 binary I downloaded)  I have discarded these games (about 1 out of 50,
 I think) from the statistics gathered.  As far as I know, there would
 be no reason to think that this would skew the comparison between 5k
 playouts and 100k playouts.  Other than occasional crashes, the
 behavior of Mogo seemed reasonable in other games that I observed.  I
 have no reason to think that it was not playing at a relatively high
 level in the retained results.
 
 Out of 3637 matches using 5k playouts, jrefgo won (i.e., was ahead
 after 10 moves, as estimated by gnugo) 1688 of them.  (46.4%)
 Out of 2949 matches using 100k playouts, jrefgo won 785.  (26.6%)
 
 It appears clear to me that increasing the number of playouts from 5k
 to 100k certainly degrades the performance of jrefgo.  Below, I am
 including the commands that I used to run the tests and tally the
 results.
 
 Weston
 
 
 $ cat scratch5k.sh
 
 ../gogui-1.1.3/bin/gogui-twogtp -auto -black \C:Program 
 FilesJavaj
 dk1.6.0_06binjava.exe\ -jar jrefgo.jar 5000 -games 1 -komi 0.5 
 -ma
 xmoves 10 -referee gnugo --mode gtp --score aftermath --chinese-rules 
 --positio
 nal-superko -sgffile games/jr5k-v-mogo -size 9 -white 
 C:cygwinhomeE
 xperienceprojectsgoMoGo_release3mogo.exe
 
 
 $ grep B+ games/jr5k-v-mogo.dat | grep -v unexp | wc -l
 1688
 
 $ grep W+ games/jr5k-v-mogo.dat | grep -v unexp | wc -l
 1949
 
 $ grep B+ games/jr100k-v-mogo.dat | grep -v unexp | wc -l
 785
 
 $ grep W+ games/jr100k-v-mogo.dat | grep -v unexp | wc -l
 2164
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Re: [computer-go] UEC cup

2008-12-15 Thread terry mcintyre
 From: Don Dailey drdai...@cox.net
 
 On Mon, 2008-12-15 at 14:22 -0800, terry mcintyre wrote:
  In my experience with IT systems administration, people do tend to let
  the hardware do the heavy lifting when algorithmic improvements could
  double and quadruple the performance. We don't know much about the
  space of useful algorithms; if we focus on some particular algorithm,
  we may only be able to wring a few percent out of it, where some
  better algorithm could possibly yield 50% or 75% reduction in run
  time. We are looking for higher peaks on a mountain range enshrouded
  by a heavy fog of uncertainty.
 
 That may be true of IT system administrators,  but game developers
 writing extremely high performance game playing programs like Go and
 Chess don't think like that at all.   They do not blow off even minor
 performance improvements.   They salivate when new hardware comes out,
 and it's not because they can switch over to slower algorithms or use
 higher level languages.   To these kind of people that would be like
 buying a brand new Lamborghini for driving to the grocery store.  

A more apt analogy might be driving that brand new Lamborghini the long and 
twisty way around the country, instead of using a more direct route, given that 
you don't have an accurate map. You're going faster, but not getting as much 
speedup as possible. We're a long way from knowing the best possible algorithms 
to solve this problem. We may even need to make radical revisions to take 
advantage of totally different architectures. If, for example, large-scale 
memristor networks are developed, we might find that they can do an amazing 
amount of work compared to von Neumann architectures. We might stop thinking of 
CPUs and memory as separate entities.


  
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Re: [computer-go] RefBot (thought-) experiments

2008-12-15 Thread Mark Boon
Weston,

Although those result sound intriguing, it also looks like a
convoluted experiment. I wouldn't call gnu-go an expert judge,
although it is an impartial one. The fact that it says that the 5K
ref-bot is ahead after 10 moves 46% of the time alone makes it suspect
in my eyes. But it is curious it consistently shows a much lower
percentage for the bot with more playouts.

It would have been much more persuasive if you had simply run a 5K
playout bot against a 100K bot and see which wins more. It shouldn't
take much more than a day to gather a significant number of games.
twogtp is perfect for this. Or connect both to CGOS and see which ends
up with a higher rating. But in that case it will take a week or more
before you get conclusive data. Unless the difference is really clear.

I did in fact put up a 100K+ ref-bot on CGOS for a little while, and
it ended up with a rating slightly (possibly insignificantly) higher
than the 2K ref-bot. Maybe I didn't put it there long enough,
certainly not for thousands of games. But it didn't look anywhere near
to supporting your findings.

I say 100K+ because I didn't set it to a specific number, just run as
many as it could within time allowed. Generally it would reach well
over 100K per move, probably more like 250K-500K. That should only
make things worse according to your hypothesis.

So although I think the result of your experiment is very curious, I
think it might be a bit hasty draw your conclusion.

Mark


On Mon, Dec 15, 2008 at 8:30 PM, Weston Markham
weston.mark...@gmail.com wrote:
 Hi.  This is a continuation of a month-old conversation about the
 possibility that the quality of AMAF Monte Carlo can degrade, as the
 number of simulations increases:

 Me:  running 10k playouts can be significantly worse than running 5k 
 playouts.

 On Tue, Nov 18, 2008 at 2:27 PM, Don Dailey drdai...@cox.net wrote:
 On Tue, 2008-11-18 at 14:17 -0500, Weston Markham wrote:
 On Tue, Nov 18, 2008 at 12:02 PM, Michael Williams
 michaelwilliam...@gmail.com wrote:
  It doesn't make any sense to me from a theoretical perspective.  Do you 
  have
  empirical evidence?

 I used to have data on this, from a program that I think was very
 nearly identical to Don's reference spec.  When I get a chance, I'll
 try to reproduce it.

 Unless the difference is large, you will have to run thousands of games
 to back this up.

 - Don

 I am comparing the behavior of the AMAF reference bot with 5000
 playouts against the behavior with 10 playouts, and I am only
 considering the first ten moves (five from each player) of the (9x9)
 games.  I downloaded a copy of Don's reference bot, as well as a copy
 of Mogo, which is used as an opponent for each of the two settings.
 gnugo version 3.7.11 is also used, in order to judge which side won
 (jrefgo or mogo) after each individual match.  gnugo was used because
 it is simple to set it up for this sort of thing via command-line
 options, and it seems plausible that it should give a somewhat
 realistic assessment of the situation.

 jrefgo always plays black, and Mogo plays white.  Komi is set to 0.5,
 so that jrefgo has a reasonable number of winning lines available to
 it, although the general superiority of Mogo means that egregiously
 bad individual moves will be punished.

 In the games played, Mogo would occasionally crash.  (This was run
 under Windows Vista; perhaps there is some incompatibility of the
 binary I downloaded)  I have discarded these games (about 1 out of 50,
 I think) from the statistics gathered.  As far as I know, there would
 be no reason to think that this would skew the comparison between 5k
 playouts and 100k playouts.  Other than occasional crashes, the
 behavior of Mogo seemed reasonable in other games that I observed.  I
 have no reason to think that it was not playing at a relatively high
 level in the retained results.

 Out of 3637 matches using 5k playouts, jrefgo won (i.e., was ahead
 after 10 moves, as estimated by gnugo) 1688 of them.  (46.4%)
 Out of 2949 matches using 100k playouts, jrefgo won 785.  (26.6%)

 It appears clear to me that increasing the number of playouts from 5k
 to 100k certainly degrades the performance of jrefgo.  Below, I am
 including the commands that I used to run the tests and tally the
 results.

 Weston


 $ cat scratch5k.sh

 ../gogui-1.1.3/bin/gogui-twogtp -auto -black \C:Program 
 FilesJavaj
 dk1.6.0_06binjava.exe\ -jar jrefgo.jar 5000 -games 1 -komi 0.5 
 -ma
 xmoves 10 -referee gnugo --mode gtp --score aftermath --chinese-rules 
 --positio
 nal-superko -sgffile games/jr5k-v-mogo -size 9 -white 
 C:cygwinhomeE
 xperienceprojectsgoMoGo_release3mogo.exe


 $ grep B+ games/jr5k-v-mogo.dat | grep -v unexp | wc -l
 1688

 $ grep W+ games/jr5k-v-mogo.dat | grep -v unexp | wc -l
 1949

 $ grep B+ games/jr100k-v-mogo.dat | grep -v unexp | wc -l
 785

 $ grep W+ games/jr100k-v-mogo.dat | grep -v unexp | wc -l
 2164
 

Re: [computer-go] UEC cup

2008-12-15 Thread Darren Cook
 big numbers even with the 3 grades correction. Also, a 4p is not a
 7p. The difference should be about one stone. 4p is equivalent to 8d
 EGF. So i would say winning with seven stones against a 4p suggests
 that Crazy stone is about 1d - 2d. This is similar to the result
 achieved by Mogo.

Though on less hardware (8 cores instead of hundreds). However I think
the rank may be even lower - I took the 4 or 5 dan from the blog
article without thinking, but you're right, pro ranks are about 1/3 of a
handicap stone, so 4p would be roughly 8d, giving us 1-2 dan Japanese,
or 1kyu-ish European.

(Perhaps the 4 or 5 dan grade was based on the audience's opinion from
watching the game? I.e. perhaps they thought it would still have won
given a lower handicap?)

Darren

 
 Crazy stone then played against Kaori Aoba, 4p, at a 7-stone handicap
  and won by resignation. Making crazy stone 4 or 5 dan, by Japanese 
 standards. Maybe 2-3 dan European?



-- 
Darren Cook, Software Researcher/Developer
http://dcook.org/mlsn/ (English-Japanese-German-Chinese-Arabic
open source dictionary/semantic network)
http://dcook.org/work/ (About me and my work)
http://dcook.org/blogs.html (My blogs and articles)
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Re: [computer-go] UEC cup

2008-12-15 Thread Don Dailey
On Mon, 2008-12-15 at 14:51 -0800, terry mcintyre wrote:
  From: Don Dailey drdai...@cox.net
  
  On Mon, 2008-12-15 at 14:22 -0800, terry mcintyre wrote:
   In my experience with IT systems administration, people do tend to let
   the hardware do the heavy lifting when algorithmic improvements could
   double and quadruple the performance. We don't know much about the
   space of useful algorithms; if we focus on some particular algorithm,
   we may only be able to wring a few percent out of it, where some
   better algorithm could possibly yield 50% or 75% reduction in run
   time. We are looking for higher peaks on a mountain range enshrouded
   by a heavy fog of uncertainty.
  
  That may be true of IT system administrators,  but game developers
  writing extremely high performance game playing programs like Go and
  Chess don't think like that at all.   They do not blow off even minor
  performance improvements.   They salivate when new hardware comes out,
  and it's not because they can switch over to slower algorithms or use
  higher level languages.   To these kind of people that would be like
  buying a brand new Lamborghini for driving to the grocery store.  
 
 A more apt analogy might be driving that brand new Lamborghini the long and 
 twisty way around the country, instead of using a more direct route, given 
 that you don't have an accurate map. You're going faster, but not getting as 
 much speedup as possible. We're a long way from knowing the best possible 
 algorithms to solve this problem. We may even need to make radical revisions 
 to take advantage of totally different architectures. If, for example, 
 large-scale memristor networks are developed, we might find that they can do 
 an amazing amount of work compared to von Neumann architectures. We might 
 stop thinking of CPUs and memory as separate entities.

It is true that we don't know the best possible algorithm for solving
this problem,  but that has nothing to do with letting the hardware do
the heavy lifting.   What I'm saying is that High Performance game
developers are totally focused on squeezing as much performance as
possible out of the software.   I don't just mean brute force power but
every kind of elegant performance improvement.

I don't like your Lamborghini analogy.  My analogy was designed to be
about waste, taking something beautiful and using it in some mundane
way.  Maybe my point would have been clearer if I had said that I was
buying a brand new Lamborghini to haul cow manure instead of using my
work truck.  Your analogy is about enjoying the machine for what it was
intended for.

So if you gave me a computer 50X faster than what I have now,  I could
rewrite Lazarus in Ruby instead of C and it would run roughly like it
does now.   I don't view that as a very intelligent use of such a
hypothetical and wonderful machine.

- Don



 
   
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Re: [computer-go] UEC cup

2008-12-15 Thread Hideki Kato
Go Fast: d71be7350812150948v45d23e4bn8b4cdd7670839...@mail.gmail.com:
Kato, have you compared the speed of the simulations on PS3 SPE to the speed
of the simulations on PC, given that the program is optimized for the cpu on
both sides.

I've published the comparison in A Study on Implementing Parallel 
MC/UCT Algorithm (in Japanese)
http://www.geocities.jp/hideki_katoh/publications/gpw2007/gpw07-private.pdf
at GPW 2007.  Following is a part of Table 1 on page 4 (modified).

CPU TimekppsRatio
Cell830 us  1.2 1
x86 163 us  6.1 5.1

Cell runs about five times slower than x86 with almost the same clock 
(3.18 vs. 3.0 GHz), which is much slower than expected due to my 
not-optimized-for-SPU code, ie, the same C code was used.

If I remember correctly, byte access on Cell is 3 to 7 times slower 
than x86 because SPU has only 16 byte load/store instructions.  
Watching generated code, loading a byte is simulated by: mask the 
lower 4 bit of the address, load 16 bytes, shift and mask the data to 
place the target byte at right most byte in the register.  Thus, 4 
instructions are needed for every byte fetch.  Storing a byte is more 
complex: mask, shift, mask the address, load the 16 byte that includes 
the byte to another register, mask, merge, store-back the whole 16 
bytes.

I've implemented bitboard representation for 9 x 9 board for both 
processors, which is thought to best match SPU's 128 128-bit-wide 
general registers.  Due to short of time, I've not compared the 
simulation speed but just the execution time of final_score() function 
using flood-fill algorithm with the general registers on SPU and SSE 
(128-bit wide) registers on x86.  The result was almost the same (Cell 
was faster 5% or less).  

I will rewrite the MC simulator using bitboard on SPU but I have no 
time right now... :(

Hideki

On Mon, Dec 15, 2008 at 6:40 AM, Hideki Kato hideki_ka...@ybb.ne.jp wrote:


 Darren Cook: 49463016.1020...@dcook.org:
  Advertisement: Fudo Go used a desktop pc (Intel Q9550) and _eight_
  Playstation 3 consoles on a private Gigabit Ethernet LAN.
 
 Hello Kato-sensei,

 Hello Darren,

 BTW, I'm not a sensei (Professor) but just a doctor course student of
 55 years old :).

 Are you able to use all 8 cores of the playstation? So, with the 4 of
 the Q9550, 68 cores altogether? Do you, or your students, have any
 papers on the hardware challenges/solutions?

 Usual applications can use not 8 but 7 cores in fact because one SPU
 is used exclusively to protect the secured contents by firmware.  PPU
 is not used for MC simulations but the commnunications over
 network etc.

 I used one core of Intel for the client (UCT tree searcher) and other
 three for internal MC simulators and 8 times 6 SPU's external.
 Thus, 51 cores are uesd for MC simulations in total.  The eight PS3
 consoles boosted Fudo Go by, perhaps, 2 or 3 stones (ranks) on 19
 x 19.  The difference of the performance between 4 and 8 PS3's is
 clear but I'm not sure all 6 SPU's are working in full duty, though
 I'll study it soon.

 My last paper on parallel MCTS has no description about the
 implementation for Cell BE.  I'll submit longer paper in this
 month but if you want to know the detail of my implementation now, you
 can have the source code of Fudo-Go-2nd-UEC-Cup version, which is
 exactly what I used for the tournament.
 http://www.geocities.jp/hideki_katoh/release/fudo-go-2nd-uec-cup.tar.gz

 Hideki
 --
 g...@nue.ci.i.u-tokyo.ac.jp (Kato)
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Re: [computer-go] UEC cup

2008-12-15 Thread Hideki Kato
Hideki Kato: 494641e9.9402%hideki_ka...@ybb.ne.jp:

snip
My last paper on parallel MCTS has no description about the 
implementation for Cell BE.  I'll submit longer paper in this 
month but if you want to know the detail of my implementation now, you 
can have the source code of Fudo-Go-2nd-UEC-Cup version, which is 
exactly what I used for the tournament.
http://www.geocities.jp/hideki_katoh/release/fudo-go-2nd-uec-cup.tar.gz

All symbolic links in above archive was broken.  Please download 
again.

Hideki
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g...@nue.ci.i.u-tokyo.ac.jp (Kato)
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