5,050 research outputs found

    Lessons learned in creating spacecraft computer systems: Implications for using Ada (R) for the space station

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    Twenty-five years of spacecraft onboard computer development have resulted in a better understanding of the requirements for effective, efficient, and fault tolerant flight computer systems. Lessons from eight flight programs (Gemini, Apollo, Skylab, Shuttle, Mariner, Voyager, and Galileo) and three reserach programs (digital fly-by-wire, STAR, and the Unified Data System) are useful in projecting the computer hardware configuration of the Space Station and the ways in which the Ada programming language will enhance the development of the necessary software. The evolution of hardware technology, fault protection methods, and software architectures used in space flight in order to provide insight into the pending development of such items for the Space Station are reviewed

    250000 - Building Automation System

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    XNOR Neural Engine: a Hardware Accelerator IP for 21.6 fJ/op Binary Neural Network Inference

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    Binary Neural Networks (BNNs) are promising to deliver accuracy comparable to conventional deep neural networks at a fraction of the cost in terms of memory and energy. In this paper, we introduce the XNOR Neural Engine (XNE), a fully digital configurable hardware accelerator IP for BNNs, integrated within a microcontroller unit (MCU) equipped with an autonomous I/O subsystem and hybrid SRAM / standard cell memory. The XNE is able to fully compute convolutional and dense layers in autonomy or in cooperation with the core in the MCU to realize more complex behaviors. We show post-synthesis results in 65nm and 22nm technology for the XNE IP and post-layout results in 22nm for the full MCU indicating that this system can drop the energy cost per binary operation to 21.6fJ per operation at 0.4V, and at the same time is flexible and performant enough to execute state-of-the-art BNN topologies such as ResNet-34 in less than 2.2mJ per frame at 8.9 fps.Comment: 11 pages, 8 figures, 2 tables, 3 listings. Accepted for presentation at CODES'18 and for publication in IEEE Transactions on Computer-Aided Design of Circuits and Systems (TCAD) as part of the ESWEEK-TCAD special issu

    POWERPLAY: Training an Increasingly General Problem Solver by Continually Searching for the Simplest Still Unsolvable Problem

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    Most of computer science focuses on automatically solving given computational problems. I focus on automatically inventing or discovering problems in a way inspired by the playful behavior of animals and humans, to train a more and more general problem solver from scratch in an unsupervised fashion. Consider the infinite set of all computable descriptions of tasks with possibly computable solutions. The novel algorithmic framework POWERPLAY (2011) continually searches the space of possible pairs of new tasks and modifications of the current problem solver, until it finds a more powerful problem solver that provably solves all previously learned tasks plus the new one, while the unmodified predecessor does not. Wow-effects are achieved by continually making previously learned skills more efficient such that they require less time and space. New skills may (partially) re-use previously learned skills. POWERPLAY's search orders candidate pairs of tasks and solver modifications by their conditional computational (time & space) complexity, given the stored experience so far. The new task and its corresponding task-solving skill are those first found and validated. The computational costs of validating new tasks need not grow with task repertoire size. POWERPLAY's ongoing search for novelty keeps breaking the generalization abilities of its present solver. This is related to Goedel's sequence of increasingly powerful formal theories based on adding formerly unprovable statements to the axioms without affecting previously provable theorems. The continually increasing repertoire of problem solving procedures can be exploited by a parallel search for solutions to additional externally posed tasks. POWERPLAY may be viewed as a greedy but practical implementation of basic principles of creativity. A first experimental analysis can be found in separate papers [53,54].Comment: 21 pages, additional connections to previous work, references to first experiments with POWERPLA
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