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Minwen Deng

Publications and source records attributed to Minwen Deng.

7 recordsLinked to original sources

Co-Designing Graph-based Approximate Nearest Neighbor Search at Billion Scale for Processing-in-Memory

Approximate Nearest Neighbor Search (ANNS) is a core primitive in modern AI systems, and graph-based methods currently offer the best accuracy-efficiency trade-off at scale. The workload is fundamentally memory-bound: graph traversal produces frequent, irregular memory accesses that cap CPU throughput at main-memory bandwidth, while GPUs lack the high-bandwidth memory capacity to host billion-scale indexes. Processing-in-Memory (PIM) is a natural candidate, as placing computation next to data unlocks the abundant internal bandwidth that such bandwidth-starved workloads demand. Porting graph-based ANNS to PIM, however, exposes several architectural mismatches: each processing unit has only a small local memory, inter-unit communication is costly, host coordination adds overhead, and in-memory compute units are relatively weak -- limitations that have forced prior PIM-based ANNS designs to fall back on cluster-based indexing, whose recall ceiling is far below that of graph methods. This paper presents an algorithm-architecture co-design that overcomes these obstacles through three components: a compacted index layout that shrinks the PIM-resident memory footprint by 14.5x; an asynchronous pipelined scheduler that keeps the host-to-PIM interconnect saturated; and a multiplication-free distance kernel that loses under 0.08% recall. Across three billion-scale benchmarks, the proposed design achieves up to 20x and 17.1x higher throughput than CPU and GPU baselines, respectively, outperforms prior PIM accelerators by 129x in the high-recall regime, and scales gracefully across multi-node deployments and emerging PIM architecture.

cs.AR

FalconGEMM: Surpassing Hardware Peaks with Lower-Complexity Matrix Multiplication

Peak breaking Matrix Multiplication is a promising technique to improve the performance of DL, especially in LLM training and inference. We present FalconGEMM, a cross-platform framework that automates the deployment, optimization, and selection of Lower-Complexity Matrix Multiplication Algorithms (LCMAs) across diverse hardware. There are three key innovations: (1) a Deployment Module that enables portable execution across various hardware and input configurations through code generation; (2) an Execution Module with Group-Parallel Optimizations that maximizes on-chip data reuse, utilizes parallel resources, and reduces bandwidth overhead; and (3) a Decision Module featuring a lightweight analytical performance model to select the optimal strategy based on matrix shapes and hardware profiles. Extensive evaluation is conducted on LLM workloads across GPU (H20, A100) and CPU (ARM, x86) architectures with multiple data types. FalconGEMM succeeds in delivering peak breaking performance and outperforms GEMM libraries (e.g., cuBLAS, CUTLASS, Intel MKL, etc) by 7.59%-17.85% and LCMA competitors like AlphaTensor by 12.41%-55.61%. Our framework makes the theoretical promise of LCMAs practical for production deployment across the heterogeneous landscape of modern hardware.

cs.DC

Yan: Foundational Interactive Video Generation

We present Yan, a foundational framework for interactive video generation, covering the entire pipeline from simulation and generation to editing. Specifically, Yan comprises three core modules. AAA-level Simulation: We design a highly-compressed, low-latency 3D-VAE coupled with a KV-cache-based shift-window denoising inference process, achieving real-time 1080P/60FPS interactive simulation. Multi-Modal Generation: We introduce a hierarchical autoregressive caption method that injects game-specific knowledge into open-domain multi-modal video diffusion models (VDMs), then transforming the VDM into a frame-wise, action-controllable, real-time infinite interactive video generator. Notably, when the textual and visual prompts are sourced from different domains, the model demonstrates strong generalization, allowing it to blend and compose the style and mechanics across domains flexibly according to user prompts. Multi-Granularity Editing: We propose a hybrid model that explicitly disentangles interactive mechanics simulation from visual rendering, enabling multi-granularity video content editing during interaction through text. Collectively, Yan offers an integration of these modules, pushing interactive video generation beyond isolated capabilities toward a comprehensive AI-driven interactive creation paradigm, paving the way for the next generation of creative tools, media, and entertainment. The project page is: https://greatx3.github.io/Yan/.

cs.CV

NM-SpMM: Accelerating Matrix Multiplication Using N:M Sparsity with GPGPU

Deep learning demonstrates effectiveness across a wide range of tasks. However, the dense and over-parameterized nature of these models results in significant resource consumption during deployment. In response to this issue, weight pruning, particularly through N:M sparsity matrix multiplication, offers an efficient solution by transforming dense operations into semi-sparse ones. N:M sparsity provides an option for balancing performance and model accuracy, but introduces more complex programming and optimization challenges. To address these issues, we design a systematic top-down performance analysis model for N:M sparsity. Meanwhile, NM-SpMM is proposed as an efficient general N:M sparsity implementation. Based on our performance analysis, NM-SpMM employs a hierarchical blocking mechanism as a general optimization to enhance data locality, while memory access optimization and pipeline design are introduced as sparsity-aware optimization, allowing it to achieve close-to-theoretical peak performance across different sparsity levels. Experimental results show that NM-SpMM is 2.1x faster than nmSPARSE (the state-of-the-art for general N:M sparsity) and 1.4x to 6.3x faster than cuBLAS's dense GEMM operations, closely approaching the theoretical maximum speedup resulting from the reduction in computation due to sparsity. NM-SpMM is open source and publicly available at https://github.com/M-H482/NM-SpMM.

cs.DC

Vortex: Efficient Sample-Free Dynamic Tensor Program Optimization via Hardware-aware Strategy Space Hierarchization

Dynamic-shape deep neural networks (DNNs) are rapidly evolving, attracting attention for their ability to handle variable input sizes in real-time applications. However, existing compilation optimization methods for such networks often rely heavily on predefined samples to guide the compilation process, which restricts their adaptability and efficiency. These sample-driven methods struggle to efficiently manage the diverse and unpredictable shapes encountered in real-world scenarios, often resulting in suboptimal performance. To tackle these issues, we introduce Vortex, a hardware-driven and sample-free compiler tailored for dynamic-shape tensor programs. Vortex capitalizes on detailed hardware information and hierarchizes the strategy space to facilitate high-performance code generation without relying on runtime shape samples. It features a unique bidirectional compilation workflow, combining top-down abstraction for aligning tensor program execution with hardware hierarchies and bottom-up kernel construction to narrow the search space, enabling Vortex to achieve remarkable efficiency. Comprehensive evaluations confirm that Vortex reduces compilation time by $176\times$ compared to the existing dynamic-shape compiler. Additionally, it substantially outperforms existing vendor-provided libraries and dynamic-shape compilers on both CPU and GPU platforms, delivering speedups of $2.53\times$ and $3.01\times$, respectively.

cs.DC

Hokoff: Real Game Dataset from Honor of Kings and its Offline Reinforcement Learning Benchmarks

The advancement of Offline Reinforcement Learning (RL) and Offline Multi-Agent Reinforcement Learning (MARL) critically depends on the availability of high-quality, pre-collected offline datasets that represent real-world complexities and practical applications. However, existing datasets often fall short in their simplicity and lack of realism. To address this gap, we propose Hokoff, a comprehensive set of pre-collected datasets that covers both offline RL and offline MARL, accompanied by a robust framework, to facilitate further research. This data is derived from Honor of Kings, a recognized Multiplayer Online Battle Arena (MOBA) game known for its intricate nature, closely resembling real-life situations. Utilizing this framework, we benchmark a variety of offline RL and offline MARL algorithms. We also introduce a novel baseline algorithm tailored for the inherent hierarchical action space of the game. We reveal the incompetency of current offline RL approaches in handling task complexity, generalization and multi-task learning.

cs.AI

Honor of Kings Arena: an Environment for Generalization in Competitive Reinforcement Learning

This paper introduces Honor of Kings Arena, a reinforcement learning (RL) environment based on Honor of Kings, one of the world's most popular games at present. Compared to other environments studied in most previous work, ours presents new generalization challenges for competitive reinforcement learning. It is a multi-agent problem with one agent competing against its opponent; and it requires the generalization ability as it has diverse targets to control and diverse opponents to compete with. We describe the observation, action, and reward specifications for the Honor of Kings domain and provide an open-source Python-based interface for communicating with the game engine. We provide twenty target heroes with a variety of tasks in Honor of Kings Arena and present initial baseline results for RL-based methods with feasible computing resources. Finally, we showcase the generalization challenges imposed by Honor of Kings Arena and possible remedies to the challenges. All of the software, including the environment-class, are publicly available at https://github.com/tencent-ailab/hok_env . The documentation is available at https://aiarena.tencent.com/hok/doc/ .

cs.LG