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A low power scheduler using game theory

机译:使用博弈论的低功耗调度器

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In this paper, we describe a new methodology based on game theory for minimizing the average power of a circuit during scheduling in behavioral synthesis. The problem of scheduling in data-path synthesis is formulated as an auction based non-cooperative finite game, for which solutions are developed based on the Nash equilibrium function. Each operation in the data-path is modeled as a player bidding for executing an operation in the given control cycle, with the estimated power consumption as the bid. Also, a combined scheduling and binding algorithm is developed using a similar approach in which the two tasks are modeled together such that the Nash equilibrium function needs to be applied only once to accomplish both the scheduling and binding tasks together. The combined algorithm yields further power reduction due to additional savings during binding. The proposed algorithms yield better power reduction than ILP-based methods with comparable run times and no increase in area overhead.
机译:在本文中,我们描述了一种基于博弈论的新方法,用于将行为综合调度中的电路平均功率降至最低。数据路径综合中的调度问题被表述为基于拍卖的非合作有限博弈,针对该博弈,基于纳什均衡函数开发了解决方案。数据路径中的每个操作都被建模为玩家出价,用于在给定的控制周期内执行操作,并以估算的功耗作为出价。而且,使用类似的方法开发了组合的调度和绑定算法,其中将两个任务一起建模,从而仅需应用一次Nash平衡函数即可完成调度和绑定任务。结合后的算法可节省更多功率,这是因为在绑定过程中可进一步节省成本。与具有可比的运行时间且不增加面积开销的基于ILP的方法相比,所提出的算法具有更好的功耗降低。

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