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Shun-ichiro Hayashi

Publications and source records attributed to Shun-ichiro Hayashi.

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AWE: Adaptive Weight Encoding for Exact Integer Matrix Products with Fewer GEMMs on FP4 Tensor Cores

Emulation of high-accuracy floating-point matrix multiplication, as in the Ozaki scheme, splits the inputs into low-precision components and multiplies them pairwise. These products must be error-free, and each is an integer matrix product times a scale factor. FP4 Tensor Cores are the fastest on the NVIDIA B200 and B300 but cannot hold INT8 operands. The FP4 values scaled by 2 form the set $S = \{0, \pm1, \pm2, \pm3, \pm4, \pm6, \pm8, \pm12\}$, which contains every residue modulo 13, so with carries any integer splits into base-13 digits that FP4 can store. Prior work splits each INT8 operand into 3 such digits (limbs) with weights $(1, 13, 169)$ and multiplies them pairwise, 9 FP4 matrix multiplications (GEMMs) for INT8$\times$INT8. The classical ways to reduce products, such as the Karatsuba and Toom--Cook methods, do not apply as they stand: sums of limbs reach $\pm 24$ and leave $S$. This paper asks how many FP4 GEMMs are needed for one integer matrix product. We propose Adaptive Weight Encoding (AWE): the limbs take freely chosen integer weights, the stored planes are linear combinations of limbs, and the exact product is the sum of the FP4 GEMMs scaled by reconstruction coefficients. For each input range, we searched these choices for encodings with fewer products and found INT8$\times$INT8 in 6 products and INT4$\times$INT8 in 4. The formulation also holds modulo $m$, which covers the residue number systems of Ozaki scheme II: for the FP64 significand, the 75 products of prior work are reduced to 59. The boundary in product count between encodings with and without residues lies near input width 15. We release the encodings found.

cs.MS

DGEMM with Ozaki Scheme I/II on FP4 Tensor Cores: A Base-13 E2M1 Limb Representation

This paper proposes a method and its implementation for emulating FP64 matrix multiplication (DGEMM) by constructing, on FP4 (E2M1; 2 exponent bits and 1 mantissa bit) Tensor Cores, Ozaki schemes I and II, which realize high-precision matrix multiplication on low-precision arithmetic units. Prior implementations were based on INT8 and FP8, and the use of the faster FP4 had not been realized. The key property is that every FP4 value becomes an integer when doubled, and that shifting this integer set by multiples of 13 covers all integers. Converting an arbitrary integer into base-13 FP4 limbs by this property keeps intermediate sums error-free in FP32 accumulators, which makes FP4 Tensor Cores usable for Ozaki schemes I and II. By the same principle, the integer GEMM of INT8 Tensor Cores can also be emulated bit-exactly on FP4 Tensor Cores. When FP4 Tensor Cores have twice the throughput of FP8, Ozaki scheme II on FP4 theoretically achieves slightly higher performance than its FP8 counterpart. This paper further proposes kernel implementation optimizations raising the attained fraction of peak performance, obtaining a measured speedup on top of the theoretical advantage. We verify this on an RTX PRO 6000 Blackwell, achieving performance competitive with that of an existing FP8-based implementation of Ozaki scheme II, and actually exceeding it at a large problem size ($16384^3$).

cs.DC

ATFlash: Per-RoPE-Wavelength Attention Windows for Compute/Memory-Efficient LLM Inference

The attention score with rotary position embeddings (RoPE) decomposes exactly into a sum over its 2D-rotation frequency pairs, and each pair's wavelength limits how far it can discriminate position. Aligned with this structure, we propose the per-RoPE-wavelength distance window: it prunes the query--key inner-product terms beyond a wavelength-proportional distance. Unlike a sliding window, every key remains reachable, at least through the low-frequency pairs. The reduction rate is input-independent, with a closed form logarithmic in the sequence length $N$, in contrast to dynamic-sparse methods like MInference. Such token-level selection is orthogonal to our frequency-level pruning. The window can therefore be applied on top of those methods. On Qwen2.5-0.5B and Llama-3.2-3B, the window prunes 37--48\% of the query--key inner-product terms within each model's native context length. Relative to full attention, the top-1 match rate stays at 96--98\% and the mean output-distribution KL at the $10^{-3}$-nat level on LongBench-v2 contexts. We examine absolute scores on long-context benchmarks such as RULER, OpenAI-MRCR, LongCodeQA, and $\infty$Bench: they are broadly preserved. We implement the window as a slice of the query--key contraction axis, leaving the online-softmax recurrences untouched, and port it with minimal diffs into the released FlashAttention-4 prefill and FlashInfer decode. On RTX PRO 6000 with Llama, both ports outpace stock with gains growing with context length, up to $1.29\times$ at 128K. End to end on Qwen2.5-7B-1M, with 57\% of the inner-product terms pruned, the speedup reaches $1.31\times$ at a 1M-token context.

cs.LG

Layer-wise MoE Routing Locality under Shared-Prefix Code Generation: Token-Identity Decomposition and Compile-Equivalent Fork Redundancy

In LLM-based code generation, multiple code candidates are often generated in parallel from the same prompt -- for example, in best-of-N sampling or multi-candidate code completion. These requests can share KV caches through a common prefix, yet the extent to which their Mixture-of-Experts (MoE) expert routing overlaps, and how this overlap varies across layers, remains insufficiently understood. We study Qwen3.5-35B-A3B-FP8 (256 routed experts, top-8) by performing tree-search-based branching generation from a shared prefix (851 completed codes, temperature 0.7) and analyzing the results with a compiler-output-based alignment (gcc -S -O0 assembly) that controls for token-identity confounds. Our findings are threefold: (1) At positions where both sequences generated the same token, Jaccard similarity reaches 0.649 (40x random), while even at positions with different tokens it remains 0.175 (11x random). (2) A layer-wise decomposition reveals a crossing pattern: same-token routing similarity exceeds different-token similarity across all layers, but dips in the middle layers (L14-20), while different-token similarity peaks in the middle layers at 14x random. (3) In tree-search code generation, 67% of successfully compiled codes concentrate in the top three assembly-equivalent groups, and 99.6% of within-group differences consist of comments and blank lines. We show that diversity in top-P search, including beam search, poses a significant challenge. These results refine the "context-independent routing" claim of prior work through layer-wise decomposition and suggest opportunities for improving search efficiency in LLM code generation.

cs.SE

VibeCodeHPC: An Agent-Based Iterative Prompting Auto-Tuner for HPC Code Generation Using LLMs

In this study, we propose VibeCodeHPC, a multi-agent system based on large language models (LLMs) for the automatic tuning of high-performance computing (HPC) programs on supercomputers. VibeCodeHPC adopts Claude Code as its backend and provides an integrated environment that facilitates program development in supercomputer settings. The system not only brings the Vibe Coding paradigm -- program development through natural language interaction with users -- to HPC programming, but also enables autonomous performance optimization with minimal user intervention through a sophisticated multi-agent design. To achieve these objectives, VibeCodeHPC implements three core functionalities: (1) configuration capabilities tailored to the unique development environments of supercomputers, (2) collaborative operation among multiple LLM agents with distinct roles -- Project Manager (PM), System Engineer (SE), Programmer (PG), and Continuous Deliverer (CD), and (3) long-term autonomous operation through agent activity monitoring and dynamic deployment mechanisms. This paper highlights one of the most powerful features of VibeCodeHPC: fully automated code optimization through autonomous operation without user intervention. Specifically, it demonstrates the performance optimization of CPU-based codes on GPU-equipped systems for matrix multiplication and a Poisson equation solver using Jacobi's iterative method. The results show that the multi-agent configuration employed in VibeCodeHPC enables faster and more reliable development of higher-performance code compared to a single-agent setup.

cs.SE

Improving HPC Code Generation Capability of LLMs via Online Reinforcement Learning with Real-Machine Benchmark Rewards

Large language models (LLMs) have demonstrated strong code generation capabilities, yet the runtime performance of generated code is not guaranteed, and there have been few attempts to train LLMs using runtime performance as a reward in the HPC domain. We propose an online reinforcement learning approach that executes LLM-generated code on a supercomputer and directly feeds back the measured runtime performance (GFLOPS) as a reward. We further introduce a Staged Quality-Diversity (SQD) algorithm that progressively varies the permitted optimization techniques on a per-problem basis, enabling the model to learn code optimization from diverse perspectives. We build a distributed system connecting a GPU training cluster with a CPU benchmarking cluster, and train Qwen2.5 Coder 14B on a double-precision matrix multiplication task using Group Relative Policy Optimization (GRPO). Through two experiments, we show that reinforcement learning combining runtime performance feedback with staged optimization can improve the HPC code generation capability of LLMs.

cs.LG

3Dify: a Framework for Procedural 3D-CG Generation Assisted by LLMs Using MCP and RAG

This paper proposes "3Dify," a procedural 3D computer graphics (3D-CG) generation framework utilizing Large Language Models (LLMs). The framework enables users to generate 3D-CG content solely through natural language instructions. 3Dify is built upon Dify, an open-source platform for AI application development, and incorporates several state-of-the-art LLM-related technologies such as the Model Context Protocol (MCP) and Retrieval-Augmented Generation (RAG). For 3D-CG generation support, 3Dify automates the operation of various Digital Content Creation (DCC) tools via MCP. When DCC tools do not support MCP-based interaction, the framework employs the Computer-Using Agent (CUA) method to automate Graphical User Interface (GUI) operations. Moreover, to enhance image generation quality, 3Dify allows users to provide feedback by selecting preferred images from multiple candidates. The LLM then learns variable patterns from these selections and applies them to subsequent generations. Furthermore, 3Dify supports the integration of locally deployed LLMs, enabling users to utilize custom-developed models and to reduce both time and monetary costs associated with external API calls by leveraging their own computational resources.

cs.GR

Performance Evaluation of General Purpose Large Language Models for Basic Linear Algebra Subprograms Code Generation

Generative AI technology based on Large Language Models (LLM) has been developed and applied to assist or automatically generate program codes. In this paper, we evaluate the capability of existing general LLMs for Basic Linear Algebra Subprograms (BLAS) code generation for CPUs. We use two LLMs provided by OpenAI: GPT-4.1, a Generative Pre-trained Transformer (GPT) model, and o4-mini, one of the o-series of Reasoning models. Both have been released in April 2025. For the routines from level-1 to 3 BLAS, we tried to generate (1) C code without optimization from routine name only, (2) C code with basic performance optimizations (thread parallelization, SIMD vectorization, and cache blocking) from routine name only, and (3) C code with basic performance optimizations based on Fortran reference code. As a result, we found that correct code can be generated in many cases even when only routine name are given. We also confirmed that thread parallelization with OpenMP, SIMD vectorization, and cache blocking can be implemented to some extent, and that the code is faster than the reference code.

cs.LG