SearcharxivSearch

arXiv subjects

Jesse Donkervliet

Publications and source records attributed to Jesse Donkervliet.

3 recordsLinked to original sources

Kavier: Exploring Performance, Sustainability, and Efficiency of LLM Ecosystems under Inference through Cache-Aware Discrete-Event Simulation

Large Language Models (LLMs) are widely used by our increasingly digitalized society, but raise sustainability, performance, and financial concerns, especially as inference workloads grow. To improve the design and operation of LLM ecosystems, we envision simulators and simulation-based digital twins becoming primary decision-making tools. LLM ecosystems leverage many heterogeneous components, making simulation a non-trivial, yet critical operation. The simulation challenge is exacerbated by the absence of a comprehensive reference architecture of LLM ecosystems; the lack of such a conceptual model can be costly and could misguide the designers and engineers. Without a reference architecture, even the most experienced stakeholders could tinker in researching, engineering, or maintaining LLM ecosystems. In this work, we bring a three-fold contribution to the scientific community. Firstly, we synthesize, propose, and validate a reference architecture (RA) of LLM ecosystems under inference. Then, adhering to the reference architecture, we design Kavier, the first simulation instrument able to predict the performance, sustainability, and efficiency of LLM ecosystems under inference, through discrete-event and cache-aware simulation, focusing on Key-Value-(KV-)Caching and prompt prefix caching policies. Through experiments with a Kavier prototype and real-world traces, (i) we measure the accuracy of Kavier and its performance in massive-scale simulations, (ii) we compare the performance of different KV-Caching policies, and (iii) we analyze the performance, sustainability, and efficiency of LLM ecosystems under various prefix caching policies. Overall, we show that Kavier enables operators, researchers, and engineers to predict LLM ecosystems in a time, performance, and cost-efficient way.

cs.DC

Servo: Increasing the Scalability of Modifiable Virtual Environments Using Serverless Computing -- Extended Technical Report

Online games with modifiable virtual environments (MVEs) have become highly popular over the past decade. Among them, Minecraft -- supporting hundreds of millions of users -- is the best-selling game of all time, and is increasingly offered as a service. Although Minecraft is architected as a distributed system, in production it achieves this scale by partitioning small groups of players over isolated game instances. From the approaches that can help other kinds of virtual worlds scale, none is designed to scale MVEs, which pose a unique challenge -- a mix between the count and complexity of active in-game constructs, player-created in-game programs, and strict quality of service. Serverless computing emerged recently and focuses, among others, on service scalability. Thus, addressing this challenge, in this work we explore using serverless computing to improve MVE scalability. To this end, we design, prototype, and evaluate experimentally Servo, a serverless backend architecture for MVEs. We implement Servo as a prototype and evaluate it using real-world experiments on two commercial serverless platforms, of Amazon Web Services (AWS) and Microsoft Azure. Results offer strong support that our serverless MVE can significantly increase the number of supported players per instance without performance degradation, in our key experiment by 40 to 140 players per instance, which is a significant improvement over state-of-the-art commercial and open-source alternatives. We release Servo as open-source, on Github: https://github.com/atlarge-research/opencraft

cs.DC

Meterstick: Benchmarking Performance Variability in Cloud and Self-hosted Minecraft-like Games Extended Technical Report

Due to increasing popularity and strict performance requirements, online games have become a workload of interest for the performance engineering community. One of the most popular types of online games is the Minecraft-like Game (MLG), in which players can terraform the environment. The most popular MLG, Minecraft, provides not only entertainment, but also educational support and social interaction, to over 130 million people world-wide. MLGs currently support their many players by replicating isolated instances that support each only up to a few hundred players under favorable conditions. In practice, as we show here, the real upper limit of supported players can be much lower. In this work, we posit that performance variability is a key cause for the lack of scalability in MLGs. We propose a novel operational model for MLGs and use it to design the first benchmark that focuses on MLG performance variability, defining specialized workloads, metrics, and processes. We conduct real-world benchmarking of MLGs and find environment-based workloads and cloud deployment to be significant sources of performance variability: peak-latency degrades sharply to 20.7 times the arithmetic mean, and exceeds by a factor of 7.4 the performance requirements. We derive actionable insights for game-developers, game-operators, and other stakeholders to tame performance variability.

cs.PF