Thank you Christian, for taking the time to write an extensive reply.

I still don't understand how you come to conclude that the CPU, at 94K
playouts with two cores, is twice as fast as the GPU doing 170K
playouts per second. Sounds like the reverse to me. Or you meant to
say "more than half the speed"?

There's a lot more I don't quite understand, but I guess I'd have to
get a text-book on GPU processing to answer those.

With regards to your question whether uniformly random playouts would
be good enough to collect AMAF statistics I'd have to give a bit of a
speculative answer. In principle it's good enough. The ref-bots play
quite a decent game just with a few thousand playouts based on AMAF.
But it's obvious heavy playouts gives much stronger play. But I can
see a situation where the CPU does heavy playouts while the GPU
gathers AMAF statistics for each node to compute a RAVE value to help
in the move ordering. Like a two-staged playout.

When I consider my own implementation of playouts, it does a lot of
branching figuring out the liberties. If this can be made an order of
magnitude faster by a devious implementation that minimizes branching
there might be something to it using the two-staged playout approach.
And since it doesn't burden the CPU (much) you basically get it free.

Mark


On Wed, Sep 9, 2009 at 11:57 AM, Christian Nentwich
<christ...@modeltwozero.com> wrote:
> Mark,
>
> let me try to add some more context to answer your questions. When I say in
> my conclusion that "it's not worth it", I mean it's not worth using the GPU
> to run playout algorithms of the sort that are in use today. There may be
> many other algorithms that form part of Go engines where the GPU can provide
> an order-of-magnitude speedup. Still more where the GPU can run in parallel
> with the CPU to help.
>
> In my experiments, a CPU core got 47,000 playouts per second and the GPU
> 170,000. But:
>  - My computer has two cores (so it gets 94,000 playouts with 2 threads)
>  - My computer's processor (intel core duo 6600) is 3 years old, and far
> from state of the art
>  - My graphics card (Geforce 285) on the other hand, is recently purchased
> and one of the top graphics cards
>
> That means that my old CPU already gets more than twice the speed of the
> GPU. An Intel Nehalem processor would surely beat it, let alone an 8-core
> system. Bearing in mind the severe drawbacks of the GPU - these are not
> general purpose processors, there is much you can't do on them - this limits
> their usefulness with this algorithm. Compare this speedup to truly highly
> parallel algorithms: random number generation, matrix multiplication,
> monte-carlo simulation of options (which are highly parallel because there
> is no branching and little data); you see speedups of 10x to 100x over the
> CPU with those.
>
> The 9% occupancy may be puzzling but there is little that can be done about
> that. This, and the talk about threads and blocks would take a while to
> explain, because GPUs don't work like general purpose CPUs. They are SIMD
> processors meaning that each processor can run many threads in parallel on
> different items of data but only if *all threads are executing the same
> instruction*. There is only one instruction decoding stage per processor
> cycle. If any "if" statements or loops diverge, threads will be serialised
> until they join again. The 9% occupancy is a function of the amount of data
> needed to perform the task, and the branch divergence (caused by the
> playouts being different). There is little that can be done about it other
> than use a completely different algorithm.
>
> If you google "CUDA block threads" you will find out more. In short, the GPU
> runs like a grid cluster. In each block, 64 threads run in parallel,
> conceptually. On the actual hardware, in each processor 16 threads from one
> block will execute followed by 16 from another ("half-warps"). If any
> threads are blocked (memory reads costs ~400 cycles!) then threads from
> another block are scheduled instead. So the answer is: yes, there are 64 *
> 80 threads conceptually but they're not always scheduled at the same time.
>
> Comments on specific questions below.
>>
>> If paralellism is what you're looking for, why not have one thread per
>> move candidate? Use that to collect AMAF statistics. 16Kb is not a lot
>> to work with, so the statistics may have to be shared.
>>
>
> One thread per move candidate is feasible with the architecture I used,
> since every thread has its own board. I have not implemented AMAF, so I
> cannot comment on the statistics bit, but the "output" of your algorithm is
> typically not in the 16k shared memory anyway. You'd write that to global
> memory (1GB). Would uniform random playouts be good enough for this though?
>
>> Another question I'd have is whether putting two graphics card would
>> double the capacity.
>>
>
> Yes it would. It would pretty much precisely double it (the "grid" to
> schedule over just gets larger, but there is no additional overhead).
>
>> Did you try this for 9x9 or 19x19?
>>
>
> I used 19x19. If you do it for 9x9, you can probably run 128 threads per
> block because of the smaller board representation. The speedup would be
> correspondingly larger (4x or more). I chose 19x19 because of the severe
> memory limitations of the architecture; it seemed that 9x9 would just make
> my life a bit too easy for comfort...
>
> Christian
>
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