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arXiv:2004.10746cs.LG

Chip Placement with Deep Reinforcement Learning

Azalia Mirhoseini, Anna Goldie, Mustafa Yazgan, Joe Jiang, Ebrahim Songhori, Shen Wang, Young-Joon Lee, Eric Johnson, Omkar Pathak, Sungmin Bae, Azade Nazi, Jiwoo Pak, Andy Tong, Kavya Srinivasa, William Hang, Emre Tuncer, Anand Babu, Quoc V. Le, James Laudon, Richard Ho, Roger Carpenter, Jeff Dean

Abstract

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.

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DOI
Subjects
cs.LGMachine Learning cs.AIArtificial Intelligence

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Linked by 2 identifiable commenters in 2 comments across 2 threads, from May 2021 to Jun 2023. Found in 4 HN submissions from Apr 2020 to Oct 2020. Open submission discussions.

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    • This is a very harsh critique of googles approaches to peer-review publishing of ideas. Because they refused to publish sufficient details, it was impossible to reproduce results and when people dug deeper, it was performing WORSE than other mechanistic approaches to placement…

      ggmView on HNParent context

  1. Why A.I. Moonshots Miss 1 comment
    • No question. It was video gaming from the period roughly spanning 1990-2010 that funded gpu innovation. But programmable compute shaders caught on very rapidly in science. And Nvidia was quick to not just recognize the new market, but bet the company that supercomputing would…

      ArtWombView on HNParent context

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