基于围棋游戏的多处理器嵌入式系统硬件软件划分算法

Adil Iguider, K. Bousselam, Oussama Elissati, Mouhcine Chami, A. En-Nouaary
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引用次数: 0

摘要

协同设计是一种强大的方法,用于现代嵌入式系统,其目标是实现功能规范并满足非功能需求。编码中最有趣的步骤是硬件/软件分区的过程。目的是决定系统的哪些功能应该在硬件(HW$)或软件(SW$)中实现。本文提出了一种新的启发式算法来同时优化多处理器系统的硬件面积(成本)和执行时间(性能)。该算法的灵感来源于博弈论,尤其是围棋。系统使用DAG图(数据无环图)建模,两个玩家(HW玩家和SW玩家)轮流玩,并从图(系统)中选择一个块(功能)。HW播放器的目标是优化全局HW区域,而SW播放器的目标是最小化全局执行时间。在游戏结束后,基于0-1 backpack算法进行一步细化,以满足对总硬件面积的约束,或者在预定义约束的情况下满足对总执行时间的约束。实验结果表明,与模拟退火算法和遗传算法相比,该算法具有更好的解。
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GO Game Inspired Algorithm for Hardware Software Partitioning in Multiprocessor Embedded Systems
The codesign is a robust methodology, used in modern embedded systems with the objective of achieving the functional specifications and meeting the non-functional requirements. The most interesting step in the codesing  is the process of  Hardware/Software Partitioning. The aim is to decide which functionalities of the system should be implemented in hardware ($HW$) or in software ($SW$). In this article, a new heuristic algorithm is proposed to simultaneously optimize the hardware area (cost) and the execution time (performance) of a multiprocessor system. The proposed algorithm is inspired from game theory and especially from the GO game. The system is modeled using the DAG graph (Data Acyclic Graph), and two players (HW player and SW player) play in turn and choose a block (functionality) from the graph (system). The HW player has the goal of optimizing the global HW area while the SW player has the objective of minimizing the global execution time. After the game termination, and based on the 0-1 Knapsack algorithm, a step of refinement is used to meet the constraint on the total hardware area or on the overall execution time if a constraint is pre-defined. Experimental results show that the proposed algorithm gives better solutions compared to the Simulated Annealing algorithm and the Genetic Algorithm.
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