It is in the T&M sub-forum in more than one post.bob wrote:(1) data to support this is where, exactly? NOT in the first post of this thread;michiguel wrote:The issue is thatbob wrote:Feel free to show me ANY parallel search that gains Elo from ANYTHING other than increased depth. Any example will do. And note that the current test does NOT qualify because it doesn't show a thing about Elo.michiguel wrote:I remember the thread and I did not agree with that. What matters, for any engine, it is the elo gained. Time to depth for a selected number of representative (are they?) positions may or may not be an accurate way to predict how much strength is gained, for several reasons. There are too many assumptions in the process.Laskos wrote:First time I encounter, but I only tested very few engines. Some folks like Bob Hyatt even stated bluntly that time-to-depth is the only way to measure MP efficiency. Not for Komodo.yanquis1972 wrote:interesting...is this a unique (in the literal sense) implementation of MP in a chess engine?
Miguel
Elo is purely based on time, because all chess games are based on time. Depth is irrelevant as a search constraint, as if we are going to have a match at fixed depth, I am going to disable ALL pruning and reductions, and ramp the extensions up to the max. Might take weeks to make a single move, but it will move after completing the depth you specify. And it proves absolutely nothing.
Again, parallel search is about depth. Nothing more. Once you can't squeeze more depth, you might start to burn a few nodes by restricting some of the speculative stuff like pruning and reductions. One certainly won't reach that point with just 4 or 8 or 16 cores...
To show just how silly this argument is getting, if you believe that doing something other than improving depth works with 2 cores or 4, what about just making a single CPU 2x or 4x faster. Would you STILL want to go for a wider search there? If not, this discussion is completely ridiculous. If so, then why would wider be better on hardware 2x or 4x faster, but not on current cpu speeds?
Do we have any practical data on Komodo's SMP Elo improvement under REAL conditions? IE same time control, same opponents, but komodo uses 1, then 2, then 4, etc cores while the others stick with 1. That is how I test my parallel search stuff. I have not seen such data to date. If I could run Komodo I would test it in a heartbeat, but I can only run linux stuff on my cluster and have to compile to run with our lightweight kernels...
1) Komodo seems to have a reasonable (i.e. at least not obviously worse) increase in Elo with 4 and 12 cores.
2) At the same time, you have seen Kai experiment, the Komodo's SMP implementation is NOT only about pure depth. It searches a wider tree.
Assuming no experimental artifacts, it seems Komodo's approach uses other things beside depth to improve its strength, when it goes parallel.
You are ignoring #1, which remains to be proven with a lower error bar, but it does not look like it may change much. Point #2, seems to be clear.
Miguel
This could be useful:
http://cegt.siteboard.eu/f6t824-testing ... -4cpu.html
110-120 elo for 4 CPU is not bad.
Miguel
(2) I've searched wider trees many times. Unintentionally. And I fixed it. The entire thrust of today's programs is driving the EBF DOWN. Not UP. If UP is better, it was driven down incorrectly.
I'm currently rewriting my reduction code. The first version did better in fixed depth testing on tactical positions, just to verify it wasn't obviously broken. It was also 30+ Elo WEAKER on a single CPU test in real games using a time limit. Where at fixed depth it would have been STRONGER because it was (incorrectly) not reducing everywhere I intended and searching a larger tree than the previous version. Fixed depth completely hid this. Normal testing exposed it quickly.
That's that point. Offer some data that supports this stuff. The original data in this thread doesn't support anything other than that Komodo searches a larger tree in parallel mode than in sequential. Larger than what is explained by the usual parallel search overhead everyone knows about. Whether this is good or bad is currently unknown with no data to help draw conclusions. However, experience shows that as the tree grows, due solely to parallel search, Elo DROPS. Not to say the parallel speedup gives nothing, but if the tree is 25% bigger, that is a 25% Elo gain you will never get due to parallel search since it is overhead compared to the sequential search.