Haidong Lan, Wenxi Zhu, Du Wu, Qian Qiu, Honglin Zhu, Jingjing Zhao, Xinghui Fu, Liu Wei, Jintao Meng, Minwen Deng
{"title":"手机游戏中的有效相位函数实时角色控制:TVM支持方法","authors":"Haidong Lan, Wenxi Zhu, Du Wu, Qian Qiu, Honglin Zhu, Jingjing Zhao, Xinghui Fu, Liu Wei, Jintao Meng, Minwen Deng","doi":"10.1145/3545008.3545095","DOIUrl":null,"url":null,"abstract":"In this paper, we propose a highly efficient computing method for game character control with phase-functioned neural networks (PFNN). The primary challenge to accelerate PFNN on mobile platforms is that PFNN dynamically produces weight matrices with an argument, phase, which is individual to each game character. Therefore existing libraries that generally assume frozen weight matrices are inefficient to accelerate PFNN. The situation becomes even worse when multiple characters are present. To address the challenges, we reformulate the equations and leverage the deep learning compiler stack TVM to build a cross-platform, high-performance implementation. Evaluations reveal that our solutions deliver close-to-peak performance on various platforms, from high-performance servers to energy-efficient mobile platforms. This work is publicly available at https://github.com/turbo0628/pfnn_tvm.","PeriodicalId":360504,"journal":{"name":"Proceedings of the 51st International Conference on Parallel Processing","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-08-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Efficient Phase-Functioned Real-time Character Control in Mobile Games: A TVM Enabled Approach\",\"authors\":\"Haidong Lan, Wenxi Zhu, Du Wu, Qian Qiu, Honglin Zhu, Jingjing Zhao, Xinghui Fu, Liu Wei, Jintao Meng, Minwen Deng\",\"doi\":\"10.1145/3545008.3545095\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In this paper, we propose a highly efficient computing method for game character control with phase-functioned neural networks (PFNN). The primary challenge to accelerate PFNN on mobile platforms is that PFNN dynamically produces weight matrices with an argument, phase, which is individual to each game character. Therefore existing libraries that generally assume frozen weight matrices are inefficient to accelerate PFNN. The situation becomes even worse when multiple characters are present. To address the challenges, we reformulate the equations and leverage the deep learning compiler stack TVM to build a cross-platform, high-performance implementation. Evaluations reveal that our solutions deliver close-to-peak performance on various platforms, from high-performance servers to energy-efficient mobile platforms. This work is publicly available at https://github.com/turbo0628/pfnn_tvm.\",\"PeriodicalId\":360504,\"journal\":{\"name\":\"Proceedings of the 51st International Conference on Parallel Processing\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-08-29\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 51st International Conference on Parallel Processing\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3545008.3545095\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 51st International Conference on Parallel Processing","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3545008.3545095","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Efficient Phase-Functioned Real-time Character Control in Mobile Games: A TVM Enabled Approach
In this paper, we propose a highly efficient computing method for game character control with phase-functioned neural networks (PFNN). The primary challenge to accelerate PFNN on mobile platforms is that PFNN dynamically produces weight matrices with an argument, phase, which is individual to each game character. Therefore existing libraries that generally assume frozen weight matrices are inefficient to accelerate PFNN. The situation becomes even worse when multiple characters are present. To address the challenges, we reformulate the equations and leverage the deep learning compiler stack TVM to build a cross-platform, high-performance implementation. Evaluations reveal that our solutions deliver close-to-peak performance on various platforms, from high-performance servers to energy-efficient mobile platforms. This work is publicly available at https://github.com/turbo0628/pfnn_tvm.