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David Durst

dblp:266/9492 · DBLP profile ↗
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4ranked-venue papers
2as first author
2since 2021 · last 2024
0000-0002-4960-0336ORCID · corroborated

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

Systems, architecture and hardware · 2 · 1 since 2021Software engineering, systems software and programming languages · 1 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021

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.

Computer architecture, parallel and distributed computing, and storage systems
2 papers
Electronic design automation · 53% Hardware accelerators and domain-specific architectures · 26% Reconfigurable computing and FPGAs · 20%
Software engineering, system software, and programming languages
1 paper
Compilers and program optimization · 100%

Topics — the 6 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Compilers and program optimization
hardware compilation
0.412020
Type-directed scheduling of streaming accelerators · PLDI 2020
Reconfigurable computing and FPGAs
coarse-grained reconfigurable architecture
0.412020
Creating an Agile Hardware Design Flow · DAC 2020
Hardware accelerators and domain-specific architectures › spatial architecture
data streaming accelerator
0.412020
Type-directed scheduling of streaming accelerators · PLDI 2020
Electronic design automation
hardware/software co-design
0.412020
Creating an Agile Hardware Design Flow · DAC 2020
Electronic design automation
high-level synthesis
0.112020
Type-directed scheduling of streaming accelerators · PLDI 2020
Electronic design automation › high-level synthesis
scheduling
0.112020
Type-directed scheduling of streaming accelerators · PLDI 2020

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

type-directed compilation · 0.9static scheduling · 0.9hardware generator · 0.4domain-specific language · 0.4
YearPublicationVenuePosition
2024 Learning to Move Like Professional Counter-Strike Players
abstract
Abstract In multiplayer, first‐person shooter games like Counter‐Strike: Global Offensive (CS:GO), coordinated movement is a critical component of high‐level strategic play. However, the complexity of team coordination and the variety of conditions present in popular game maps make it impractical to author hand‐crafted movement policies for every scenario. We show that it is possible to take a data‐driven approach to creating human‐like movement controllers for CS:GO. We curate a team movement dataset comprising 123 hours of professional game play traces, and use this dataset to train a transformer‐based movement model that generates human‐like team movement for all players in a “Retakes” round of the game. Importantly, the movement prediction model is efficient. Performing inference for all players takes less than 0.5 ms per game step (amortized cost) on a single CPU core, making it plausible for use in commercial games today. Human evaluators assess that our model behaves more like humans than both commercially‐available bots and procedural movement controllers scripted by experts (16% to 59% higher by TrueSkill rating of “human‐like”). Using experiments involving in‐game bot vs. bot self‐play, we demonstrate that our model performs simple forms of teamwork, makes fewer common movement mistakes, and yields movement distributions, player lifetimes, and kill locations similar to those observed in professional CS:GO match play.
David Durst, Feng Xie 0008, Vishnu Sarukkai, Brennan Shacklett, Iuri Frosio, Chen Tessler, Joohwan Kim, Carly Taylor, Gilbert Louis Bernstein, Sanjiban Choudhury, Pat Hanrahan, Kayvon Fatahalian
Comput. Graph. Forum1
2023 AHA: An Agile Approach to the Design of Coarse-Grained Reconfigurable Accelerators and Compilers
abstract
With the slowing of Moore’s law, computer architects have turned to domain-specific hardware specialization to continue improving the performance and efficiency of computing systems. However, specialization typically entails significant modifications to the software stack to properly leverage the updated hardware. The lack of a structured approach for updating the compiler and the accelerator in tandem has impeded many attempts to systematize this procedure. We propose a new approach to enable flexible and evolvable domain-specific hardware specialization based on coarse-grained reconfigurable arrays (CGRAs). Our agile methodology employs a combination of new programming languages and formal methods to automatically generate the accelerator hardware and its compiler from a single source of truth. This enables the creation of design-space exploration frameworks that automatically generate accelerator architectures that approach the efficiencies of hand-designed accelerators, with a significantly lower design effort for both hardware and compiler generation. Our current system accelerates dense linear algebra applications but is modular and can be extended to support other domains. Our methodology has the potential to significantly improve the productivity of hardware-software engineering teams and enable quicker customization and deployment of complex accelerator-rich computing systems.
Kalhan Koul, Jackson Melchert, Kavya Sreedhar, Leonard Truong, Gedeon Nyengele, Keyi Zhang, Qiaoyi Liu, Jeff Setter, Yuchen Mei, Maxwell Strange, Ross Daly, Caleb Donovick, Alex Carsello, Taeyoung Kong, Kathleen Feng, Dillon Huff, Ankita Nayak, Rajsekhar Setaluri, James Thomas 0003, Nikhil Bhagdikar, David Durst, Zachary A. Myers, Nestan Tsiskaridze, Stephen Richardson, Rick Bahr, Kayvon Fatahalian, Pat Hanrahan, Clark W. Barrett, Mark Horowitz, Christopher Torng, Fredrik Kjolstad, Priyanka Raina
ACM Trans. Embed. Comput. Syst.22
2020 Creating an Agile Hardware Design Flow
abstract
Although an agile approach is standard for software design, how to properly adapt this method to hardware is still an open question. This work addresses this question while building a system on chip (SoC) with specialized accelerators. Rather than using a traditional waterfall design flow, which starts by studying the application to be accelerated, we begin by constructing a complete flow from an application expressed in a high-level domain-specific language (DSL), in our case Halide, to a generic coarse-grained reconfigurable array (CGRA). As our under-standing of the application grows, the CGRA design evolves, and we have developed a suite of tools that tune application code, the compiler, and the CGRA to increase the efficiency of the resulting implementation. To meet our continued need to update parts of the system while maintaining the end-to-end flow, we have created DSL-based hardware generators that not only provide the Verilog needed for the implementation of the CGRA, but also create the collateral that the compiler/mapper/place and route system needs to configure its operation. This work provides a systematic approach for desiging and evolving high-performance and energy-efficient hardware-software systems for any application domain.
Rick Bahr, Clark W. Barrett, Nikhil Bhagdikar, Alex Carsello, Ross Daly, Caleb Donovick, David Durst, Kayvon Fatahalian, Kathleen Feng, Pat Hanrahan, Teguh Hofstee, Mark Horowitz, Dillon Huff, Fredrik Kjolstad, Taeyoung Kong, Qiaoyi Liu, Makai Mann, Jackson Melchert, Ankita Nayak, Aina Niemetz, Gedeon Nyengele, Priyanka Raina, Stephen Richardson, Rajsekhar Setaluri, Jeff Setter, Kavya Sreedhar, Maxwell Strange, James Thomas 0003, Christopher Torng, Leonard Truong, Nestan Tsiskaridze, Keyi Zhang
DAC7
2020 Type-directed scheduling of streaming accelerators
abstract
Designing efficient, application-specialized hardware accelerators requires assessing trade-offs between a hardware module’s performance and resource requirements. To facilitate hardware design space exploration, we describe Aetherling, a system for automatically compiling data-parallel programs into statically scheduled, streaming hardware circuits. Aetherling contributes a space- and time-aware intermediate language featuring data-parallel operators that represent parallel or sequential hardware modules, and sequence data types that encode a module’s throughput by specifying when sequence elements are produced or consumed. As a result, well-typed operator composition in the space-time language corresponds to connecting hardware modules via statically scheduled, streaming interfaces.
David Durst, Matthew Feldman, Dillon Huff, David Akeley, Ross Daly, Gilbert Louis Bernstein, Marco Patrignani, Kayvon Fatahalian, Pat Hanrahan
PLDI1