Selective Event Processing for Energy Efficient Mobile Gaming with SNIP

Prasanna Venkatesh Rengasamy, Haibo Zhang, Shulin Zhao, A. Sivasubramaniam, M. Kandemir, C. Das
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Abstract

Gaming is an important class of workloads for mobile devices. They are not only one of the biggest markets for game developers and app stores, but also amongst the most stressful applications for the SoC. In these workloads, much of the computation is user-driven, i.e. events captured from sensors drive the computation to be performed. Consequently, event processing constitutes the bulk of energy drain for these applications. To address this problem, we conduct a detailed characterization of event processing activities in several popular games and show that (i) some of the events are exactly repetitive in their inputs, not requiring any processing at all; or (ii) a significant number of events are redundant in that even if the inputs for these events are different, the output matches events already processed. Memoization is one of the obvious choices to optimize such behavior, however the problem is a lot more challenging in this context because the computation can span even functional/OS boundaries, and the input space required for tables can takes gigabytes of storage. Instead, our Selecting Necessary InPuts (SNIP) software solution uses machine learning to isolate the input features that we really need to track in order to considerably shrink memoization tables. We show that SNIP can save up to 32% of the energy in these games without requiring any hardware modifications.
基于SNIP的高效节能移动游戏的选择性事件处理
游戏是移动设备的一种重要工作负载。它们不仅是游戏开发者和应用商店的最大市场之一,也是SoC面临最大压力的应用之一。在这些工作负载中,许多计算是用户驱动的,即从传感器捕获的事件驱动要执行的计算。因此,事件处理构成了这些应用程序的大部分能量消耗。为了解决这个问题,我们对几款流行游戏中的事件处理活动进行了详细的描述,并表明:(1)一些事件的输入是重复的,根本不需要任何处理;或者(ii)大量事件是冗余的,因为即使这些事件的输入不同,输出也与已处理的事件相匹配。记忆是优化这种行为的明显选择之一,但是在这种情况下,问题更具挑战性,因为计算甚至可以跨越功能/操作系统边界,并且表所需的输入空间可能占用gb的存储空间。相反,我们的选择必要输入(SNIP)软件解决方案使用机器学习来隔离我们真正需要跟踪的输入特征,以便大大缩小记忆表。我们证明SNIP可以在不需要任何硬件修改的情况下在这些游戏中节省高达32%的能量。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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