No Arabic abstract
Placement Optimization is an important problem in systems and chip design, which consists of mapping the nodes of a graph onto a limited set of resources to optimize for an objective, subject to constraints. In this paper, we start by motivating reinforcement learning as a solution to the placement problem. We then give an overview of what deep reinforcement learning is. We next formulate the placement problem as a reinforcement learning problem and show how this problem can be solved with policy gradient optimization. Finally, we describe lessons we have learned from training deep reinforcement learning policies across a variety of placement optimization problems.
In this work, we present a learning-based approach to chip placement, one of the most complex and time-consuming stages of the chip design process. Unlike prior methods, our approach has the ability to learn from past experience and improve over time. In particular, as we train over a greater number of chip blocks, our method becomes better at rapidly generating optimized placements for previously unseen chip blocks. To achieve these results, we pose placement as a Reinforcement Learning (RL) problem and train an agent to place the nodes of a chip netlist onto a chip canvas. To enable our RL policy to generalize to unseen blocks, we ground representation learning in the supervised task of predicting placement quality. By designing a neural architecture that can accurately predict reward across a wide variety of netlists and their placements, we are able to generate rich feature embeddings of the input netlists. We then use this architecture as the encoder of our policy and value networks to enable transfer learning. Our objective is to minimize PPA (power, performance, and area), and we show that, in under 6 hours, our method can generate placements that are superhuman or comparable on modern accelerator netlists, whereas existing baselines require human experts in the loop and take several weeks.
Deep reinforcement learning (DRL) has recently shown its success in tackling complex combinatorial optimization problems. When these problems are extended to multiobjective ones, it becomes difficult for the existing DRL approaches to flexibly and efficiently deal with multiple subproblems determined by weight decomposition of objectives. This paper proposes a concise meta-learning-based DRL approach. It first trains a meta-model by meta-learning. The meta-model is fine-tuned with a few update steps to derive submodels for the corresponding subproblems. The Pareto front is built accordingly. The computational experiments on multiobjective traveling salesman problems demonstrate the superiority of our method over most of learning-based and iteration-based approaches.
Artificial Intelligence (AI) has achieved great success in many domains, and game AI is widely regarded as its beachhead since the dawn of AI. In recent years, studies on game AI have gradually evolved from relatively simple environments (e.g., perfect-information games such as Go, chess, shogi or two-player imperfect-information games such as heads-up Texas holdem) to more complex ones (e.g., multi-player imperfect-information games such as multi-player Texas holdem and StartCraft II). Mahjong is a popular multi-player imperfect-information game worldwide but very challenging for AI research due to its complex playing/scoring rules and rich hidden information. We design an AI for Mahjong, named Suphx, based on deep reinforcement learning with some newly introduced techniques including global reward prediction, oracle guiding, and run-time policy adaptation. Suphx has demonstrated stronger performance than most top human players in terms of stable rank and is rated above 99.99% of all the officially ranked human players in the Tenhou platform. This is the first time that a computer program outperforms most top human players in Mahjong.
There has been a recent explosion in the capabilities of game-playing artificial intelligence. Many classes of tasks, from video games to motor control to board games, are now solvable by fairly generic algorithms, based on deep learning and reinforcement learning, that learn to play from experience with minimal prior knowledge. However, these machines often do not win through intelligence alone -- they possess vastly superior speed and precision, allowing them to act in ways a human never could. To level the playing field, we restrict the machines reaction time to a human level, and find that standard deep reinforcement learning methods quickly drop in performance. We propose a solution to the action delay problem inspired by human perception -- to endow agents with a neural predictive model of the environment which undoes the delay inherent in their environment -- and demonstrate its efficacy against professional players in Super Smash Bros. Melee, a popular console fighting game.
Games are abstractions of the real world, where artificial agents learn to compete and cooperate with other agents. While significant achievements have been made in various perfect- and imperfect-information games, DouDizhu (a.k.a. Fighting the Landlord), a three-player card game, is still unsolved. DouDizhu is a very challenging domain with competition, collaboration, imperfect information, large state space, and particularly a massive set of possible actions where the legal actions vary significantly from turn to turn. Unfortunately, modern reinforcement learning algorithms mainly focus on simple and small action spaces, and not surprisingly, are shown not to make satisfactory progress in DouDizhu. In this work, we propose a conceptually simple yet effective DouDizhu AI system, namely DouZero, which enhances traditional Monte-Carlo methods with deep neural networks, action encoding, and parallel actors. Starting from scratch in a single server with four GPUs, DouZero outperformed all the existing DouDizhu AI programs in days of training and was ranked the first in the Botzone leaderboard among 344 AI agents. Through building DouZero, we show that classic Monte-Carlo methods can be made to deliver strong results in a hard domain with a complex action space. The code and an online demo are released at https://github.com/kwai/DouZero with the hope that this insight could motivate future work.