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Dec 11

semi-PD: Towards Efficient LLM Serving via Phase-Wise Disaggregated Computation and Unified Storage

Existing large language model (LLM) serving systems fall into two categories: 1) a unified system where prefill phase and decode phase are co-located on the same GPU, sharing the unified computational resource and storage, and 2) a disaggregated system where the two phases are disaggregated to different GPUs. The design of the disaggregated system addresses the latency interference and sophisticated scheduling issues in the unified system but leads to storage challenges including 1) replicated weights for both phases that prevent flexible deployment, 2) KV cache transfer overhead between the two phases, 3) storage imbalance that causes substantial wasted space of the GPU capacity, and 4) suboptimal resource adjustment arising from the difficulties in migrating KV cache. Such storage inefficiency delivers poor serving performance under high request rates. In this paper, we identify that the advantage of the disaggregated system lies in the disaggregated computation, i.e., partitioning the computational resource to enable the asynchronous computation of two phases. Thus, we propose a novel LLM serving system, semi-PD, characterized by disaggregated computation and unified storage. In semi-PD, we introduce a computation resource controller to achieve disaggregated computation at the streaming multi-processor (SM) level, and a unified memory manager to manage the asynchronous memory access from both phases. semi-PD has a low-overhead resource adjustment mechanism between the two phases, and a service-level objective (SLO) aware dynamic partitioning algorithm to optimize the SLO attainment. Compared to state-of-the-art systems, semi-PD maintains lower latency at higher request rates, reducing the average end-to-end latency per request by 1.27-2.58x on DeepSeek series models, and serves 1.55-1.72x more requests adhering to latency constraints on Llama series models.

  • 12 authors
·
Apr 28

Efficient Long-context Language Model Training by Core Attention Disaggregation

We present core attention disaggregation (CAD), a technique that improves long-context large language model training by decoupling the core attention computation, softmax(QK^T)V, from the rest of the model and executing it on a separate pool of devices. In existing systems, core attention is colocated with other layers; at long context lengths, its quadratic compute growth compared to the near-linear growth of other components causes load imbalance and stragglers across data and pipeline parallel groups. CAD is enabled by two observations. First, core attention is stateless: it has no trainable parameters and only minimal transient data, so balancing reduces to scheduling compute-bound tasks. Second, it is composable: modern attention kernels retain high efficiency when processing fused batches of token-level shards with arbitrary lengths. CAD partitions core attention into token-level tasks and dispatches them to dedicated attention servers, which dynamically rebatch tasks to equalize compute without sacrificing kernel efficiency. We implement CAD in a system called DistCA, which uses a ping-pong execution scheme to fully overlap communication with computation and in-place execution on attention servers to reduce memory use. On 512 H200 GPUs and context lengths up to 512k tokens, DistCA improves end-to-end training throughput by up to 1.35x, eliminates data and pipeline parallel stragglers, and achieves near-perfect compute and memory balance.

  • 9 authors
·
Oct 20 5

UniGame: Turning a Unified Multimodal Model Into Its Own Adversary

Unified Multimodal Models (UMMs) have shown impressive performance in both understanding and generation with a single architecture. However, UMMs still exhibit a fundamental inconsistency: understanding favors compact embeddings, whereas generation favors reconstruction-rich representations. This structural trade-off produces misaligned decision boundaries, degraded cross-modal coherence, and heightened vulnerability under distributional and adversarial shifts. In this paper, we present UniGame, a self-adversarial post-training framework that directly targets the inconsistencies. By applying a lightweight perturber at the shared token interface, UniGame enables the generation branch to actively seek and challenge fragile understanding, turning the model itself into its own adversary. Experiments demonstrate that UniGame significantly improves the consistency (+4.6%). Moreover, it also achieves substantial improvements in understanding (+3.6%), generation (+0.02), out-of-distribution and adversarial robustness (+4.8% and +6.2% on NaturalBench and AdVQA). The framework is architecture-agnostic, introduces less than 1% additional parameters, and is complementary to existing post-training methods. These results position adversarial self-play as a general and effective principle for enhancing the coherence, stability, and unified competence of future multimodal foundation models. The official code is available at: https://github.com/AIFrontierLab/UniGame

  • 5 authors
·
Nov 24 2

Nexus:Proactive Intra-GPU Disaggregation of Prefill and Decode in LLM Serving

Monolithic serving with chunked prefill improves GPU utilization by batching prefill and decode together, but suffers from fine-grained phase interference. Engine-level prefill-decode (PD) disaggregation avoids interference but incurs higher hardware and coordination overhead. Prior intra-GPU disaggregation approaches multiplex prefill and decode within a single GPU, using SLO-based tuning guided by heuristics from offline profiling or reactive feedback loops. However, these methods respond reactively to performance issues rather than anticipating them, limiting adaptability under dynamic workloads. We ask: can we achieve proactive intra-GPU disaggregation that adapts effectively to dynamic workloads? The key challenge lies in managing the conflicting resource demands of prefill and decode under varying conditions. We first show that GPU resources exhibit diminishing returns -- beyond a saturation point, more allocation yields minimal latency benefit. Second, we observe that memory bandwidth contention becomes a critical bottleneck. These insights motivate a design that dynamically partitions GPU resources across prefill and decode phases, while jointly considering compute capacity, memory footprint, and bandwidth contention. Evaluated on diverse LLMs and workloads, our system Nexus achieves up to 2.2x higher throughput, 20x lower TTFT, and 2.5x lower TBT than vLLM; outperforms SGLang by up to 2x; and matches or exceeds disaggregated vLLM.

  • 4 authors
·
Jul 9