An interesting article on using GPUs for general purpose computation: http://www.linux-mag.com/microsites.php?site=business-class-hpc&sid=build&p=4543
In (current mainstream) computer go there are two main CPU-bound algorithms: playouts (random, or incorporating logic or patterns) and tactical search. But the GPUs seem even more restricted in what they can do than the PS3 Cell processors (where the main restriction there was only a small amount of local memory). E.g. from the above article: * No stack or heap * No integer or bit-wise operations * No scatter operations (a[i]=b) * No reduction operations (max(), min(), sum()) On the other hand this quote [1] from the Sh language page says it has for/if statements, which the latest GPUs support. Does anyone here both understood the above go algorithms *and* had experience with programming GPUs, and can confirm that they are not really useful? Darren [1]: From http://www.libsh.org/about.html Sh incorporates full language constructs for branching (e.g. for loops and if statements). Once GPUs are powerful enough to execute such constructs (which, to some extent, is true today) backends can be adjusted to compile such code to real hardware assembly. In the mean time our GPU simulator Sm implements various features expected to be in GPUs in the near future, such as a unified vertex and fragment instruction set. -- Darren Cook http://dcook.org/mlsn/ (English-Japanese-German-Chinese free dictionary) http://dcook.org/work/ (About me and my work) http://dcook.org/work/charts/ (My flash charting demos) _______________________________________________ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/