25.7LGJun 26, 2023
ChiPFormer: Transferable Chip Placement via Offline Decision TransformerYao Lai, Jinxin Liu, Zhentao Tang et al. · tsinghua
Placement is a critical step in modern chip design, aiming to determine the positions of circuit modules on the chip canvas. Recent works have shown that reinforcement learning (RL) can improve human performance in chip placement. However, such an RL-based approach suffers from long training time and low transfer ability in unseen chip circuits. To resolve these challenges, we cast the chip placement as an offline RL formulation and present ChiPFormer that enables learning a transferable placement policy from fixed offline data. ChiPFormer has several advantages that prior arts do not have. First, ChiPFormer can exploit offline placement designs to learn transferable policies more efficiently in a multi-task setting. Second, ChiPFormer can promote effective finetuning for unseen chip circuits, reducing the placement runtime from hours to minutes. Third, extensive experiments on 32 chip circuits demonstrate that ChiPFormer achieves significantly better placement quality while reducing the runtime by 10x compared to recent state-of-the-art approaches in both public benchmarks and realistic industrial tasks. The deliverables are released at https://sites.google.com/view/chipformer/home.
10.3ARJul 3, 2024
Benchmarking End-To-End Performance of AI-Based Chip Placement AlgorithmsZhihai Wang, Zijie Geng, Zhaojie Tu et al.
The increasing complexity of modern very-large-scale integration (VLSI) design highlights the significance of Electronic Design Automation (EDA) technologies. Chip placement is a critical step in the EDA workflow, which positions chip modules on the canvas with the goal of optimizing performance, power, and area (PPA) metrics of final chip designs. Recent advances have demonstrated the great potential of AI-based algorithms in enhancing chip placement. However, due to the lengthy workflow of chip design, the evaluations of these algorithms often focus on intermediate surrogate metrics, which are easy to compute but frequently reveal a substantial misalignment with the end-to-end performance (i.e., the final design PPA). To address this challenge, we introduce ChiPBench, which can effectively facilitate research in chip placement within the AI community. ChiPBench is a comprehensive benchmark specifically designed to evaluate the effectiveness of existing AI-based chip placement algorithms in improving final design PPA metrics. Specifically, we have gathered 20 circuits from various domains (e.g., CPU, GPU, and microcontrollers). These designs are compiled by executing the workflow from the verilog source code, which preserves necessary physical implementation kits, enabling evaluations for the placement algorithms on their impacts on the final design PPA. We executed six state-of-the-art AI-based chip placement algorithms on these designs and plugged the results of each single-point algorithm into the physical implementation workflow to obtain the final PPA results. Experimental results show that even if intermediate metric of a single-point algorithm is dominant, while the final PPA results are unsatisfactory. We believe that our benchmark will serve as an effective evaluation framework to bridge the gap between academia and industry.
8.4AIMar 31, 2020
Enhanced Rolling Horizon Evolution Algorithm with Opponent Model Learning: Results for the Fighting Game AI CompetitionZhentao Tang, Yuanheng Zhu, Dongbin Zhao et al.
The Fighting Game AI Competition (FTGAIC) provides a challenging benchmark for 2-player video game AI. The challenge arises from the large action space, diverse styles of characters and abilities, and the real-time nature of the game. In this paper, we propose a novel algorithm that combines Rolling Horizon Evolution Algorithm (RHEA) with opponent model learning. The approach is readily applicable to any 2-player video game. In contrast to conventional RHEA, an opponent model is proposed and is optimized by supervised learning with cross-entropy and reinforcement learning with policy gradient and Q-learning respectively, based on history observations from opponent. The model is learned during the live gameplay. With the learned opponent model, the extended RHEA is able to make more realistic plans based on what the opponent is likely to do. This tends to lead to better results. We compared our approach directly with the bots from the FTGAIC 2018 competition, and found our method to significantly outperform all of them, for all three character. Furthermore, our proposed bot with the policy-gradient-based opponent model is the only one without using Monte-Carlo Tree Search (MCTS) among top five bots in the 2019 competition in which it achieved second place, while using much less domain knowledge than the winner.
24.2MADec 23, 2019
A Survey of Deep Reinforcement Learning in Video GamesKun Shao, Zhentao Tang, Yuanheng Zhu et al.
Deep reinforcement learning (DRL) has made great achievements since proposed. Generally, DRL agents receive high-dimensional inputs at each step, and make actions according to deep-neural-network-based policies. This learning mechanism updates the policy to maximize the return with an end-to-end method. In this paper, we survey the progress of DRL methods, including value-based, policy gradient, and model-based algorithms, and compare their main techniques and properties. Besides, DRL plays an important role in game artificial intelligence (AI). We also take a review of the achievements of DRL in various video games, including classical Arcade games, first-person perspective games and multi-agent real-time strategy games, from 2D to 3D, and from single-agent to multi-agent. A large number of video game AIs with DRL have achieved super-human performance, while there are still some challenges in this domain. Therefore, we also discuss some key points when applying DRL methods to this field, including exploration-exploitation, sample efficiency, generalization and transfer, multi-agent learning, imperfect information, and delayed spare rewards, as well as some research directions.