Source author record

I-Chen Wu

I-Chen Wu appears in the imported research catalog. Authorship, coauthor and topic links are available while profile ownership is still unclaimed.

ResearcherUnclaimed source record

Catalog footprint

What is connected

6works
9topics
4close collaborators

Actions

Connect this record

Log in to claim

Research graph

See the researcher in context

Open full explorer

Inspect adjacent papers, topics, institutions and collaborators without losing the researcher page.

Building this map preview

BZPEER is loading the nearby papers, people, topics and institutions for this page.

Published work

6 published item(s)

preprint2026arXiv

HAVEN: Hybrid Automated Verification ENgine for UVM Testbench Synthesis with LLMs

Integrated Circuit (IC) verification consumes nearly 70% of the IC development cycle, and recent research leverages Large Language Models (LLMs) to automatically generate testbenches and reduce verification overhead. However, LLMs have difficulty generating testbenches correctly. Unlike high-level programming languages, Hardware Description Languages (HDLs) are extremely rare in LLMs training data, leading LLMs to produce incorrect code. To overcome challenges when using LLMs to generate Universal Verification Methodology (UVM) testbenches and sequences, wepropose HAVEN (Hybrid Automated Verification ENgine) to prevent LLMs from writing HDL directly. For UVM testbench generation, HAVEN utilizes LLM agents to analyze design specifications to produce a structured architectural plan. The HAVEN Template Engine then combines with predefined and protocol-specific templates to generate all UVM components with correct bus-handshake timing. For UVM sequence generation, HAVEN introduces a Protocol-Aware Sequence Domain-Specific Language (DSL) that decomposes sequences into fine-grained step types. A set of predefined DSL patterns first establishes sequences that achieve a high coverage rate without LLM involvement. HAVEN continues to improve the coverage rate by iteratively leveraging LLM agents to analyze coverage gap reports and compose additional targeted DSL sequences. Unlike previous works, HAVEN is the first system that utilizes pre-defined, protocol-specific Jinja2 templates to generate all UVM components and UVM sequences using our proposed Protocol-Aware DSL and rule-based code generator. Our experimental results on 19 open-source IP designs spanning three interface protocols (Direct, Wishbone, AXI4-Lite) show that HAVEN achieves 100% compilation success, 90.6% code coverage, and 87.9% functional coverage on average, and is SOTA among LLM-assisted testbench generation systems.

preprint2022arXiv

Image-Based Conditioning for Action Policy Smoothness in Autonomous Miniature Car Racing with Reinforcement Learning

In recent years, deep reinforcement learning has achieved significant results in low-level controlling tasks. However, the problem of control smoothness has less attention. In autonomous driving, unstable control is inevitable since the vehicle might suddenly change its actions. This problem will lower the controlling system's efficiency, induces excessive mechanical wear, and causes uncontrollable, dangerous behavior to the vehicle. In this paper, we apply the Conditioning for Action Policy Smoothness (CAPS) with image-based input to smooth the control of an autonomous miniature car racing. Applying CAPS and sim-to-real transfer methods helps to stabilize the control at a higher speed. Especially, the agent with CAPS and CycleGAN reduces 21.80% of the average finishing lap time. Moreover, we also conduct extensive experiments to analyze the impact of CAPS components.

preprint2022arXiv

Neural PPO-Clip Attains Global Optimality: A Hinge Loss Perspective

Policy optimization is a fundamental principle for designing reinforcement learning algorithms, and one example is the proximal policy optimization algorithm with a clipped surrogate objective (PPO-Clip), which has been popularly used in deep reinforcement learning due to its simplicity and effectiveness. Despite its superior empirical performance, PPO-Clip has not been justified via theoretical proof up to date. In this paper, we establish the first global convergence rate of PPO-Clip under neural function approximation. We identify the fundamental challenges of analyzing PPO-Clip and address them with the two core ideas: (i) We reinterpret PPO-Clip from the perspective of hinge loss, which connects policy improvement with solving a large-margin classification problem with hinge loss and offers a generalized version of the PPO-Clip objective. (ii) Based on the above viewpoint, we propose a two-step policy improvement scheme, which facilitates the convergence analysis by decoupling policy search from the complex neural policy parameterization with the help of entropic mirror descent and a regression-based policy update scheme. Moreover, our theoretical results provide the first characterization of the effect of the clipping mechanism on the convergence of PPO-Clip. Through experiments, we empirically validate the reinterpretation of PPO-Clip and the generalized objective with various classifiers on various RL benchmark tasks.

preprint2020arXiv

Accelerating and Improving AlphaZero Using Population Based Training

AlphaZero has been very successful in many games. Unfortunately, it still consumes a huge amount of computing resources, the majority of which is spent in self-play. Hyperparameter tuning exacerbates the training cost since each hyperparameter configuration requires its own time to train one run, during which it will generate its own self-play records. As a result, multiple runs are usually needed for different hyperparameter configurations. This paper proposes using population based training (PBT) to help tune hyperparameters dynamically and improve strength during training time. Another significant advantage is that this method requires a single run only, while incurring a small additional time cost, since the time for generating self-play records remains unchanged though the time for optimization is increased following the AlphaZero training algorithm. In our experiments for 9x9 Go, the PBT method is able to achieve a higher win rate for 9x9 Go than the baselines, each with its own hyperparameter configuration and trained individually. For 19x19 Go, with PBT, we are able to obtain improvements in playing strength. Specifically, the PBT agent can obtain up to 74% win rate against ELF OpenGo, an open-source state-of-the-art AlphaZero program using a neural network of a comparable capacity. This is compared to a saturated non-PBT agent, which achieves a win rate of 47% against ELF OpenGo under the same circumstances.

preprint2016arXiv

Multi-Stage Temporal Difference Learning for 2048-like Games

Szubert and Jaskowski successfully used temporal difference (TD) learning together with n-tuple networks for playing the game 2048. However, we observed a phenomenon that the programs based on TD learning still hardly reach large tiles. In this paper, we propose multi-stage TD (MS-TD) learning, a kind of hierarchical reinforcement learning method, to effectively improve the performance for the rates of reaching large tiles, which are good metrics to analyze the strength of 2048 programs. Our experiments showed significant improvements over the one without using MS-TD learning. Namely, using 3-ply expectimax search, the program with MS-TD learning reached 32768-tiles with a rate of 18.31%, while the one with TD learning did not reach any. After further tuned, our 2048 program reached 32768-tiles with a rate of 31.75% in 10,000 games, and one among these games even reached a 65536-tile, which is the first ever reaching a 65536-tile to our knowledge. In addition, MS-TD learning method can be easily applied to other 2048-like games, such as Threes. Based on MS-TD learning, our experiments for Threes also demonstrated similar performance improvement, where the program with MS-TD learning reached 6144-tiles with a rate of 7.83%, while the one with TD learning only reached 0.45%.

preprint2015arXiv

Depth, balancing, and limits of the Elo model

-Much work has been devoted to the computational complexity of games. However, they are not necessarily relevant for estimating the complexity in human terms. Therefore, human-centered measures have been proposed, e.g. the depth. This paper discusses the depth of various games, extends it to a continuous measure. We provide new depth results and present tool (given-first-move, pie rule, size extension) for increasing it. We also use these measures for analyzing games and opening moves in Y, NoGo, Killall Go, and the effect of pie rules.