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Eddie Q. Yan

dblp:161/3140 · DBLP profile ↗
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5ranked-venue papers
2as first author
0since 2021 · last 2020
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Systems, architecture and hardware · 2 · 1 first-authorSoftware engineering, systems software and programming languages · 2Artificial intelligence and machine learning · 1Human-computer interaction and ubiquitous computing · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Games and playful interaction · 70% Interaction techniques and input · 30%
Software engineering, system software, and programming languages
2 papers
Compilers and program optimization · 100%
Artificial intelligence
1 paper
Efficient and distributed learning · 100%

Topics — the 5 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Efficient and distributed learning
deep learning compilers
0.312018
TVM: An Automated End-to-End Optimizing Compiler for Deep Learning · OSDI 2018
Compilers and program optimization › deep learning compiler
tensor program optimization
0.312018
Learning to Optimize Tensor Programs · NeurIPS 2018
Games and playful interaction
game analytics
0.212015
Masters of Control: Behavioral Patterns of Simultaneous Unit Group Manipulation in StarCraft 2 · CHI 2015
Games and playful interaction › player behavior
player behavior analysis
0.212015
Masters of Control: Behavioral Patterns of Simultaneous Unit Group Manipulation in StarCraft 2 · CHI 2015
Games and playful interaction › game genre
real-time strategy games
0.112015
Masters of Control: Behavioral Patterns of Simultaneous Unit Group Manipulation in StarCraft 2 · CHI 2015

Methods — techniques the papers use, named apart from their topics

transfer learning · 0.3statistical cost model · 0.3replay analysis · 0.2qualitative forum analysis · 0.2
YearPublicationVenuePosition
2020 Speculative reconvergence for improved SIMT efficiency
abstract
GPUs perform most efficiently when all threads in a warp execute the same sequence of instructions convergently. However, when threads in a warp encounter a divergent branch, the hardware serializes the execution of diverged paths. We consider a class of convergence opportunities wherein multiple threads are expected to eventually execute a given segment of code, but not all threads arrive at the same time, resulting in serialized duplicate execution of common code subsequences such as function calls and loop bodies. Our goal is to promote convergence by helping threads that execute common code arrive together before allowing execution to proceed. We propose a new user-guided compiler mechanism, Speculative Reconvergence, to help identify and exploit previously untapped convergence opportunities that increase SIMT efficiency and improve performance. For the set of workloads we study, we see improvements ranging from 10% to 3× in both SIMT efficiency and in performance.
Sana Damani, Daniel R. Johnson, Mark Stephenson, Stephen W. Keckler, Eddie Q. Yan, Michael McKeown, Olivier Giroux
CGO5
2018 Learning to Optimize Tensor Programs
abstract
We introduce a learning-based framework to optimize tensor programs for deep learning workloads. Efficient implementations of tensor operators, such as matrix multiplication and high dimensional convolution are key enablers of effective deep learning systems. However, existing systems rely on manually optimized libraries such as cuDNN where only a narrow range of server class GPUs are well-supported. The reliance on hardware specific operator libraries limits the applicability of high-level graph optimizations and incurs significant engineering costs when deploying to new hardware targets. We use learning to remove this engineering burden. We learn domain specific statistical cost models to guide the search of tensor operator implementations over billions of possible program variants. We further accelerate the search by effective model transfer across workloads. Experimental results show that our framework delivers performance competitive with state-of-the-art hand-tuned libraries for low-power CPU, mobile GPU, and server-class GPU.
Tianqi Chen 0001, Lianmin Zheng, Eddie Q. Yan, Ziheng Jiang, Thierry Moreau, Luis Ceze, Carlos Guestrin, Arvind Krishnamurthy
NeurIPS3
2018 TVM: An Automated End-to-End Optimizing Compiler for Deep Learning
Tianqi Chen 0001, Thierry Moreau, Ziheng Jiang, Lianmin Zheng, Eddie Q. Yan, Haichen Shen, Meghan Cowan, Leyuan Wang, Luis Ceze, Carlos Guestrin, Arvind Krishnamurthy
OSDI5
2017 Customizing Progressive JPEG for Efficient Image Storage
Eddie Q. Yan, Kaiyuan Zhang 0001, Xi Wang 0005, Karin Strauss, Luis Ceze
HotStorage1
2015 Masters of Control: Behavioral Patterns of Simultaneous Unit Group Manipulation in StarCraft 2
abstract
Most user interfaces require the user to focus on one element at a time, but StarCraft 2 is a game where players often control more than a hundred units simultaneously. The game interface provides an optional mechanism called "control groups" that allows players to select multiple units and assign them to a group in order to quickly recall previous selections of units. From an analysis of over 3,000 replays, we show that the usage of control groups is a key differentiator of individual players as well as players of different skill levels---novice users rarely use control groups while experts nearly always do. But players also behave differently in how they use their control groups, especially in time-pressured situations. While certain control group behaviors are common across all skill levels, expert players appear to be better at remaining composed and sustaining control group use in battle. We also qualitatively analyze discussions on web forums from players about how they use control groups to provide context about how such a simple interface mechanic has produced numerous ways of optimizing unit control.
Eddie Q. Yan, Jeff Huang 0002, Gifford Cheung
CHI1