We load-balance min-max depth-first search in a simulated parallel and
distributed environment using a simple broadcast and share-half-my-work
protocol. We choose a rich sub-domain of chess to search in, where en
passant capture is not allowed, where neither king can castle king-side
or queen-side, where the kings can be captured but are too valuable
to lose, and where pawns do not and cannot promote.
Four experiments are performed on two different platforms. The
four experiments on both platforms use a different number of nodes or
processes. These nodes or processes cooperate together to accomplish
a common search task. In order, 1 node or process is used, 10 nodes or
processes are used, 100 nodes or processes are used, and 1,000 nodes or
processes are used, on both platforms. When an experiment is complete, each
node or process reports the virtual time of its execution in virtual
seconds. Each evaluation of a chess position counts as one virtual
second (

). A simple wood-count evaluation function is used. Time series
data, the virtual time each node or process takes in each experiment on both
platforms, is reported and analyzed to determine how well the simple broadcast
and share-half-my-work protocol balances the load across all nodes or
processes in each experiment on both platforms. Efficiency, and other metrics
of performance, are computed and presented.