All,

    When playing random playouts, do you (anyone) bother checking for KO or
super KO? Does this have a negative impact on accuracy of the win:loss
outcomes?

    Ben


On Thu, May 1, 2014 at 4:52 PM, Marc Landgraf <[email protected]> wrote:

> Now I feel stupid :(
> Thanks...
> So now I'm down to 126 on average with /O2 /Ot /favor:INTEL64 (+the usual
> fluff)
> This is still about 15% slower then mingw-w64, but this is just for
> singlethreaded playouts.
> And it looks like, that when using 4 threads on the same tree, this gets
> compensated, and we arrive at pretty much the same speed.
>
>
>
>
>
> 2014-05-01 15:36 GMT+02:00 Harald Johnsen <[email protected]>:
>
> Le 01/05/2014 13:00, Marc Landgraf a écrit :
>>
>>  Hey,
>>> I'm not talking about 20% speedloss here with VC++.
>>> Just the times for 1000 empty playouts on 9x9, not using any sort of
>>> multithreading:
>>> VS debug configuration: 15257
>>> VS release config (optimized): 756
>>> C::B mingw-w64 no optimizations: 498
>>> C::B mingw-w64 -O3 -fexpensive-optimizations -march=corei7-avx: 108
>>>
>>> This of course clearly looks as this is certainly my fault... But right
>>> now I can't find what I'm doing wrong here... and so I have to miss out
>>> those handy VS-comfort features and continue with C::B + mingw-w64.
>>> And the VS profiler results looks pretty much like what I got, when I
>>> last used VerySleepy on my code compiled with mingw. No super drastic
>>> bottlenecks just general slowness it seems.
>>> Mingw-w64 makes it impossible to profile the code, but mingw has
>>> performance issues as well for me, so I'm using it only when i need profile
>>> data (not as drastic as VC++, but about factor 3).
>>>
>>>
>>>  Are you doing any memory allocation or input/outputs ? If that's the
>> case then you should not start the code with F5 but shift F5 from inside VS.
>>
>> hj.
>>
>>
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