No Arabic abstract
In physical design, human designers typically place macros via trial and error, which is a Markov decision process. Reinforcement learning (RL) methods have demonstrated superhuman performance on the macro placement. In this paper, we propose an extension to this prior work (Mirhoseini et al., 2020). We first describe the details of the policy and value network architecture. We replace the force-directed method with DREAMPlace for placing standard cells in the RL environment. We also compare our improved method with other academic placers on public benchmarks.
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.
Real-world data often exhibit imbalanced distributions, where certain target values have significantly fewer observations. Existing techniques for dealing with imbalanced data focus on targets with categorical indices, i.e., different classes. However, many tasks involve continuous targets, where hard boundaries between classes do not exist. We define Deep Imbalanced Regression (DIR) as learning from such imbalanced data with continuous targets, dealing with potential missing data for certain target values, and generalizing to the entire target range. Motivated by the intrinsic difference between categorical and continuous label space, we propose distribution smoothing for both labels and features, which explicitly acknowledges the effects of nearby targets, and calibrates both label and learned feature distributions. We curate and benchmark large-scale DIR datasets from common real-world tasks in computer vision, natural language processing, and healthcare domains. Extensive experiments verify the superior performance of our strategies. Our work fills the gap in benchmarks and techniques for practical imbalanced regression problems. Code and data are available at https://github.com/YyzHarry/imbalanced-regression.
For deep neural network accelerators, memory movement is both energetically expensive and can bound computation. Therefore, optimal mapping of tensors to memory hierarchies is critical to performance. The growing complexity of neural networks calls for automated memory mapping instead of manual heuristic approaches; yet the search space of neural network computational graphs have previously been prohibitively large. We introduce Evolutionary Graph Reinforcement Learning (EGRL), a method designed for large search spaces, that combines graph neural networks, reinforcement learning, and evolutionary search. A set of fast, stateless policies guide the evolutionary search to improve its sample-efficiency. We train and validate our approach directly on the Intel NNP-I chip for inference. EGRL outperforms policy-gradient, evolutionary search and dynamic programming baselines on BERT, ResNet-101 and ResNet-50. We additionally achieve 28-78% speed-up compared to the native NNP-I compiler on all three workloads.
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.
Value factorisation proves to be a very useful technique in multi-agent reinforcement learning (MARL), but the underlying mechanism is not yet fully understood. This paper explores a theoretic basis for value factorisation. We generalise the Shapley value in the coalitional game theory to a Markov convex game (MCG) and use it to guide value factorisation in MARL. We show that the generalised Shapley value possesses several features such as (1) accurate estimation of the maximum global value, (2) fairness in the factorisation of the global value, and (3) being sensitive to dummy agents. The proposed theory yields a new learning algorithm called Sharpley Q-learning (SHAQ), which inherits the important merits of ordinary Q-learning but extends it to MARL. In comparison with prior-arts, SHAQ has a much weaker assumption (MCG) that is more compatible with real-world problems, but has superior explainability and performance in many cases. We demonstrated SHAQ and verified the theoretic claims on Predator-Prey and StarCraft Multi-Agent Challenge (SMAC).