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 improvement ratio


Open3DBench: Open-Source Benchmark for 3D-IC Backend Implementation and PPA Evaluation

arXiv.org Artificial Intelligence

This work introduces Open3DBench, an open-source 3D-IC backend implementation benchmark built upon the OpenROAD-flow-scripts framework, enabling comprehensive evaluation of power, performance, area, and thermal metrics. Our proposed flow supports modular integration of 3D partitioning, placement, 3D routing, RC extraction, and thermal simulation, aligning with advanced 3D flows that rely on commercial tools and in-house scripts. We present two foundational 3D placement algorithms: Open3D-Tiling, which emphasizes regular macro placement, and Open3D-DMP, which enhances wirelength optimization through cross-die co-placement with analytical placer DREAMPlace. Experimental results show significant improvements in area (51.19%), wirelength (24.06%), timing (30.84%), and power (5.72%) compared to 2D flows. The results also highlight that better wirelength does not necessarily lead to PPA gain, emphasizing the need of developing PPA-driven methods. Open3DBench offers a standardized, reproducible platform for evaluating 3D EDA methods, effectively bridging the gap between open-source tools and commercial solutions in 3D-IC design.


Teaching CORnet Human fMRI Representations for Enhanced Model-Brain Alignment

arXiv.org Artificial Intelligence

Deep convolutional neural networks (DCNNs) have demonstrated excellent performance in object recognition and have been found to share some similarities with brain visual processing. However, the substantial gap between DCNNs and human visual perception still exists. Functional magnetic resonance imaging (fMRI) as a widely used technique in cognitive neuroscience can record neural activation in the human visual cortex during the process of visual perception. Can we teach DCNNs human fMRI signals to achieve a more brain-like model? To answer this question, this study proposed ReAlnet-fMRI, a model based on the SOTA vision model CORnet but optimized using human fMRI data through a multi-layer encoding-based alignment framework. This framework has been shown to effectively enable the model to learn human brain representations. The fMRI-optimized ReAlnet-fMRI exhibited higher similarity to the human brain than both CORnet and the control model in within-and across-subject as well as within- and across-modality model-brain (fMRI and EEG) alignment evaluations. Additionally, we conducted an in-depth analyses to investigate how the internal representations of ReAlnet-fMRI differ from CORnet in encoding various object dimensions. These findings provide the possibility of enhancing the brain-likeness of visual models by integrating human neural data, helping to bridge the gap between computer vision and visual neuroscience.


Approximate Strong Equilibrium in Job Scheduling Games

Journal of Artificial Intelligence Research

A Nash Equilibrium (NE) is a strategy profile resilient to unilateral deviations, and is predominantly used in the analysis of multiagent systems. A downside of NE is that it is not necessarily stable against deviations by coalitions. Yet, as we show in this paper, in some cases, NE does exhibit stability against coalitional deviations, in that the benefits from a joint deviation are bounded. In this sense, NE approximates strong equilibrium. Coalition formation is a key issue in multiagent systems. We provide a framework for quantifying the stability and the performance of various assignment policies and solution concepts in the face of coalitional deviations. Within this framework we evaluate a given configuration according to three measures: (i) IR_min: the maximal number alpha, such that there exists a coalition in which the minimal improvement ratio among the coalition members is alpha, (ii) IR_max: the maximal number alpha, such that there exists a coalition in which the maximal improvement ratio among the coalition members is alpha, and (iii) DR_max: the maximal possible damage ratio of an agent outside the coalition. We analyze these measures in job scheduling games on identical machines. In particular, we provide upper and lower bounds for the above three measures for both NE and the well-known assignment rule Longest Processing Time (LPT). Our results indicate that LPT performs better than a general NE. However, LPT is not the best possible approximation. In particular, we present a polynomial time approximation scheme (PTAS) for the makespan minimization problem which provides a schedule with IR_min of 1+epsilon for any given epsilon. With respect to computational complexity, we show that given an NE on m >= 3 identical machines or m >= 2 unrelated machines, it is NP-hard to determine whether a given coalition can deviate such that every member decreases its cost.