Re: [Beowulf] thermal/power limits

2013-08-12 Thread Peter St. John
I don't think it was "world size", as such, as the number of units that are within range of hostile units. Imagine simple AI for a stack of cataphracts in Civ; it considers every possible move, and then what moves the opponent units within range can make in reaction. Like chess but only a couple pl

Re: [Beowulf] thermal/power limits

2013-08-12 Thread Nathan Moore
Can anyone on the list comment on the structure of codes like Sid Meier's "Civilization" or MS "Age of Empires"? I lost a week or so to each in school and I recall there was a certain "world size," at which the game play would completely stall. I assume because there was an all to all, or all to

Re: [Beowulf] thermal/power limits

2013-08-12 Thread Lux, Jim (337C)
And this is precisely why I like MPI based solutions (or message passing in general). It forces the software architecture to explicitly decouple the threads in a timing sense (none of that "we'll use a shared memory semaphore" stuff) so it tends to be more easily scaled/ported to other architec

Re: [Beowulf] thermal/power limits

2013-08-12 Thread Douglas Eadline
..snip.. > Potentially, of course, once you bite the bullet to parallelize, and you > do it in a scalable manner, then, you can presumably scale to > architectures where you have N cores running at full speed (e.g. A classic > cluster). I wonder, though, whether the end-user applications codes >

[Beowulf] thermal/power limits

2013-08-12 Thread Lux, Jim (337C)
Interesting how in the consumer PC world, they're starting to realize the challenge of effectively parallelizing. This article talks about the whole cores vs speed thing, since they theorize a power dissipation limit results in speed*#of cores = constant. http://www.marco.org/2013/08/10/ivy-br