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Architect in the Loop Agentic Hardware Design and Verification

Mohammed, Mubarek

arXiv.org Artificial Intelligence

The ever increasing complexity of the hardware design process demands improved hardware design and verification methodologies. With the advent of generative AI various attempts have been made to automate parts of the design and verification process. Large language models (LLMs) as well as specialized models generate hdl and testbenches for small components, having a few leaf level components. However, there are only a few attempts to automate the entire processor design process. Hardware design demands hierarchical and modular design processes. We utilized this best practice systematically and effectively. We propose agentic automated processor design and verification with engineers in the loop. The agent with optional specification tries to break down the design into sub-components, generate HDL and cocotb tests, and verifies the components involving engineer guidance, especially during debugging and synthesis. We designed various digital systems using this approach. However, we selected two simple processors for demonstration purposes in this work. The first one is a LEGv8 like a simple processor verified, synthesized and programmed for the DE-10 Lite FPGA. The second one is a RISC-V like 32-bit processor designed and verified in similar manner and synthesized. However, it is not programmed into the DE-10 Lite. This process is accomplished usually using around a million inference tokens per processor, using a combination of reasoning (e.g gemini-pro) and non-reasoning models (eg. gpt-5-mini) based on the complexity of the task. This indicates that hardware design and verification experimentation can be done cost effectively without using any specialized hardware. The approach is scalable, we even attempted system-on-chip, which we want to experiment in our future work.



Test-Time Scaling in Diffusion LLMs via Hidden Semi-Autoregressive Experts

Lee, Jihoon, Moon, Hoyeon, Zhai, Kevin, Chithanar, Arun Kumar, Sahu, Anit Kumar, Kar, Soummya, Lee, Chul, Chakraborty, Souradip, Bedi, Amrit Singh

arXiv.org Artificial Intelligence

Diffusion-based large language models (dLLMs) are trained flexibly to model extreme dependence in the data distribution; however, how to best utilize this information at inference time remains an open problem. In this work, we uncover an interesting property of these models: dLLMs trained on textual data implicitly learn a mixture of semi-autoregressive experts, where different generation orders reveal different specialized behaviors. We show that committing to any single, fixed inference time schedule, a common practice, collapses performance by failing to leverage this latent ensemble. To address this, we introduce HEX (Hidden semiautoregressive EXperts for test-time scaling), a training-free inference method that ensembles across heterogeneous block schedules. By doing a majority vote over diverse block-sized generation paths, HEX robustly avoids failure modes associated with any single fixed schedule. On reasoning benchmarks such as GSM8K, it boosts accuracy by up to 3.56X (from 24.72% to 88.10%), outperforming top-K margin inference and specialized fine-tuned methods like GRPO, without additional training. HEX even yields significant gains on MATH benchmark from 16.40% to 40.00%, scientific reasoning on ARC-C from 54.18% to 87.80%, and TruthfulQA from 28.36% to 57.46%. Our results establish a new paradigm for test-time scaling in diffusion-based LLMs (dLLMs), revealing that the sequence in which masking is performed plays a critical role in determining performance during inference.



Evaluation beyond Task Performance: Analyzing Concepts in AlphaZero in Hex

Neural Information Processing Systems

AlphaZero, an approach to reinforcement learning that couples neural networks and Monte Carlo tree search (MCTS), has produced state-of-the-art strategies for traditional board games like chess, Go, shogi, and Hex. While researchers and game commentators have suggested that AlphaZero uses concepts that humans consider important, it is unclear how these concepts are captured in the network. We investigate AlphaZero's internal representations in the game of Hex using two evaluation techniques from natural language processing (NLP): model probing and behavioral tests. In doing so, we introduce several new evaluation tools to the RL community, and illustrate how evaluations other than task performance can be used to provide a more complete picture of a model's strengths and weaknesses. Our analyses in the game of Hex reveal interesting patterns and generate some testable hypotheses about how such models learn in general.


Evaluation beyond Task Performance: Analyzing Concepts in AlphaZero in Hex

Neural Information Processing Systems

AlphaZero, an approach to reinforcement learning that couples neural networks and Monte Carlo tree search (MCTS), has produced state-of-the-art strategies for traditional board games like chess, Go, shogi, and Hex. While researchers and game commentators have suggested that AlphaZero uses concepts that humans consider important, it is unclear how these concepts are captured in the network. We investigate AlphaZero's internal representations in the game of Hex using two evaluation techniques from natural language processing (NLP): model probing and behavioral tests. In doing so, we introduce several new evaluation tools to the RL community, and illustrate how evaluations other than task performance can be used to provide a more complete picture of a model's strengths and weaknesses. Our analyses in the game of Hex reveal interesting patterns and generate some testable hypotheses about how such models learn in general.


Expected Work Search: Combining Win Rate and Proof Size Estimation

Randall, Owen, Müller, Martin, Wei, Ting Han, Hayward, Ryan

arXiv.org Artificial Intelligence

We propose Expected Work Search (EWS), a new game solving algorithm. EWS combines win rate estimation, as used in Monte Carlo Tree Search, with proof size estimation, as used in Proof Number Search. The search efficiency of EWS stems from minimizing a novel notion of Expected Work, which predicts the expected computation required to solve a position. EWS outperforms traditional solving algorithms on the games of Go and Hex. For Go, we present the first solution to the empty 5x5 board with the commonly used positional superko ruleset. For Hex, our algorithm solves the empty 8x8 board in under 4 minutes. Experiments show that EWS succeeds both with and without extensive domain-specific knowledge.


From Images to Connections: Can DQN with GNNs learn the Strategic Game of Hex?

Keller, Yannik, Blüml, Jannis, Sudhakaran, Gopika, Kersting, Kristian

arXiv.org Artificial Intelligence

The gameplay of strategic board games such as chess, Go and Hex is often characterized by combinatorial, relational structures--capturing distinct interactions and non-local patterns--and not just images. A key feature of CNNs is their relational inductive bias towards locality and translational invariance. Hence, we investigate the crucial question: Can GNNs, with their ability to encode complex connections, replace CNNs in self-play reinforcement learning? To this end, we do a comparison with Hex--an abstract yet strategically rich board game--serving as our experimental platform. Our findings reveal that GNNs excel at dealing with long range dependency situations in game states and are less prone to overfitting, but also showing a reduced proficiency in discerning local patterns. This suggests a potential paradigm shift, signaling the use of game-specific structures to reshape self-play reinforcement learning. In 2016, AlphaGo (Silver et al., 2016) became the first AI to beat professional Go players by combining Monte-Carlo tree search (MCTS) with neural network policy and value approximation and selfplay training. Its approach has since been transferred to various other board games: AlphaZero (Silver et al., 2017) achieved superhuman strength in Chess and Shogi while Mohex-3HNN (Gao et al., 2018) has become one of the strongest AI for Hex. Behind these accomplishments lies a crucial observation: Despite the diversity of the board games, all these programs use convolutional neural networks (CNN) as the foundational architecture to approximate policy and value functions. Figure 1: Non-local dependencies exist in many prominent board games. If A is blue, playing at B is a wasted move. These biases align harmoniously for most positions in the game of Go where spatially local patterns dominate.


Motion Cueing Algorithm for Effective Motion Perception: A frequency-splitting MPC Approach

Jain, Vishrut, Lazcano, Andrea, Happee, Riender, Shyrokau, Barys

arXiv.org Artificial Intelligence

Model predictive control (MPC) is a promising technique for motion cueing in driving simulators, but its high computation time limits widespread real-time application. This paper proposes a hybrid algorithm that combines filter-based and MPC-based techniques to improve specific force tracking while reducing computation time. The proposed algorithm divides the reference acceleration into low-frequency and high-frequency components. The high-frequency component serves as a reference for translational motion to avoid workspace limit violations, while the low-frequency component is for tilt coordination. The total acceleration serves as a reference for combined specific force with the highest priority to enable compensation of deviations from its reference values. The algorithm uses constraints in the MPC formulation to account for workspace limits and workspace management is applied. The investigated scenarios were a step signal, a multi-sine wave and a recorded real-drive slalom maneuver. Based on the conducted simulations, the algorithm produces approximately 15% smaller root means squared error (RMSE) for the step signal compared to the state-of-the-art. Around 16% improvement is observed when the real-drive scenario is used as the simulation scenario, and for the multi-sine wave, 90% improvement is observed. At higher prediction horizons the algorithm matches the performance of a state-of-the-art MPC-based motion cueing algorithm. Finally, for all prediction horizons, the frequency-splitting algorithm produced faster results. The pre-generated references reduce the required prediction horizon and computational complexity while improving tracking performance. Hence, the proposed frequency-splitting algorithm outperforms state-of-the-art MPC-based algorithm and offers promise for real-time application in driving simulators.


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#artificialintelligence

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