Recursion and concurrency with Go

Eager to jump on the bandwagon, I've been reading up on Go, the new language released by a group at Google. I had nothing to do with the development of the language, but several things about it interest me, in particular, its approach to concurrency.

Some time ago I came across a rather neat language (or rather, language extension) called cilk. Cilk is an extension of ANSI C with concurrency primitives. It implements a concurrency model based on 'spawning' functions, returning a deferred result, then 'syncing' in order to obtain the results. Most interestingly, cilk uses a 'work stealing' scheduler, which means that spawning a function is nearly as cheap as simply calling it.

One of the demonstrations of cilk which really captured my imagination was using it to search a game tree for perfect knowledge games such as chess. Parallelizing tree search is generally a really hard problem, because most of the function invocations only do a small amount of work, and context switching and thread creation overhead often overwhelms any benefits gained from parallelization. Cilk's work stealing strategy made it possible to parallelize these algorithms in an intuitive fashion and still see performance improvements from multiple ...