Pinar Muyan-Özçelik

dblp:08/8484 · also Pinar Muyan · DBLP profile ↗
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7ranked-venue papers
2as first author
3since 2021 · last 2024
0000-0002-6671-8483ORCID · verified

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

Systems, architecture and hardware · 5 · 2 first-author · 3 since 2021Artificial intelligence and machine learning · 3 · 1 first-authorSoftware engineering, systems software and programming languages · 1 · 1 since 2021
YearPublicationVenuePosition
2024 Instruction Scheduling for the GPU on the GPU
abstract
In this paper, we show how to use the GPU to parallelize a precise instruction scheduling algorithm that is based on Ant Colony Optimization (ACO). ACO is a nature-inspired intelligent-search technique that has been used to compute precise solutions to NP-hard problems in operations research (OR). Such intelligent-search techniques were not used in the past to solve NP-hard compiler optimization problems, because they require substantially more computation than the heuristic techniques used in production compilers. In this work, we show that parallelizing such a compute-intensive technique on the GPU makes using it in compilation reasonably practical. The register-pressure-aware instruction scheduling problem addressed in this work is a multi-objective optimization problem that is significantly more complex than the problems that were previously solved using parallel ACO on the GPU. We describe a number of techniques that we have developed to efficiently parallelize an ACO algorithm for solving this multi-objective optimization problem on the GPU. The target processor is also a GPU. Our experimental evaluation shows that parallel ACO-based scheduling on the GPU runs up to 27 times faster than sequential ACO-based scheduling on the CPU, and this leads to reducing the total compile time of the rocPRIM benchmarks by 21%. ACO-based scheduling improves the execution-speed of the compiled benchmarks by up to 74% relative to AMD's production scheduler. To the best of our knowledge, our work is the first successful attempt to parallelize a compiler optimization algorithm on the GPU.
Ghassan Shobaki, Pinar Muyan-Özçelik, Josh Hutton, Bruce Linck, Vladislav Malyshenko, Austin Kerbow, Ronaldo Ramirez-Ortega, V. Scott Gordon 0001
CGO2
2023 A parallel branch-and-bound algorithm with history-based domination and its application to the sequential ordering problem
abstract
In this paper, we describe the first parallel Branch-and-Bound (B&B) algorithm with a history-based domination technique. Although history-based domination substantially speeds up a B&B search, it makes parallelization much more challenging. Our algorithm is the first parallel exact algorithm for the Sequential Ordering Problem using a pure B&B approach. To effectively explore the solution space, we have developed three novel parallelization techniques: thread restart, parallel history domination, and history-table memory management. The proposed algorithm was experimentally evaluated using the SOPLIB and TSPLIB benchmarks on multi-core processors. Using 32 threads with a time limit of one hour, the algorithm gives geometric-mean speedups of 72x and 20x on the medium-difficulty SOPLIB and TSPLIB instances, respectively. On the hard instances, it solves 12 instances that the sequential algorithm does not solve, with geometric-mean speedups of 16x on SOPLIB and 32x on TSPLIB. Super-linear speedups up to 366x are seen on 16 instances.
Taspon Gonggiatgul, Ghassan Shobaki, Pinar Muyan-Özçelik
J. Parallel Distributed Comput.3
2022 A parallel branch-and-bound algorithm with history-based domination
abstract
In this paper, we describe a parallel Branch-and-Bound (B&B) algorithm with a history-based domination technique, and we apply it to the Sequential Ordering Problem (SOP). To the best of our knowledge, the proposed algorithm is the first parallel B&B algorithm that includes a history-based domination technique and is the first parallel B&B algorithm for solving the SOP using a pure B&B approach. The proposed algorithm takes a pool-based approach and employs a collection of novel techniques that we have developed to achieve effective parallel exploration of the solution space, including parallel history domination, history table memory management, and a thread restart technique. The proposed algorithm was experimentally evaluated using the SOPLIB and TSPLIB benchmarks. The results show that using ten threads with a time limit of one hour on the medium-difficulty instances, the proposed algorithm gives a geometric-mean speedup of 19.9 on SOPLIB and 10.23 on TSPLIB, with super-linear speedups up to 65x seen on 17 instances.
Taspon Gonggiatgul, Ghassan Shobaki, Pinar Muyan-Özçelik
PPoPP3
2018 Benchmarking Deep Learning Frameworks with FPGA-suitable Models on a Traffic Sign Dataset
abstract
We benchmark several widely used deep-learning frameworks for performing deep-learning-related automotive tasks (e.g., traffic sign recognition) that need to achieve realtime and high accuracy results with limited resources available on embedded platforms such as FPGAs. In our benchmarks, we use various input image sizes on models that are suitable for FPGA deployment, and investigate the training speed and inference accuracy of selected frameworks for these different sizes on a popular traffic sign recognition dataset. We report results by running the frameworks solely on the CPU as well as by turning on GPU acceleration. We also provide optimizations we apply to fine-tune the performance of the frameworks. We discover that Neon and MXNet deliver the best training speed and inference accuracy in general for all our test cases, while Tensorflow is always among the frameworks with the highest inference accuracies. We also observe that on the particular dataset we tested on (i.e., GTSRB), the image size of the region of interest does not necessarily affect the inference accuracy, and that using deep models, e.g., ResNet-32, which have longer training times, might not provide improvements to inference accuracy.
Zhongyi Lin, Jeffrey M. Ota, John D. Owens, Pinar Muyan-Özçelik
Intelligent Vehicles Symposium4
2017 Methods for multitasking among real-time embedded compute tasks running on the GPU
abstract
Summary In this study, we provide an extensive survey on wide spectrum of scheduling methods for multitasking among graphics processing unit (GPU) computing tasks. We then design several schedulers and explain in detail the selected methods we have developed to implement our scheduling strategies. Next, we compare the performance of schedulers on various workloads running on Fermi and Kepler architectures and arrive at the following major conclusions: (1) Small kernels benefit from running kernels concurrently. (2) The combination of small kernels, high‐priority kernels with longer runtimes, and lower‐priority kernels with shorter runtimes benefits from a CPU scheduler that dynamically changes kernel order on the Fermi architecture. (3) Because of limitations of existing GPU architectures, currently CPU schedulers outperform their GPU counterparts. We also provide results and observations obtained from implementing and evaluating our schedulers on the NVIDIA Jetson TX1 system‐on‐chip architecture. We observe that although TX1 has the newer Maxwell architecture, the mechanism used for scheduler timings behaves differently on TX1 compared to Kepler leading to incorrect timings. In this paper, we describe our methods that allow us to report correct timings for CPU schedulers running on TX1. Finally, we propose new research directions involving the investigation of additional scheduling strategies.
Pinar Muyan-Özçelik, John D. Owens
Concurr. Comput. Pract. Exp.1
2011 Feature-based speed limit sign detection using a graphics processing unit
abstract
In this study we test the idea of using a graphics processing unit (GPU) as an embedded co-processor for real-time detection of European Union (EU) speed-limit signs. The input to the system is a set of grayscale videos recorded from a forward-facing camera mounted in a vehicle. We introduce a new technique for implementing the radial symmetry detector (RSD) efficiently using the native rendering capabilities of a GPU. The technique maps the algorithms to the hardware such that the detection of speed-limit sign candidates is significantly accelerated. The system reaches up to 88% detection rate and runs at 33 frames per second on video sequences with VGA (640×480) resolution on an embedded system with an Intel Atom 230 @ 1.67 GHz CPU and a NVIDIA GeForce 9400M GS GPU.
Vladimir Glavtchev, Pinar Muyan-Özçelik, Jeffrey M. Ota, John D. Owens
Intelligent Vehicles Symposium2
2004 Situated robot design with prioritized constraints
abstract
The constraint-based agent (CBA) framework with prioritized constraints is a simple and effective methodology for designing and building situated robots. This methodology can be seen as a formal development of the subsumption approach. It prevents ad hoc layering of behaviors and supports modular development of the system. A situated robot called Ainia that repeatedly finds, tracks, chases, and kicks a ball is presented as an illustrative case study of this design methodology. Ainia is first modeled, simulated, and animated with the constraint nets in Java (CNJ) tool. Then, a prioritized constraint-based controller of the simulated Ainia is used to control the physical robot in the real world. The results show that the behaviors of the physical robot satisfy the requirements specification. Hence, this study provides evidence that the formal CBA framework with prioritized constraints is an effective approach for synthesizing situated robot controllers. In addition, it supports the claim that CNJ is an effective tool for designing and building situated robots operating in the real world.
Pinar Muyan-Özçelik, Alan K. Mackworth
IROS1