dc.contributor.author | Chakraborty, Samarjit | |
dc.contributor.author | Guha, Apratim | |
dc.contributor.author | Gries, Matthias | |
dc.contributor.author | Dietrich, Benedikt | |
dc.contributor.author | Goswami, Dip | |
dc.date.accessioned | 2015-05-11T09:48:56Z | |
dc.date.available | 2015-05-11T09:48:56Z | |
dc.date.issued | 2015 | |
dc.identifier.citation | Dietrich, B., Goswami, D., Chakraborty, S., Guha, A., & Gries, M. (2015). Time series characterization of gaming workload for runtime power management. IEEE Transactions On Computers, (1), 260. | en_US |
dc.identifier.issn | 00189340 | |
dc.identifier.uri | http://hdl.handle.net/11718/13483 | |
dc.description.abstract | —Runtime power management using dynamic voltage and frequency scaling (DVFS) has been extensively studied for video
processing applications. But there is only a little work on game power management although gaming applications are now widely run on
battery-operated portable devices like mobile phones. Taking a cue from video power management, where PID controllers have been
successfully used, they were recently applied to game workload prediction and DVFS. However, the use of hand-tuned PID controller
gains on relatively short game plays left open questions on the robustness of the controller and the sensitivity of prediction quality on the
choice of the gain values. In this paper, we try to systematically answer these questions. We first show that from the space of PID controller
gain values, only a small subset leads to good game quality and power savings. Further, the choice of this set highly depends on the scene
and the game application. For most gain values the controller becomes unstable, which can lead to large oscillations in the processor’s
frequency setting and thereby poor results. We then study a number of time series models, such as a Least Mean Squares (LMS) Linear
Predictor and its generalizations in the form of Autoregressive Moving Average (ARMA) models. These models learn most of the relevant
model parameters iteratively as the game progresses, thereby dramatically reducing the complexity of manual parameter estimation. This
makes them deployable in real setups, where all game plays and even game applications are not a priori known. We have evaluated each
of these models (PID, LMS, and ARMA) for a variety of games—ranging from Quake II to more recent closed-source games such as Crysis,
Need for Speed—Shift and World in Conflict—with very encouraging results. To the best of our knowledge, this is the first work that
systematically explores (a) the feasibility of manually tuning PID controller parameters for power management, (b) time series models for
workload prediction for gaming applications, and (c) power management for closed-source games. | |
dc.language.iso | en | en_US |
dc.publisher | Institute of Electrical and Electronics Engineers, Inc. | en_US |
dc.subject | Least squares | en_US |
dc.subject | Approximation theory | en_US |
dc.subject | Time-series analysis | en_US |
dc.title | Time series characterization of gaming workload for runtime power management | en_US |
dc.type | Article | en_US |