High-level synthesis: introduction to chip and system design
High-level synthesis: introduction to chip and system design
Register allocation and binding for low power
DAC '95 Proceedings of the 32nd annual ACM/IEEE Design Automation Conference
Module assignment for low power
EURO-DAC '96/EURO-VHDL '96 Proceedings of the conference on European design automation
Low power design in deep submicron electronics
Low power design in deep submicron electronics
System-level power optimization: techniques and tools
ACM Transactions on Design Automation of Electronic Systems (TODAES)
Algorithms, games, and the internet
STOC '01 Proceedings of the thirty-third annual ACM symposium on Theory of computing
Low Power Driven Scheduling and Binding
GLS '98 Proceedings of the Great Lakes Symposium on VLSI '98
HLDVT '01 Proceedings of the Sixth IEEE International High-Level Design Validation and Test Workshop (HLDVT'01)
A Power Management Methodology for High-Level Synthesis
VLSID '98 Proceedings of the Eleventh International Conference on VLSI Design: VLSI for Signal Processing
CREAM: Combined Register and Module Assignment with Floorplanning for Low Power Datapath Synthesis
VLSID '00 Proceedings of the 13th International Conference on VLSI Design
An Accurate Interconnection Length Estimation for Computer Logic
GLSVLSI '96 Proceedings of the 6th Great Lakes Symposium on VLSI
A low power scheduler using game theory
Proceedings of the 1st IEEE/ACM/IFIP international conference on Hardware/software codesign and system synthesis
Approximate nash equilibria in bimatrix games
ICCCI'11 Proceedings of the Third international conference on Computational collective intelligence: technologies and applications - Volume Part II
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In this paper, we describe a new algorithm based ongame theory for minimizing the average power of a circuitduring binding in behavioral synthesis. The problem is formulatedas an auction based non-cooperative finite gamefor which a solution is proposed based on the Nash equilibrium.For the binding algorithm, each functional unit in thedatapath is modeled as a player bidding for executing anoperation with the estimated power consumption as the bid.The operations are bound to the modules such that the totalpower consumption is minimized. Further, the techniquesof functional unit sharing, path balancing and register assignmentare incorporated within the binding algorithm forpower reduction. The proposed algorithm yields power reductionwithout any increase in area or delay overhead. Experimentalresults indicate that the proposed game theoreticsolution for binding yields an improvement of 13.9% overthe linear programming (LP) method in [16].