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A game theoretic approach for power optimization during behavioral synthesis

机译:行为综​​合中用于功率优化的博弈论方法

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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 and binding in behavioral synthesis. The problems are formulated as auction-based noncooperative finite games for which solutions are proposed based on the Nash equilibrium. In the scheduling algorithm, a first-price sealed-bid auction approach is used while, for the binding algorithm, each functional unit in the datapath is modeled as a player bidding for executing an operation with the estimated power consumption as the bid. Further, the techniques of functional unit sharing, path balancing, and register assignment are incorporated within the binding algorithm for power reduction. The combined scheduling and binding algorithm is formulated as a single noncooperative auction game with the functional units in the datapath modeled as players bidding for executing the operation in a particular control cycle. The proposed algorithms yield power reduction without any increase in area overhead and only a slight increase in the latency for some of the benchmark circuits. Experimental results indicate that the proposed game theoretic solution for binding yields an improvement of 13.9% over the linear programming (LP) method, while the scheduling and the combined scheduling and binding algorithms yield average improvements of 6.3% and 11.8%, respectively, over the integer-linear programming (ILP) approach.
机译:在本文中,我们描述了一种基于博弈论的新方法,用于将行为综合的调度和绑定过程中的电路平均功率降至最低。这些问题被表述为基于拍卖的非合作有限博弈,并基于纳什均衡提出了解决方案。在调度算法中,使用第一价格密封投标拍卖方法,而对于绑定算法,将数据路径中的每个功能单元建模为玩家出价,以执行以估计的功耗作为出价的操作。此外,功能单元共享,路径平衡和寄存器分配的技术被并入绑定算法中以降低功耗。组合的调度和绑定算法被公式化为单个非合作拍卖游戏,其中数据路径中的功能单元被建模为玩家竞标以在特定控制周期内执行操作。所提出的算法在不增加面积开销的情况下降低了功耗,并且对于某些基准电路而言,其延迟仅稍有增加。实验结果表明,与线性规划(LP)方法相比,所提出的用于绑定的博弈理论解决方案的效率提高了13.9%,而与基于线性规划(LP)的方法相比,调度和组合的调度与绑定算法的平均效率分别提高了6.3%和11.8%整数线性规划(ILP)方法。

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