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Hongqiu Ni

Publications and source records attributed to Hongqiu Ni.

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TOPAS: Workflow-Aware Prefix-State Scheduling for Multi-Agent LLM Serving

Prefix caching introduces a fundamental tradeoff in multi-agent large language model (LLM) serving: retaining a long system-prompt key-value (KV) cache for an agent accelerates future calls, yet it reduces the GPU memory available for batching concurrent requests. In multi-stage workflows, existing schedulers tend to prioritize either immediate prefix locality or overall workflow progress. However, under a shared KV cache budget, optimizing either objective in isolation can prolong tasklevel job completion time (JCT) through downstream delays or frequent prefix replacement. To strike a balance, we here propose TOPAS, a Task-Oriented Prefix-Aware Scheduler that jointly decides which agent prefixes to keep in the cache and which requests to schedule for execution. TOPAS scores candidate post-decision states by trading off the expected reduction in each task's longest remaining service path against the near-term benefit of downstream prefix reuse, accounting for the costs of prefix movement and preemption. A task-level aging mechanism is also incorporated to prevent starvation. We implement TOPAS within the SGLang framework and assess its performance on three synthetic DAGs and two MetaGPT software-development workflows. Compared with the best performing baseline for each workload and metric, TOPAS reduces the mean/p99 JCT by up to 39.8%/49.4% on the synthetic workloads, while lowering mean JCT by 9.8% on MetaGPT-SOP and mean/p99 JCT by 22.0%/26.6% on MetaGPT-TL.

cs.CL

Embedding Samples Dispatching for Recommendation Model Training in Edge Environments

Training deep learning recommendation models (DLRMs) on edge workers brings several benefits, particularly in terms of data privacy protection, low latency and personalization. However, due to the huge size of embedding tables, typical DLRM training frameworks adopt one or more parameter servers to maintain global embedding tables, while leveraging the edge workers cache part of them. This incurs significant transmission cost for embedding transmissions between workers and parameter servers, which can dominate the training cycle. In this paper, we investigate how to dispatch input embedding samples to appropriate edge workers to minimize the total embedding transmission cost when facing edge-specific challenges such as heterogeneous networks and limited resources. We develop ESD, a novel mechanism that optimizes the dispatch of input embedding samples to edge workers based on expected embedding transmission cost. We propose HybridDis as the dispatch decision method within ESD, which combines a resource-intensive optimal algorithm and a heuristic algorithm to balance decision quality and resource consumption. We implement a prototype of ESD and compare it with state-of-the-art mechanisms on real-world workloads. Extensive experimental results show that ESD reduces the embedding transmission cost by up to 36.76% and achieves up to 1.74 times speedup in end-to-end DLRM training.

cs.DC

Astraea: A State-Aware Scheduling Engine for LLM-Powered Agents

Large Language Models (LLMs) are increasingly being deployed as intelligent agents. Their multi-stage workflows, which alternate between local computation and calls to external network services like Web APIs, introduce a mismatch in their execution pattern and the scheduling granularity of existing inference systems such as vLLM. Existing systems typically focus on per-segment optimization which prevents them from minimizing the end-to-end latency of the complete agentic workflow, i.e., the global Job Completion Time (JCT) over the entire request lifecycle. To address this limitation, we propose Astraea, a service engine designed to shift the optimization from local segments to the global request lifecycle. Astraea employs a state-aware, hierarchical scheduling algorithm that integrates a request's historical state with future predictions. It dynamically classifies requests by their I/O and compute intensive nature and uses an enhanced HRRN policy to balance efficiency and fairness. Astraea also implements an adaptive KV cache manager that intelligently handles the agent state during I/O waits based on the system memory pressure. Extensive experiments show that Astraea reduces average JCT by up to 25.5\% compared to baseline methods. Moreover, our approach demonstrates strong robustness and stability under high load across various model scales.

cs.CL

Real-Time Neural-Enhancement for Online Cloud Gaming

Online Cloud gaming demands real-time, high-quality video transmission across variable wide-area networks (WANs). Neural-enhanced video transmission algorithms employing super-resolution (SR) for video quality enhancement have effectively challenged WAN environments. However, these SR-based methods require intensive fine-tuning for the whole video, making it infeasible in diverse online cloud gaming. To address this, we introduce River, a cloud gaming delivery framework designed based on the observation that video segment features in cloud gaming are typically repetitive and redundant. This permits a significant opportunity to reuse fine-tuned SR models, reducing the fine-tuning latency of minutes to query latency of milliseconds. To enable the idea, we design a practical system that addresses several challenges, such as model organization, online model scheduler, and transfer strategy. River first builds a content-aware encoder that fine-tunes SR models for diverse video segments and stores them in a lookup table. When delivering cloud gaming video streams online, River checks the video features and retrieves the most relevant SR models to enhance the frame quality. Meanwhile, if no existing SR model performs well enough for some video segments, River will further fine-tune new models and update the lookup table. Finally, to avoid the overhead of streaming model weight to the clients, River designs a prefetching strategy that predicts the models with the highest possibility of being retrieved. Our evaluation based on real video game streaming demonstrates River can reduce redundant training overhead by 44% and improve the Peak-Signal-to-Noise-Ratio by 1.81dB compared to the SOTA solutions. Practical deployment shows River meets real-time requirements, achieving approximately 720p 20fps on mobile devices.

cs.NI