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Peter Wang

Publications and source records attributed to Peter Wang.

12 recordsLinked to original sources

A Persistent-State Dataflow Accelerator for Memory-Bound Linear Attention Decode on FPGA

Gated DeltaNet (GDN) is a linear attention mechanism that replaces the growing KV cache with a fixed-size recurrent state. Hybrid LLMs like Qwen3-Next use 75% GDN layers and achieve competitive accuracy to attention-only models. However, at batch-1, GDN decode is memory-bound on GPUs since the full recurrent state must be round-tripped through HBM every token. We show that this bottleneck is architectural, not algorithmic, as all subquadratic sequence models exhibit arithmetic intensities below 1 FLOP/B at decode time, making them more memory-bound than standard Transformers. We present an FPGA accelerator that eliminates this bottleneck by holding the full 2 MB recurrent state persistently in on-chip BRAM, converting the workload from memory-bound to compute-bound. Our design fuses the GDN recurrence into a five-phase pipelined datapath that performs only one read and one write pass over each state matrix per token, exploits Grouped Value Attention for paired-head parallelism, and overlaps preparation, computation, and output storage via dataflow pipelining. We explore four design points on an AMD Alveo U55C using Vitis HLS, varying head-level parallelism from 2 to 16 value-heads per iteration. Our fastest configuration achieves 63 $\mu$s per token, 4.5$\times$ faster than the GPU reference on NVIDIA H100 PCIe. Post-implementation power analysis reports 9.96 W on-chip, yielding up to 60$\times$ greater energy efficiency per token decoded.

cs.AR

Enabling Long FFT Convolutions on Memory-Constrained FPGAs via Chunking

The need for long-context reasoning has led to alternative neural network architectures besides Transformers and self-attention, a popular model being Hyena, which employs causal 1D-convolutions implemented with FFTs. Long convolutions enable efficient global context mixing, but requirements for intermediate results exceed the 2-3 MB Block RAM capacity of FPGAs. We present a chunked FFT convolution approach enabling 450K length sequence by 450K length filter convolutions on an Alveo U200 FPGA with 2.8 MB BRAM through chunking and overlap-add reconstruction. We find that throughput scales proportionally with chunk size while degrading minimally by 7% for our longest sequences, demonstrating that careful memory management enables deployment of long-context primitives on edge FPGAs without sacrificing performance.

cs.LG

Adapting Large Language Models to Mitigate Skin Tone Biases in Clinical Dermatology Tasks: A Mixed-Methods Study

SkinGPT-4, a large vision-language model, leverages annotated skin disease images to augment clinical workflows in underserved communities. However, its training dataset predominantly represents lighter skin tones, limiting diagnostic accuracy for darker tones. Here, we evaluated performance biases in SkinGPT-4 across skin tones on common skin diseases, including eczema, allergic-contact dermatitis, and psoriasis using the open-sourced SCIN dataset. We leveraged the SkinGPT-4 backbone to develop finetuned models for custom skin disease classification tasks and explored bias mitigation strategies. Clinical evaluation by board-certified dermatologists on six relevant skin diseases from 300 SCIN cases assessed images for diagnostic accuracy, informativity, physician utility, and patient utility. Model fairness metrics, including demographic parity and equalized odds, were calculated across skin tones. SkinGPT-4 achieved an average demographic parity of 0.10 across Fitzpatrick types, with notable differences of 0.10-0.15 between lightest and darkest tones across evaluation metrics. Model hallucinations in artifacts and anatomy occurred at a rate of 17.8. Our customized models achieved average F1, precision, and AUROC of 0.75, 0.78, and 0.78 across visually similar disease pairs. Fairness analysis showed an average demographic parity of 0.75, with a maximum disparity of 0.21 across skin tones. The best model achieved parity scores of 0.83, 0.83, 0.76, 0.89, 0.90, and 0.90 for Fitzpatrick I-VI, indicating robust fairness. Large language models such as SkinGPT-4 showed weaker performance on darker tones. Model biases exist across evaluation criteria, and hallucinations may affect diagnostic efficacy. These findings demonstrate the efficacy of training accurate, fair models using existing backbones for custom skin disease classification.

eess.IV

Fractals2019: Combinatorial Optimisation with Dynamic Constraint Annealing

Fractals2019 started as a new experimental entry in the RoboCup Soccer 2D Simulation League, based on Gliders2d code base, and advanced to become a RoboCup-2019 champion. We employ combinatorial optimisation methods, within the framework of Guided Self-Organisation, with the search guided by local constraints. We present examples of several tactical tasks based on the Gliders2d code (version v2), including the search for an optimal assignment of heterogeneous player types, as well as blocking behaviours, offside trap, and attacking formations. We propose a new method, Dynamic Constraint Annealing, for solving dynamic constraint satisfaction problems, and apply it to optimise thermodynamic potential of collective behaviours, under dynamically induced constraints.

cs.AI

Photometric light curves classification with machine learning

The Large Synoptic Survey Telescope will complete its survey in 2022 and produce terabytes of imaging data each night. To work with this massive onset of data, automated algorithms to classify astronomical light curves are crucial. Here, we present a method for automated classification of photometric light curves for a range of astronomical objects. Our approach is based on the gradient boosting of decision trees, feature extraction and selection, and augmentation. The solution was developed in the context of The Photometric LSST Astronomical Time Series Classification Challenge (PLAsTiCC) and achieved one of the top results in the challenge.

astro-ph.IM

Gliders2d: Source Code Base for RoboCup 2D Soccer Simulation League

We describe Gliders2d, a base code release for Gliders, a soccer simulation team which won the RoboCup Soccer 2D Simulation League in 2016. We trace six evolutionary steps, each of which is encapsulated in a sequential change of the released code, from v1.1 to v1.6, starting from agent2d-3.1.1 (set as the baseline v1.0). These changes improve performance by adjusting the agents' stamina management, their pressing behaviour and the action-selection mechanism, as well as their positional choice in both attack and defense, and enabling riskier passes. The resultant behaviour, which is sufficiently generic to be applicable to physical robot teams, increases the players' mobility and achieves a better control of the field. The last presented version, Gliders2d-v1.6, approaches the strength of Gliders2013, and outperforms agent2d-3.1.1 by four goals per game on average. The sequential improvements demonstrate how the methodology of human-based evolutionary computation can markedly boost the overall performance with even a small number of controlled steps.

cs.MA

Hierarchical Model for Long-term Video Prediction

Video prediction has been an active topic of research in the past few years. Many algorithms focus on pixel-level predictions, which generates results that blur and disintegrate within a few frames. In this project, we use a hierarchical approach for long-term video prediction. We aim at estimating high-level structure in the input frame first, then predict how that structure grows in the future. Finally, we use an image analogy network to recover a realistic image from the predicted structure. Our method is largely adopted from the work by Villegas et al. The method is built with a combination of LSTMs and analogy-based convolutional auto-encoder networks. Additionally, in order to generate more realistic frame predictions, we also adopt adversarial loss. We evaluate our method on the Penn Action dataset, and demonstrate good results on high-level long-term structure prediction.

cs.CV

RoboCup 2D Soccer Simulation League: Evaluation Challenges

We summarise the results of RoboCup 2D Soccer Simulation League in 2016 (Leipzig), including the main competition and the evaluation round. The evaluation round held in Leipzig confirmed the strength of RoboCup-2015 champion (WrightEagle, i.e. WE2015) in the League, with only eventual finalists of 2016 competition capable of defeating WE2015. An extended, post-Leipzig, round-robin tournament which included the top 8 teams of 2016, as well as WE2015, with over 1000 games played for each pair, placed WE2015 third behind the champion team (Gliders2016) and the runner-up (HELIOS2016). This establishes WE2015 as a stable benchmark for the 2D Simulation League. We then contrast two ranking methods and suggest two options for future evaluation challenges. The first one, "The Champions Simulation League", is proposed to include 6 previous champions, directly competing against each other in a round-robin tournament, with the view to systematically trace the advancements in the League. The second proposal, "The Global Challenge", is aimed to increase the realism of the environmental conditions during the simulated games, by simulating specific features of different participating countries.

cs.MA

Disruptive innovations in RoboCup 2D Soccer Simulation League: from Cyberoos'98 to Gliders2016

We review disruptive innovations introduced in the RoboCup 2D Soccer Simulation League over the twenty years since its inception, and trace the progress of our champion team (Gliders). We conjecture that the League has been developing as an ecosystem shaped by diverse approaches taken by participating teams, increasing in its overall complexity. A common feature is that different champion teams succeeded in finding a way to decompose the enormous search-space of possible single- and multi-agent behaviours, by automating the exploration of the problem space with various techniques which accelerated the software development efforts. These methods included interactive debugging, machine learning, automated planning, and opponent modelling. The winning approach developed by Gliders is centred on human-based evolutionary computation which optimised several components such as an action-dependent evaluation function, dynamic tactics with Voronoi diagrams, information dynamics, and bio-inspired collective behaviour.

cs.MA

Simulation leagues: Enabling replicable and robust investigation of complex robotic systems

Physically-realistic simulated environments are powerful platforms for enabling measurable, replicable and statistically-robust investigation of complex robotic systems. Such environments are epitomised by the RoboCup simulation leagues, which have been successfully utilised to conduct massively-parallel experiments in topics including: optimisation of bipedal locomotion, self-localisation from noisy perception data and planning complex multi-agent strategies without direct agent-to-agent communication. Many of these systems are later transferred to physical robots, making the simulation leagues invaluable well-beyond the scope of simulated soccer matches. In this study, we provide an overview of the RoboCup simulation leagues and describe their properties as they pertain to replicable and robust robotics research. To demonstrate their utility directly, we leverage the ability to run parallelised experiments to evaluate different competition formats (e.g. round robin) for the RoboCup 2D simulation league. Our results demonstrate that a previously-proposed hybrid format minimises fluctuations from 'true' (statistically-significant) team performance rankings within the time constraints of the RoboCup world finals. Our experimental analysis would be impossible with physical robots alone, and we encourage other researchers to explore the potential for enriching their experimental pipelines with simulated components, both to minimise experimental costsand enable others to replicate and expand upon their results in a hardware-independent manner.

cs.RO

Simulation leagues: Analysis of competition formats

The selection of an appropriate competition format is critical for both the success and credibility of any competition, both real and simulated. In this paper, the automated parallelism offered by the RoboCupSoccer 2D simulation league is leveraged to conduct a 28,000 game round-robin between the top 8 teams from RoboCup 2012 and 2013. A proposed new competition format is found to reduce variation from the resultant statistically significant team performance rankings by 75% and 67%, when compared to the actual competition results from RoboCup 2012 and 2013 respectively. These results are statistically validated by generating 10,000 random tournaments for each of the three considered formats and comparing the respective distributions of ranking discrepancy.

cs.MA

Gliders2012: Development and Competition Results

The RoboCup 2D Simulation League incorporates several challenging features, setting a benchmark for Artificial Intelligence (AI). In this paper we describe some of the ideas and tools around the development of our team, Gliders2012. In our description, we focus on the evaluation function as one of our central mechanisms for action selection. We also point to a new framework for watching log files in a web browser that we release for use and further development by the RoboCup community. Finally, we also summarize results of the group and final matches we played during RoboCup 2012, with Gliders2012 finishing 4th out of 19 teams.

cs.AI