SearcharxivSearch

arXiv subjects

Dakai An

Publications and source records attributed to Dakai An.

9 recordsLinked to original sources

From LLM Inference to Agentic Workloads: Characterization and Implications for Serving Systems

Agentic applications are shifting AI serving from isolated model inference to long-running workloads in which LLMs coordinate tools, environments, and persistent state. However, the system behavior of these workloads---where latency, cost, and bottlenecks arise---remains poorly characterized, leaving serving systems to rely on assumptions built for conventional inference. We present AgentSysBench, a benchmark suite and measurement toolkit with ten representative agentic applications and unified systems-level instrumentation. Across controlled deployments and production traces, we identify six properties that distinguish agentic workloads from conventional LLM serving: (1) execution is heavyweight and stateful, with non-LLM components dominating latency in 5 of 10 applications and sandbox working-set memory peaking at 28 GB per session; (2) applications compose components with heterogeneous resource affinity---GPU-bound inference, memory-bound retrieval, CPU-bound sandboxes---whose task latencies diverge by up to 32x; (3) bottlenecks shift across requests, models, and deployments; (4) production sessions hold state idle for minutes to hours between active steps; (5) a control-plane tax---auxiliary LLM calls and context overhead from tool schemas and observations---crowds out productive compute and context; and (6) production traces from three applications reveal heavy cross-request redundancy in search queries and web fetches, exposing a large caching opportunity. Four design explorations demonstrate that these findings are actionable: task-aware serving reduces latency by 29--40%, communication-aware placement by up to 4.5x, state offloading reduces memory usage by 4.6x, and tool-result caching removes 35.2% of redundant search calls and saves 19.3% of aggregate search latency.

cs.OS

Spotlight: Synergizing Seed Exploration and Spot GPUs for DiT RL Post-Training

Reinforcement learning (RL) post-training of Diffusion Transformers (DiTs) is prohibitively expensive, requiring thousands of high-end GPUs. Existing works explore two directions to reduce cost: seed exploration improves training convergence by selecting high-contrast samples, yet adds compute to the critical path; spot GPUs offer 69--77\% lower cost, yet sit idle during training because DiT rollouts finish nearly simultaneously, which prevents LLM-style pipelining of rollout with training. Spot preemptions further break Sequence Parallelism (SP) groups, fragmenting GPU topology. We present Spotlight, the first system that harvests spot GPUs for DiT RL post-training. Spotlight rests on two key insights we devise: (1)~we show that exploration can tolerate stale model weights because exploration that uses the model weights from the previous iteration preserves the relative ranking of random seeds, allowing exploration to run on idle spot GPUs during training. (2)~SP reconfiguration can reuse on-node state, reducing group recovery from minutes to sub-second launches. Built on these insights, Spotlight introduces three techniques: a bandit-based exploration planner that maximizes reward variance within the training time budget, elastic sequence parallelism that reconfigures SP groups on the fly via persistent schedulers and intra-node weight copying, and a preemption-aware pull-based request scheduler that balances load and commits in-flight state upon preemption. We implement Spotlight on the open-source RL platform ROLL and evaluate it on Qwen-Image post-training. Spotlight reaches the same target validation score $4\times$ faster than baselines, reducing total cost by $1.4$-$6.4\times$ while achieving superior image quality on DeepSeek-OCR and Geneval datasets with resolution $512\times512$ and $1280\times1280$.

cs.DC

WorldOlympiad: Can Your World Model Survive a Triathlon?

We introduce WorldOlympiad, a benchmark for diagnosing video-based world models across physical faithfulness, geometric consistency, and interaction fidelity. While existing benchmarks often focus on visual quality, semantic alignment, or short-term temporal coherence, they provide limited insight into whether generated videos obey physical rules, preserve coherent 3D structure, and sustain controllable interactions over long horizons. To address this gap, WorldOlympiad decomposes world-model evaluation into three complementary dimensions. The physical track uses object segmentation and MLLM-as-judge to assess whether generated videos follow interpretable rules in mechanics, thermal phenomena, and material properties. The geometry track reconstructs generated videos with Gaussian splatting and evaluates structural consistency, cross-view coherence, and camera-trajectory alignment. The interaction track assesses whether generated rollouts follow complex action prompts and maintain smooth, coherent transitions across consecutive video chunks. WorldOlympiad further covers three major downstream scenarios, including gaming, robotics, and general real-world videos, capturing diverse challenges from interactive control and embodied manipulation to open-domain motion and camera dynamics. Together, these tracks and scenarios form a scalable and interpretable evaluation suite that exposes failure modes beyond generic video quality. Experiments on state-of-the-art models reveal substantial gaps in physical reasoning, 3D consistency, and long-horizon interaction, underscoring the need for more structured evaluation protocols for generative world models.

cs.CV

ROSE: Rollout On Serving GPUs via Cooperative Elasticity for Agentic RL

Agentic reinforcement learning (RL) is reshaping LLM post-training, but end-to-end training time is dominated by compute-intensive, multi-turn rollouts whose resource demand varies significantly across training steps. Resource-fixed systems cannot adapt to this variation, while resource-elastic approaches that provision external GPUs on demand suffer from high allocation overhead and limited availability. We observe that serving clusters leave substantial GPU compute and memory idle, and propose cooperative elasticity: sharing already-deployed serving GPUs with rollout workloads to provide on-demand elastic capacity. Realizing this is non-trivial, as it must preserve serving SLOs under bursty traffic while minimizing cross-cluster communication overhead. We present ROSE, a system that realizes cooperative elasticity for agentic RL post-training, comprising three components: (1) an SLO-safe co-serving executor that co-locates heterogeneous serving and rollout models on the same GPUs, dynamically sharing memory and compute while preserving serving SLOs; (2) a cross-cluster weight transfer engine that leverages shard-aware routing and weight sparsity for fast synchronization; and (3) an elastic rollout scheduler that dynamically routes rollouts across dedicated and opportunistic serving GPUs. Experiments across multiple model sizes and cluster scales show that ROSE improves end-to-end throughput by 1.3 - 3.3 x over resource-fixed baselines and reduces rollout time by 1.2 - 1.5 x over resource-elastic baselines, with no serving SLO violations.

cs.DC

RollArt: Disaggregated Multi-Task Agentic RL Training at Scale

Agentic Reinforcement Learning (RL) trains LLMs through multi-turn interactions with environments, producing workloads that mix compute-bound prefill, bandwidth-bound decoding, CPU-heavy environment execution, and bursty reward evaluation. Existing systems either colocate all stages on a single GPU cluster or decouple them only at a coarse granularity, overlooking hardware heterogeneity and incurring substantial synchronization overhead across stages. We present ROLLART, a system for multi-task agentic RL on disaggregated infrastructure. ROLLART maps each pipeline stage to best-fit hardware, routing prefill-heavy tasks to compute-optimized GPUs, decode-heavy tasks to bandwidth-optimized GPUs, and environments to CPU clusters. It decouples rollout at the trajectory level, allowing generation, environment interaction, and reward scoring to proceed independently, so that slow or failed environments never block the others. ROLLART offloads stateless reward computation to serverless infrastructure and overlaps rollout with training via staleness-bounded asynchronous weight synchronization. Our results demonstrate that ROLLART effectively improves training throughput and achieves 1.31--2.05 \(\times\) training time reduction compared to various RL systems. We also evaluated ROLLART by training a hundreds-of-billions-parameter MoE model for Qoder product on an Alibaba cluster with above 3,000 GPUs, demonstrating its stability and scalability.

cs.DC

RollMux: Phase-Level Multiplexing for Disaggregated RL Post-Training

Rollout-training disaggregation is emerging as the standard architecture for Reinforcement Learning (RL) post-training, where memory-bound rollout and compute-bound training are physically disaggregated onto purpose-built clusters to maximize hardware efficiency. However, the strict synchronization required by on-policy algorithms introduces severe dependency bubbles, forcing one cluster to idle while the dependent phase is running on the other. We present RollMux, a cluster scheduling framework that reclaims these bubbles through cross-cluster orchestration. RollMux is built on the insight that the structural idleness of one job can be effectively utilized by the active phase of another. To realize this, we introduce the co-execution group abstraction, which partitions the cluster into isolated locality domains. This abstraction enables a two-tier scheduling architecture: an inter-group scheduler that optimizes job placement using conservative stochastic planning, and an intra-group scheduler that orchestrates a provably optimal round-robin schedule. The group abstraction also imposes a residency constraint, ensuring that massive model states remain cached in host memory to enable "warm-star" context switching. We evaluate RollMux on a production-scale testbed with 328 H20 and 328 H800 GPUs. RollMux improves cost efficiency by 1.84x over standard disaggregation and 1.38x over state-of-the-art co-located baselines, all while achieving 100% SLO attainment.

cs.DC

RollPacker: Mitigating Long-Tail Rollouts for Fast, Synchronous RL Post-Training

Reinforcement Learning (RL) is a pivotal post-training technique for enhancing the reasoning capabilities of Large Language Models (LLMs). However, synchronous RL post-training often suffers from significant GPU underutilization, referred to as bubbles, caused by imbalanced response lengths within rollout steps. Many RL systems attempt to alleviate this problem by relaxing synchronization, but this can compromise training accuracy. In this paper, we introduce tail batching, a novel rollout scheduling strategy for synchronous RL that systematically consolidates prompts leading to long-tail responses into a small subset of rollout steps (long rounds), while ensuring that the majority of steps (short rounds) involve only balanced, short rollouts. By excluding long responses from short rounds and rescheduling them into a few designated long rounds, tail batching effectively reduces GPU idle time during rollouts and significantly accelerates RL training without sacrificing accuracy. We present RollPacker, a system that fully harnesses the benefits of tail batching through holistic optimizations across all three RL stages: elastic parallelism adaptation for rollout, dynamic resource allocation and scheduling for reward, and stream-based training. Empirical results show that RollPacker achieves a 2.03x-2.56x end-to-end training time reduction compared to veRL and up to 2.24x speedup compared to RLHFuse for the Qwen2.5 family of LLMs on up to 128 H800 GPUs.

cs.DC

Reinforcement Learning Optimization for Large-Scale Learning: An Efficient and User-Friendly Scaling Library

We introduce ROLL, an efficient, scalable, and user-friendly library designed for Reinforcement Learning Optimization for Large-scale Learning. ROLL caters to three primary user groups: tech pioneers aiming for cost-effective, fault-tolerant large-scale training, developers requiring flexible control over training workflows, and researchers seeking agile experimentation. ROLL is built upon several key modules to serve these user groups effectively. First, a single-controller architecture combined with an abstraction of the parallel worker simplifies the development of the training pipeline. Second, the parallel strategy and data transfer modules enable efficient and scalable training. Third, the rollout scheduler offers fine-grained management of each sample's lifecycle during the rollout stage. Fourth, the environment worker and reward worker support rapid and flexible experimentation with agentic RL algorithms and reward designs. Finally, AutoDeviceMapping allows users to assign resources to different models flexibly across various stages.

cs.LG

SwiftDiffusion: Efficient Diffusion Model Serving with Add-on Modules

Text-to-image (T2I) generation using diffusion models has become a blockbuster service in today's AI cloud. A production T2I service typically involves a serving workflow where a base diffusion model is augmented with various "add-on" modules, notably ControlNet and LoRA, to enhance image generation control. Compared to serving the base model alone, these add-on modules introduce significant loading and computational overhead, resulting in increased latency. In this paper, we present SwiftDiffusion, a system that efficiently serves a T2I workflow through a holistic approach. SwiftDiffusion decouples ControNet from the base model and deploys it as a separate, independently scaled service on dedicated GPUs, enabling ControlNet caching, parallelization, and sharing. To mitigate the high loading overhead of LoRA serving, SwiftDiffusion employs a bounded asynchronous LoRA loading (BAL) technique, allowing LoRA loading to overlap with the initial base model execution by up to k steps without compromising image quality. Furthermore, SwiftDiffusion optimizes base model execution with a novel latent parallelism technique. Collectively, these designs enable SwiftDiffusion to outperform the state-of-the-art T2I serving systems, achieving up to 7.8x latency reduction and 1.6x throughput improvement in serving SDXL models on H800 GPUs, without sacrificing image quality.

cs.DC