It runs a bit better on 15.kgburcham wrote:Also Bobby, I wonder if your Fritz bench can use all of your cores, some of the Fritz bench tests were limited in core usage.thanks
kgburcham
16 Core (E5-2687W) Matches and Tournaments
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Re: 16 Core (E5-2687W) Matches and Tournaments
SIM, PhD, MBA, PE
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Re: 16 Core (E5-2687W) Matches and Tournaments
H4 SD default is 10; mine runs about 8% faster at 14. SF doesn't have "autotune", but does it have something similar?kgburcham wrote:I just ran the Autotune for Houdini 4 and my best min split depth is 12 same as with Houdini 3.
SIM, PhD, MBA, PE
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Re: 16 Core (E5-2687W) Matches and Tournaments
Hugo wrote:If you are using the default, then I believe you're using Min Split Depth=7 (which might be sub-optimal for 16 threads).
Where did you find SD 7 as the default?Hugo wrote: In my tournaments I leave it to zero, so I think the engine will choose SD7 as default value. Clemens
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Re: 16 Core (E5-2687W) Matches and Tournaments
thread.cpp --- lines 207-226:ouachita wrote:Hugo wrote:If you are using the default, then I believe you're using Min Split Depth=7 (which might be sub-optimal for 16 threads).Where did you find SD 7 as the default?Hugo wrote: In my tournaments I leave it to zero, so I think the engine will choose SD7 as default value. Clemens
Code: Select all
// read_uci_options() updates internal threads parameters from the corresponding
// UCI options and creates/destroys threads to match the requested number. Thread
// objects are dynamically allocated to avoid creating all possible threads
// in advance (which include pawns and material tables), even if only a few
// are to be used.
void ThreadPool::read_uci_options() {
maxThreadsPerSplitPoint = Options["Max Threads per Split Point"];
minimumSplitDepth = Options["Min Split Depth"] * ONE_PLY;
size_t requested = Options["Threads"];
assert(requested > 0);
// Value 0 has a special meaning: We determine the optimal minimum split depth
// automatically. Anyhow the minimumSplitDepth should never be under 4 plies.
if (!minimumSplitDepth)
minimumSplitDepth = (requested < 8 ? 4 : 7) * ONE_PLY;
else
minimumSplitDepth = std::max(4 * ONE_PLY, minimumSplitDepth);
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Re: 16 Core (E5-2687W) Matches and Tournaments
It varies by engine, but if we're just looking for speed or kN/s, SD 10-12 is best on my machine.zullil wrote:thread.cpp --- lines 207-226:
SIM, PhD, MBA, PE
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Re: 16 Core (E5-2687W) Matches and Tournaments
I assumed you were asking about Stockfish, so I posted the relevant source code for Stockfish. If you leave the setting for Min Split Depth as 0, SF will set it to 7 if the setting for Threads is 8 or more.ouachita wrote:It varies by engine, but if we're just looking for speed or kN/s, SD 10-12 is best on my machine.zullil wrote:thread.cpp --- lines 207-226:
Based on your experimenting, it looks like that's suboptimal for 16 threads.
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Re: 16 Core (E5-2687W) Matches and Tournaments
I meant to say, it varies by SF version, and, yes, the fastest SD for mine is 10-12, depending. Thanks for pointing out that default 7.zullil wrote:I assumed you were asking about Stockfish, . . . it looks like that's suboptimal for 16 threads.
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Re: 16 Core Matches and Tournaments
SF010214-16 v. H4B-16, Blitz 1m+1s 0
Code: Select all
1 Houdini 4 Pro x64B +28 +29/=50/-21 54.00% 54.0/100
2 Stockfish 020114 64 SSE4.2 -28 +21/=50/-29 46.00% 46.0/100
SF010214-32T v. H4B-16C, 1+1 0
1 Houdini 4 Pro x64B +7 +21/=60/-19 51.00% 51.0/100
2 Stockfish 020114 64 SSE4.2 -7 +19/=60/-21 49.00% 49.0/100
The single difference between these two test bases, aside from kPa and RH, was changing SF to 32 threads.
It is what it is.
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Re: Physical cores v. Physical Cores
Code: Select all
Physical cores v. Physical Cores
SF010214-16 v. H4B-1, Blitz 1m+1s 0
1 Stockfish 020114 64 SSE4.2 +174 +41/=35/-4 73.13% 58.5/80
2 Houdini 4 Pro x64B -174 +4/=35/-41 26.88% 21.5/80
SF010214-1 v. H4B-16, Blitz 1m+1s 0
1 Houdini 4 Pro x64B +205 +47/=30/-4 76.54% 62.0/81
2 Stockfish 020114 64 SSE4.2 -205 +4/=30/-47 23.46% 19.0/81
Run XXXX games with these bases, the answer should be basically the same. I do not have the data to plot the relationship between decreasing core deltas (1-16=15, 2-16=14, etc.) and decreasing ELO deltas, but the direction of the trend lines are obvious.
8C v. 16C is running now.
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Re: Physical cores v. Physical Cores
Some old rules :ouachita wrote:Run XXXX games with these bases, the answer should be basically the same. I do not have the data to plot the relationship between decreasing core deltas (1-16=15, 2-16=14, etc.) and decreasing ELO deltas, but the direction of the trend lines are obvious.
1) Multiply speed by 2 : +60-70 elo.
2) 1 core to 2 cores (that's not the same as multiply speed by 2 because the search have to be split somewhere) : +50-60 elo
3) 2 cores to 4 cores : a bit less than previous -> +45-50?
4) 4 cores to 8 cores : a bit less than previous ... ?
5) 8 cores to 16 cores : a bit less than previous ... ?
That will be interesting to know !ouachita wrote:8C v. 16C is running now.
Thanks !