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Computer Science Distributed Computing

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Thursday 10 September

Distributed Computing

Consensus-based Decentralized Distributed Swarm Learning with Heterogeneous Big Data

Artificial intelligence increasingly relies on large-scale, distributed, and heterogeneous data collected by edge devices. However, the practice of edge intelligence remains challenging due to non-convex objectives, data heterogeneity, and complex wireless network topology. To address these issues, this paper proposes a consensus-based decentralized distributed swarm learning (CD-DSL) framework for wireless edge networks. Our CD-DSL integrates consensus optimization with particle swarm optimization (PSO), by reaching the model consensus among neighboring devices while leveraging the PSO exploration and exploitation. The consensus mechanism supports decentralized coordination without raw-data exchange, while PSO-inspired updates utilize historical and neighbor-shared experience to enhance exploration for non-convex optimization, improve robustness to data heterogeneity, and accelerate convergence. We further develop an adaptive neighbor-mixing strategy that learns performance-aware consensus weights, improving decentralized collaboration among heterogeneous edge devices. Theoretical analysis establishes that CD-DSL maintains participant consistency and achieves non-ergodic convergence to a neighborhood of a stationary point under non-convex objectives. Experimental results show that CD-DSL can mitigate the performance degeneration of existing decentralized baselines caused by heterogeneous data.
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All authors Zhuoyu Yao, Dong Yang, Yue Wang, Songyang Zhang, Yingshu Li, Zhi Tian, Zhipeng Cai

Distributed Computing

Shards on a Shoestring: Empirical Characterization of NEAR Protocol Nightshade Sharding on Commodity Hardware

NEAR Protocol's Nightshade architecture targets one million transactions per second (TPS) through horizontal sharding of both state and computation. Published benchmarks were produced on expensive Google Cloud Platform infrastructure costing approximately \$700 per hour, leaving a significant reproducibility gap for academic research. We present the first independent empirical characterization of NEAR Nightshade sharding on commodity hardware: a Chameleon Cloud bare-metal node with 48 hyperthreaded Intel Xeon cores, 128\,GB RAM, and HDD storage at 80--100\,MB/s. We systematically sweep shard count from $N{=}1$ to $N{=}24$, measuring aggregate TPS, per-shard TPS, block time, BFT finality, memory, and disk I/O. We identify three distinct bottleneck regimes: L3 cache pressure at low $N$, witness gossip pipeline saturation at mid $N$, and coherence collapse at high $N$. A key unexpected finding is that HDD write latency acts as implicit flow control for the witness gossip pipeline. Removing it via RAM-backed tmpfs causes complete chain stall at $N{=}16$, with a 29$\times$ spike in orphan witness rate at 47\% CPU utilization. Aggregate TPS peaks at $N{=}8$ (+40\% over $N{=}1$) then reverses, with per-shard TPS collapsing 23$\times$ by $N{=}24$. Our dataset provides the first commodity-hardware calibration baseline for the companion SimPy sharding simulator.
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Distributed Computing

Efficient Vision-Language-Action Management and Serving for Robot Factories

Vision-Language-Action (VLA) models show high robotic manipulation capabilities via a two-stage design: a Vision-Language Model (VLM) stage followed by an Action Diffusion Transformer (ADiT) stage. Since robots must meet strict Service-Level Objectives (SLOs) for safety, VLA inference is inherently latency-critical. Meeting these SLOs requires high-end GPUs, yet weight, cost, and power constraints preclude integrating such GPUs on-robot. Prior works offload VLA inference to edge servers that serve many robots on VLA models. However, current VLA systems lack support for multi-request, multi-model execution on a multi-GPU server under SLOs, while existing serving systems for multi-stage models are optimized for throughput and stage disaggregation across separate GPUs, which are ill-suited for the millisecond-scale stages of VLA models. We design Robion, the first VLA serving and management system for multi-robot, multi-model requests on multi-GPU edge servers that meets SLOs. Our serving engine disaggregates the VLM and ADiT stages within a GPU via two streams, dynamically restricting the SMs on VLM stream so ADiT always finds SMs to run alongside it, and co-locates multiple models by sharing these streams across them, prioritizing requests by least remaining SLO time. Our management engine enables flexible model placements on multi-GPU servers, and integrates an intelligent traffic controller that maximizes per-model batching under the chosen placement while bounding each GPU's load to meet SLOs. For individual models, Robion serves on average 6.7$\times$ and 1.5$\times$ higher robot load within 98% SLO attainment over vLLM-Omni, the most widely used multi-stage serving system, and Monolithic, which runs VLM and ADiT as a single pipeline, respectively. In a large-scale experiment of serving 8 different models on a 4-GPU server, Robion can serve up to 64 robots within 98% SLO attainment.
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All authors Dionysios Adamopoulos, Nattapol Chanpaisit, Basel Fakhri, Christina Giannoula

Distributed Computing

GPU-CFR: 80x Faster Counterfactual Regret Minimization by Compiling the Game to Static Dataflow and CUDA Graph Replay

Counterfactual regret minimization (CFR) is one of the few large numerical workloads that still runs faster on CPUs than on GPUs. Each iteration sweeps a game tree with up to billions of states in millions of small, interdependent gather and scatter steps issued through a generic tree interface. On a GPU every kernel finishes in microseconds, so kernel launches and framework dispatch dominate the run time, and prior GPU implementations have lost to optimized CPU code. We observe that for a fixed game, everything about a CFR iteration except the numerical values is known before the first iteration runs. We propose GPU-CFR, a compiler and runtime built on this observation. It compiles any game once into static dataflow: flat edge and information-set arrays, precomputed indices, and depth-level batched passes fix the entire operation sequence, and only solver state changes between iterations. Static chance folding, depth-level execution blocks, and a dual-lane reach buffer cut the number of framework operations by up to 18.1x. Because shapes, indices, and buffer addresses never change, CUDA Graph Replay records the iteration once and replays it with a single graph launch. On one A100, across an eight-game suite that spans card games, dice games, and board games, GPU-CFR runs 29.8–80.4x faster than the fastest prior GPU CFR on the same accelerator, and 14–258x faster than LiteEFG, one of the fastest open-source CPU implementations, on the four largest games. The compiled representation carries most of that margin: on eight CPU threads with no accelerator it is already 2.2–51.1x faster than the GPU baseline. On the CPU the optimized path reproduces the reference iterates bitwise, and tree construction and graph capture pay for themselves within the first solve. GPU-CFR beats every CPU and GPU baseline on the mid-to-large games of the suite without changing the update rule.
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Distributed Computing

Building py-kvcache: A Performance Characterization of External KV Caching for vLLM with NVMe SSDs

Prefix caching can reduce the time to first token (TTFT) of long-context LLM requests by reusing previously computed key-value (KV) states, but for short prefixes or fast GPUs, recomputation can be faster than loading from an external cache. We characterize this tradeoff in vLLM across GPU, CPU, and NVMe tiers using synthetic workloads, long-context benchmarks, production traces, and find that cache performance depends on transfer granularity, intermediate memory use, and when transfers enter the request schedule, not only on device bandwidth. These findings motivate py-kvcache, a vLLM KV Offload connector with asynchronous direct I/O, bounded shared staging, and scheduler-aware preloading, which starts disk reads while requests are still waiting, overlapping with compute. At 80k tokens, py-kvcache loading from disk is 2.0x faster than LMCache, with preloading contributing 1.34x. With GPU, CPU, and disk caching enabled, it is 1.23x faster than LMCache and within approximately 4% of the native vLLM KV Offload implementation. LongBench and SCBench show that these benefits extend to irregular prefix chains and multi-turn workloads. Bailian trace replays improve TTFT on a weaker GPU, but on an H100 the average request falls below the break-even point and GPU memory alone retains enough prefixes. External KV caching should therefore be treated as a setup specific admission decision. The py-kvcacheimplementation is available at: https://github.com/atlarge-research/py-kvcache.
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Distributed Computing

Entwine: Coordinating Tiled Computation and Fine-Grained Communication across GPUs

Modern high-performance GPU computations partition tensors into tiles to exploit data reuse and parallelism. Individual tile computations complete earlier than the full tensor computation, creating opportunities to overlap computation and communication. However, a mismatch between computation and communication progress can limit these opportunities. Communication stalls when no data is ready, and may lag when data arrives in bursts. Communication can also slow computation by consuming shared resources, offsetting the benefits of overlap. We present Entwine, which coordinates tile computation order, fine-grained communication, and SM resource allocation to minimize overall completion time. Entwine reorders tile computation to produce data for communication at a more regular pace. Entwine couples this schedule with fine-grained SM-based communication to process tile results with low latency and low overhead. Since the communication kernel also consumes SM resources, Entwine coordinates their allocation to balance communication progress against computation slowdown. Across representative tensor-parallel LLM workloads, Entwine achieves a geomean speedup of 1.232x (up to 1.433x) over cuBLAS+NCCL, and outperforms state-of-the-art overlap baselines by 3.1-9.8% in geomean. We will open-source our implementation upon publication.
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All authors Kai Ma, Quanfeng Lv, Jingguo Ge, Bowei Dai, Kefan Ruan

Distributed Computing

Taming Bitwise Behavior in GPU Kernels with Tensor Core: Black-Box Reconstruction, Compiler Enforcement, and Static Verification

Determinism and numerical reproducibility are increasingly required of GPU kernels in machine learning systems, yet deterministic implementations of the same kernel can still differ bit for bit. Floating-point reduction order is the primary cause, alongside partial-sum precision, fused multiply-add operations, and rounding placement. These choices may be hand-coded, selected by a block-level language such as Triton, or hidden inside a closed-source library such as cuBLAS or rocBLAS. A tile shape chosen for performance therefore also determines the arithmetic, potentially breaking batch invariance. Preserving a fixed order can cost up to 20 percent, while an autotuner cannot identify which configurations are bitwise equivalent. We characterize the factors determining the bitwise behavior of reductions and general matrix multiplication (GEMM). First, we introduce a descriptor of GEMM reduction order, including the partitioning of K in split-K GEMM. Using it, we perform the first black-box reconstruction of a closed-source library's arithmetic for bit-level correctness. Our family of Triton GEMMs matches NVIDIA cuBLAS in all tested cases on Blackwell and Hopper. For realistic LLM shapes with fused epilogues, it matches or exceeds torch.compile performance. Second, we enforce balanced-tree reduction during Triton lowering and introduce a data-layout optimization that brings 19 of 27 kernels on GB300 and H100 within 10 percent of free-order performance. Third, we develop sound static checkers for bitwise equivalence between compiled GPU kernels, including the first checker spanning NVIDIA PTX and AMD GCN. Integrated into Triton's autotuner, the checker restricts search to a single bit-equivalence class.
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All authors Ziteng Yang, Nicholas J. Riasanovsky, Warren Deng, Vivek Sarkar

Distributed Computing

Rethinking Sparse Formats for RISC-V: A Hierarchical Approach to High-Performance SpMV

The sparse matrix-vector multiplication (SpMV) algorithm is a fundamental computational kernel of linear algebra and serves as a building block for numerous applications, primarily iterative solvers for systems of linear equations used in scientific and engineering simulations. This paper compares vectorized implementations of the SpMV algorithm across eight established sparse matrix storage formats and proposes a novel modification of the CSR format, Hierarchical CSR (HCSR), which enhances SpMV performance on RISC-V processors. Our SpMV implementations utilize RVV 1.0 intrinsics and are publicly available as an open-source C++ library named RVVLASparse. Computational experiments conducted on SpacemiT K1 and K3 RISC-V boards demonstrate that the proposed HCSR format achieves the shortest execution time among all considered formats across a broad class of sparse matrices. HCSR outperforms the best CSR implementation on 8 cores, yielding an average speedup for double precision of 19% on K1 (13% on K3) and for single precision of 36% on K1 (34% on K3).
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All authors Anna Pirova, Anastasia Vodeneeva, Konstantin Kovalev, Alexander Ustinov, Maksim Zagriadskov, Daniil Litvyakov, Arthur Kulik, Evgeny Kozinov, Valentin Volokitin, Iosif Meyerov

Distributed Computing

Can AI Remediate Backend Failures Safely? GuardedAct with Blast-Radius-Aware Sandboxing

Large Language Models (LLMs) have shown promising capabilities in generating remediation actions for microservice failures. However, directly executing AI-generated repair actions in production risks cascading collateral damage. We propose GuardedAct, a sandbox-first remediation framework that interposes a blast-radius-aware verification layer between the LLM action generator and the production environment. GuardedAct operates in four phases: (1) ingesting a diagnosis report together with the live system topology and recent telemetry, (2) prompting an LLM to produce a ranked list of candidate remediation actions, (3) simulating each action in a lightweight digital-twin sandbox that estimates the blast radius and assigns a risk label, and (4) enforcing a rollback-confidence gate that auto-executes only low-risk actions while escalating high-risk ones for human review. We evaluate GuardedAct on five fault scenarios injected into the DeathStarBench social-network application. Experimental results show that GuardedAct achieves an overall recovery rate of 87.4% while reducing collateral damage by 79.7% relative to direct LLM execution (from 25.6% to 5.2%), at the cost of a modest sandbox-induced increase in mean time to recovery (approximately 8 s). Ablation studies confirm that each component contributes meaningfully to the safety-speed trade-off.
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All authors Wanrong Cai, Tianyu Yu, Shaorui Pi, Xiaoxuan Sun, Wenrui Ma

Distributed Computing · Cross-listed from cs.CR

A BUD You Can Count On: Efficient, Verifiable Membership Proofs

A block typically changes only a small fraction of blockchain state, yet producing a state root makes validators update an authenticated tree spanning it all. We show how to support verifiable reads from the writes alone. We introduce Block Update Digests (BUDs), that commit to a block's writes and link each key touched in that block to its previous modification. An optional prior-value record lets one successor BUD authenticate the value between modifications, replacing the baseline's two BUD openings. SuperBUDs summarize those writes over longer intervals, letting a reader verify that a value remained unchanged without checking every intervening block. Thanks to BUDs and SuperBUDs, validators can just keep ordinary flat state while still serving proofs of current and historical values, including deletion. We prove soundness and completeness for reads at or after a key's first logged modification when the required proof data is available. In experiments with the baseline format, a 50x increase in state size raises the measured base-BUD cost by just 1.24x. In paired QMDB experiments, lowering its garbage-collection activation threshold raises process CPU time by 1.3-2.7x and device bytes written by 1.6-2.4x relative to its dormant configuration. BUD authentication requires no corresponding relocation of live entries. In the evaluated baseline, two-digest read-layer payloads stay below 800 bytes, and warm hash-path verification takes at most 146 {\mu}s at p99. Authenticated reads need not make validators maintain an authenticated tree over the entire state.
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Distributed Computing

The Computing Channel: How Modulation Programs the Airwaves

Distributed computing and distributed artificial intelligence require frequent exchanges of intermediate results, although many applications need only an aggregate rather than messages from individual devices. Conventional systems recover each message before computing the aggregate, whereas over-the-air computation (OAC) exploits simultaneous transmission to obtain it directly. However, dominant OAC implementations rely on analog signaling, creating a mismatch with finite-precision data and digital communication procedures. This article presents digital function-oriented communication, in which finite-alphabet symbol representations and receiver decisions are jointly designed so that multiple-access superposition encodes the desired function without recovering individual inputs. We introduce its computational-constellation principle, main design approaches, extensions, and implementation challenges. Federated edge learning illustrates how the framework can reduce user-dependent data-bearing resources while operating directly on quantized model updates.
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Distributed Computing · Cross-listed from cs.LG

Phase-Decoupled, Model-Calibrated Power Control for Disaggregated LLM Serving

Datacenter GPU power is the binding constraint on LLM serving capacity, and production serving has shifted to prefill/decode (PD) disaggregation. Deploying NVIDIA's Max-Q inference profile on a disaggregated B200 system, we found its realized gain modest (+8.6% tokens/J), model-dependent, and carrying a mean end-to-end latency cost (+5.2%) that throughput-only evaluation does not surface; the profile also applies one setting to prefill and decode GPUs that operate in opposite hardware regimes. We hypothesize that the optimal power setting is a property of the deployed (model, quantization, engine, hardware) combination rather than of the GPU class, that each lane warrants its own profile, and that converting SLO headroom into energy safely requires latency-gated calibration under a runtime SLO guard rather than a fixed recipe. We present a phase-decoupled, model-calibrated controller: the prefill lane runs under an SM-clock window whose floor is a latency guarantee by construction, and the decode lane under a power cap placed by automatic calibration just above a measured throughput/latency cliff. Because a disaggregated decode lane draws flat, memory-bound power, the cap binds continuously, the reactive-overshoot weakness that led POLCA to reject capping is absent, and the GPU's own power manager retains throughput under the cap. On an 8x B200 node serving Qwen3-Coder-480B (FP8) under agentic load, our balanced mode delivers +20.4% tokens/J at +3.5% mean e2e versus +8.6% at +5.2% for Max-Q, a Pareto improvement on both axes. On Qwen3-235B-A22B (NVFP4) every operating mode meets the ITL-p99 SLO in every repetition; both vendor profiles miss it. A decode-actuator A/B shows the calibrated cap beats static clock locks, and a three-day sustained run saves 32.3% of a lane pair's electricity. Both models are MoE; a dense model recovers roughly 5x less, so we scope our claims to MoE serving.
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All authors Jae Gon Kim, Donghoon Yoo, Hanyul Ryu, Sungho Ha, Juyeon Lee, Soojung Ryu

Distributed Computing · Cross-listed from cs.SE

A Model-Centric DevOps Architecture for DEVS-Based Digital Twin Simulation Services

Digital twin simulation models evolve and are redeployed like software. Engines based on the Discrete Event System Specification (DEVS) have a sound formal basis but offer little support for versioning, automated validation, or continuous delivery in cloud-native environments. This paper proposes a model-centric DevOps architecture that deploys DEVS-based digital twin simulations as managed services. Models are first-class DevOps artefacts written in a declarative language based on YAML (YAML Ain't Markup Language) with a tuple-level mapping to the multiPDEVS formalism. Repository continuous integration (CI) validates publishing manifests, the engine loader performs syntactic, structural, and static semantic checks before every simulation, and published model artefacts are versioned and immutable, so that an earlier validated version can be selected by pinning its identifier. The platform runs as containerised microservices on Kubernetes with engine adaptations that externalise inputs and results and expose lifecycle control. An initial case study on bus route 22 in Riga exercises the lifecycle on an offline model with roughly 115,000 DEVS atomic components and reports single-container throughput and concurrent job execution on one Kubernetes node. Behavioural validation and multi-node evaluation remain future work.
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All authors Arnis Lektauers, Gusts Linkevičs, Guntis Mosāns, Arina Fokina, Rasa Gulbe

2609.11122 · 10 Sep · v2: revised version. Corrects the case study of v1 (bus route 22 only; the v1 scenario had also included the trolleybus route of the same number) and all reported measurements; adds a Kubernetes concurrency experiment, a SysML v2 comparison and a validation walk-through. Submitted to Software and Systems Modeling (Springer). Under review

Distributed Computing · Cross-listed from cs.LG

EMMI: Edge Multi-Modal Intelligence for Communication-Efficient MLLM Inference via Fused Representation Compression

Recent advances in multimodal large language mod- els (MLLMs) have opened new opportunities for edge intelligence by enabling reasoning across heterogeneous sensor modalities, such as vision, text, and telemetry data. However, deploying these capabilities on resource-constrained edge platforms remains challenging due to the substantial computational, memory, and communication demands of modern MLLMs. Rather than transmitting raw sensor observations or partitioning neural networks at intermediate layers, Edge Multi-Modal Intelligence (EMMI) communicates a compact representation between edge devices and server resources, enabling communication-efficient edge MLLM inference. To achieve this, EMMI performs modality-specific encoding, cross-modal representation fusion, and learned compression at the edge, transmitting only a compact latent representation to server-side resources for high-capacity MLLM reasoning. This representation-centric design reduces communication overhead, preserves local data privacy, and provides a fixed-size interface between heterogeneous edge devices and server-side MLLMs. Evaluation on a representative multimodal benchmark demonstrates that EMMI can reduce the communication payload by 32x while maintaining comparable downstream accuracy, resulting in up to a 3.4x reduction in estimated end-to-end inference latency under bandwidth-constrained edge conditions.
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Distributed Computing

Online Treasure Hunt in Vertex-Permuted Dynamic Rings

We study the problem of treasure hunt by a group of $k \geq 1$ agents in vertex-permuted dynamic rings (VP). In this model, the $n$ vertices remain on a ring but are permuted at each time step. We first show that treasure hunt is impossible for any $k \leq n-3$ agents, if there are no restrictions on the sequence of permutations used in the dynamic ring. We then study the $VP(\delta)$ setting, in which for every pair $i, j$ of vertices, the edge $(i, j)$ is guaranteed to appear within $\delta$ steps. We show that the class $VP(\delta)$ is feasible only for $\delta \geq \left\lceil \frac{n-1}{2}\right\rceil$. For the one-agent case, we show a tight bound of $\Theta(\delta n)$ on the worst-case search time as well as competitive ratio of any online algorithm for treasure hunt, provided $\delta \geq 2n$. We then give an optimal algorithm for $k$ agents, thereby showing that $k$ agents can obtain a speedup of $k$ on the worst-case search time. Finally, in the R-VP setting, in which in every step, the vertices are arranged as a ring according to a random permutation, we show that treasure hunt takes expected $\Theta(n)$ steps against an oblivious adversary and $\Theta(n \log n)$ steps against an adaptive adversary.
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Wednesday 9 September

Distributed Computing

Navigating Small-World Networks with Distance Predictions

The small-world phenomenon was given an algorithmic foundation by Kleinberg, who showed that in an augmented $k$-dimensional lattice a decentralized greedy algorithm delivers a message in $O(\log^2 n)$ expected steps. We study predicted-greedy routing, in which a mobile agent forwarding the message moves at each step to the neighbor minimizing a noisy $(\varepsilon,\delta)$-prediction of its distance to the target, redrawn at every step from an oracle conditioned on the full routing history. Two cases arise from what this agent can observe. An agent with the coordinate awareness can still compute lattice distance exactly, but not graph distance in the shortcut-augmented network, since that depends on the shortcuts of nodes it has not yet visited; given an $(\varepsilon,\delta)$-prediction of graph distance, information the classical model never supplies, it achieves expected delivery time $O(\log n/(1-4k\varepsilon\delta))$, an asymptotic improvement over $\Theta(\log^2 n)$. An agent with no coordinate awareness at all, the natural model for a privacy-preserving network whose nodes never disclose their coordinates, cannot compute even lattice distance; given an $(\varepsilon,\delta)$-prediction of lattice distance instead, it still reaches the target in $O(n/(1-4k\varepsilon\delta))$ expected steps. Together these results show that a modest amount of predicted information, of the right kind, is enough to accelerate decentralized routing well below Kleinberg's classical bound, and that even when nodes reveal no coordinates at all, reliable delivery remains achievable.
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Distributed Computing

ExaServe: Large-Scale LLM Serving on Exascale HPC Systems

Cloud-native LLM serving frameworks have made deployment routine in data centers, yet deploying them on leadership-class supercomputers remains an engineering challenge requiring scheduler integration, MPI launch, accelerator selection, node-local weight staging, and platform-specific patches. We present ExaServe, a pip-installable framework that transforms a declarative YAML specification into a reproducible large-scale LLM serving deployment. Using ExaServe, we deploy LLM serving on ALCF Aurora from 1 to 256 nodes (3072 vLLM replicas). Non-streaming inference scales nearly linearly to 256 nodes, reaching 27.1k requests/s (3.8M tokens/s). Token streaming scales differently: a centralized proxy plateaus at about 4.7k requests/s despite the model servers remaining within the service-level objective. We also identify an O(N^2) Ray Serve control-plane bottleneck that increases cluster bring-up to roughly 30 minutes at 256 nodes. ExaServe provides a practical, reproducible deployment path while exposing key barriers to future exascale LLM serving.
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All authors Wenyi Wang, Shu Shi, Yadu Babuji, Ian Foster, Kyle Chard

Distributed Computing

Composable CXL Memory as a Kubernetes-Native Shared Memory for LLM Serving

We present a Kubernetes Dynamic Resource Allocation (DRA) driver that makes composable CXL memory a schedulable cluster resource, and evaluate the resulting shared-memory tier for cross-node KV-cache reuse in LLM serving. The driver composes CXL regions on demand, materializes them as DAX devices on each participating host, and injects them into pods under a single Container Device Interface (CDI) name so that pods on different nodes access the same physical region. A shared-memory connector for vLLM/llm-d uses that region as a KV-cache tier with a slot directory embedded inside the shared medium, which eliminates the need for an external metadata service. On a two-node cluster with a 512\,GiB CXL appliance and Qwen2.5-7B-Instruct, cross-node prefix reuse reduces TTFT by 5.5$\times$–36.6$\times$ at an external hit rate of 95.4–99.5\,%, while node-local tiers (GPU prefix caching, CPU-DRAM offload) fall back to full recompute. The sharing gap, defined as the latency ratio between cross-node and same-node reuse, is 1–4%, indicating that cross-node reuse incurs little additional latency relative to same-node reuse on our testbed. Both replicas run full engines; the study demonstrates memory disaggregation rather than prefill/decode disaggregation. We report this as a feasibility study rather than a performance evaluation.
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All authors Hongjian Fan, Kevin Zhang, David Habinsky, Sean Dykstra

Distributed Computing · Cross-listed from cs.PF

PASCAL: A Progress Divergence-Aware Shared-Cache Model

In modern AI accelerators and GPUs, many concurrent cores repeatedly access the same shared data. This pattern occurs in attention, where different query (Q) tiles share the same key and value (K/V) blocks, GEMM, where every tile in a row reads the same slice, and many other operators. We name this pattern shared cyclic scan. Due to a significant amount of data reuse in this pattern, the cache is expected to capture as much data reuse as possible and largely reduce requests sent to the main memory for both performance and energy consumption concerns. However, in reality, because of the intrinsic asynchrony of multi-cores, the actual cache miss rate and DRAM traffic can be much higher compared to ideal cases. In this paper, we propose PASCAL, a shared-cache model for shared cyclic scans. It calibrates finite-run traffic, which reflects progress divergence, on reference configurations and interpolates it along static program structure such as occupancy to predict the miss rate before execution. PASCAL supports software configuration exploration without target traces or counters at scales where cycle-accurate simulation is impractical, while its analysis gives a sharp $2\sigma-1$ sufficient capacity condition for preserving LRU sharing. Across held-out scans and GEMM on GB10 and Thor, PASCAL reaches 12.04% balanced fill-equivalent miss-rate MAPE. Replacing TileSight's cache component with PASCAL lowers GB10 GEMM latency MAPE from 18.17% to 13.14%.
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All authors Zhongchun Zhou, Ya Wang, Chengtao Lai, Songtao Mao, Wei Zhang

Distributed Computing

Avatar: Toward Autonomous End-to-End Orchestration of Scientific Workflows using LLMs

Scientific workflow management (WMSs) systems automate execution, yet orchestrate using fixed, hand-tuned rules. LLM agents promise more autonomous orchestration, but it remains unclear where to introduce agentic reasoning, how to bound its risk, and when it actually helps. We present Avatar, an actor-based architecture comprising an orchestrator, an executor, and a provenance monitor. Each actor's decision policy is pluggable (rule-based or LLM-backed) via a single adapter-validated action catalog, so conventional and agentic control run on the same core across different WMSs. We present an implementation using the Academy framework and evaluate Avatar across three workloads. We observe that Avatar's rule mode reproduces native execution, with a single unchanged core running all three. Moreover, LLM-backed Avatar reports a reduction of compute wastage by $55\%$ and cuts GPU-busy time by $40\%$. Overall, we envision Avatar as a step toward workflow systems that reason about their own orchestration rather than follow pre-fixed rules.
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All authors Suman Raj, Hai Duc Nguyen, Haochen Pan, Ryan Chard, Kyle Chard, Ian Foster

Distributed Computing

Stencil Computation at the Intersection of AI and HPC

Tensor compilers such as TinyTC and OpenAI Triton were originally developed for AI workloads, but the same tiling and memory abstractions can be applied to implement efficient high-order stencils for scientific and industrial applications. We demonstrate this for an 8th-order, 25-point acoustic stencil with boundary conditions over an a demanding-sized grid, targeting GPGPUs, where we compare the hardware-specialized TinyTC implementation with a portable PyTorch/Triton implementation. The target platforms for evaluation include Intel B70, B580, GPU MAX 1550, NVIDIA A100/RTX6000 Blackwell/H100, and AMD MI325x. For instance, on Battlemage B580 TinyTC reaches 15.6 Gpts/s versus 13.5 Gpts/s for PT/Triton under random initialization, while zero-initialized runs reach up to 35.8 Gpts/s due to hardware memory compression. Using roofline and memory-hierarchy profiling, we show that -as expected- performance is predominantly bandwidth-limited and that compiler-managed L1/LSC caching can effectively replace programmer-managed shared-memory staging for this stencil class. Overall, the results position TinyTC as the performance-oriented path on Intel hardware and PyTorch/Triton as a strong portability/productivity baseline for cross-vendor HPC stencil development.
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Distributed Computing

CEDD-optimizer: Enabling Cost-Efficient Dataset Distillation on Geographically Distributed Edge Systems

Centralized learning is a fundamental paradigm in modern AI, in which data are collected from distributed edge devices and aggregated at a central host for model training. However, this pipeline is often bottlenecked by the substantial communication overhead of data collection. Dataset Distillation (DD), with its high compression ratio, is therefore attractive for centralized learning on distributed data. Yet, the cost efficiency of DD in non-uniform edge environments remains largely unexplored. Geographically distributed edge devices face different energy and data-transfer prices, while key DD hyperparameters, such as the target compression ratio and number of distillation steps, substantially affect energy use, transfer overhead, and downstream test accuracy. These hyperparameters must therefore be tuned both locally and globally. We propose the Cost-Efficient Dataset Distillation optimizer (CEDD-optimizer), a hyperparameter-tuning framework for cost-efficient distributed DD. It minimizes total cost under a training-quality constraint by optimizing hyperparameter settings across edge devices while accounting for environmental non-uniformity. The framework comprises two modules: CEDD-calibrator and CEDD-solver. CEDD-calibrator identifies parameters for our energy and training-quality models: the former is determined through offline calibration, whereas the latter is estimated online through a three-step tuning scheme. Based on these models, CEDD-solver solves the cost-minimization problem to steer and improve the distributed DD workflow. Experiments across various image datasets show that our approach achieves up to a 20.8 improvement over the baseline DD method under the same quality constraint.
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Distributed Computing

Introvert Clustering for Distributed Graph Algorithms

We introduce a graph decomposition primitive called introvert clustering, which strengthens standard low-diameter clustering by guaranteeing that every clustered vertex keeps at least a $\left(\frac12-\varepsilon\right)$-fraction of its relevant neighbors in its own cluster. Repeatedly applying this primitive yields a layered introvert network decomposition with $O(\log n)$ layers and weak diameter $O(\log n)$. We give two applications in the $\mathsf{LOCAL}$ model. For every constant $\varepsilon>0$, we obtain a $\widetilde O(\log^2 n)$-round deterministic algorithm for list $\left(\frac32+\varepsilon\right)\Delta$-edge coloring on graphs of maximum degree $\Delta\geq\Delta_0(\varepsilon)$; for bipartite graphs, the result holds for all $\Delta$. For every constant $0<\varepsilon<1/4$, we also obtain a $\widetilde O(\log^2 n)$-round deterministic algorithm for a $\left(\frac14-\varepsilon\right)$-locally balanced cut, where every vertex has at least a $\left(\frac14-\varepsilon\right)$-fraction of its neighbors on the opposite side. The resulting algorithms are remarkably simple: edge coloring processes the layers in reverse order and colors each cluster, while locally balanced cut processes them forward and computes a locally maximum cut within each cluster. The introvert guarantee enables these procedures beyond the usual greedy regime of network decomposition. We construct the decomposition in $O(\log^2 n)$ randomized rounds using Miller–Peng–Xu low-diameter clustering and a simple trimming procedure, and deterministically in $\widetilde O(\log^2 n)$ rounds via a white-box adaptation of the recursive network decomposition algorithm of Ghaffari and Grunau [FOCS 2024].
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Distributed Computing · Cross-listed from cs.CR

Decentralized network congestion control for DAG-based distributed ledger system

We propose a variable and behavior-based node-specific proof-of-work (PoW) model for a directed acyclic graph (DAG)-based distributed ledger technology (DLT) network to mitigate decentralized network congestion control. Network congestion control for centralized communication systems is an established field of study, with detailed and continuous research being done on the subject. However, attention to congestion control in decentralized networks is relatively recent and underexplored, especially with DLT, such as blockchain and DAG-based networks. For the DLT networks, the network congestion is caused by factors such as transaction spamming, an increase in the user base, and the launch of new tokens. We focus on the congestion caused by the spamming of transactions within the blockchain and DAG-based DLT network. Based on the network throughput of transactions per second and consensus procedure, the DAG-based DLT needs to control network spamming more than the blockchain network. The PoW model within the DLT consensus framework is a limited deterrent against spamming. Our model provides equal opportunities for all stakeholders regardless of their computational resources. It prevents and penalizes any node that attempts to spam or dominate the network with more than the prescribed number of transactions. Since the system nodes compete to issue transactions with finite network resources, we display the system behavior through a non-cooperative game. Further, we show that our model enforces prescribed behavior amongst the nodes through the proof of the existence of Nash equilibrium in the game.
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All authors Mayank Pandey, Rachit Agarwal, Sandeep Kumar Shukla, Nishchal Kumar Verma

Distributed Computing

Epoch: Compiling Diffusion Blocks for Sparse MoE Serving

Diffusion language models generate text by refining a fixed-size block of token positions through many forward passes, a loop that does not match the per-forward execution unit used by most LLM serving systems. A dense MoE runtime binds all work to the refinement-iteration clock: it rebuilds similar routing structure on every forward, recomputes expert outputs for positions whose logits are already dead, and sends those positions through dense expert-parallel collectives. This paper presents \sys{}, a serving system that treats the diffusion block as a compilation unit. \sys{} compiles a small block plan for the block-clock structure of one diffusion block and refreshes every value that can affect a live decode decision on the iteration clock. \sys{} realizes this plan along three dense axes of an MoE forward: \atlas{} compiles a coverage-driven active expert support per layer while recomputing gate logits every iteration; \lsp{} keeps full sequence shards as model state but routes only live, newly decoded, and refresh-required positions through fresh routed-expert computation; \freshlane{} carries this fresh token–expert worklist through expert-parallel dispatch, kernels, and combine, then restores the dense logical shard at the layer boundary. We implement \sys{} on 8 NVIDIA H100 GPUs and evaluate it on three open-weight block-diffusion MoE models (LLaDA-MoE, LLaDA2.0-mini, and LLaDA2.0-Flash, spanning 7B to 100B total parameters) across GSM8K, HumanEval, MGSM, and MT-Bench. \sys{} improves end-to-end execution time by up to 2.7$\times$ over the strongest surviving baseline under the same 8-GPU placement and remains feasible at the largest batch sizes where multiple baselines run out of memory, while preserving task quality relative to the dense reference.
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All authors Jianian Zhu, Hang Wu, Yinghui Li, Haojie Wang, Ruixuan Li, Jidong Zhai

Distributed Computing

Breaking Fault Lines: Unifying TEE-Assisted BFT Consensus in Partially Trusted Worlds

This paper revisits TEE-assisted BFT under a universal partial-TEE model, where an arbitrary subset of replicas execute inside TEEs while the remaining replicas operate without hardware trust guarantees. We show that heterogeneous trust changes the structure of quorum formation and fault tolerance. In particular, we derive a tight resilience bound f < max {n/3, m/2}, where n is the total number of replicas and m is the number of TEE-enabled replicas. The result reveals a sharp threshold phenomenon: TEEs improve fault tolerance only once they exceed two-thirds of the deployment. Guided by this characterization, we introduce two protocol principles: (1) a dual-quorum construction that safely combines TEE-only and mixed quorums, and (2) a TEE-leader fast path that leverages hardware-enforced non-equivocation to reduce both consensus and view-change latency. We realize these ideas in Raftel, which is, to our knowledge, the first HotStuff-style BFT protocol designed explicitly for arbitrary partial-TEE deployments, and in chained-Raftel, a pipelined variant that further accelerates mixed-trust execution. We implement both protocols atop Intel SGX and evaluate them in LAN and WAN environments. Our results show that Raftel achieves up to 625 TPS with sub-670 ms latency in WAN settings, outperforming HotStuff by up to 308 TPS in throughput while approaching the performance of fully TEE-assisted protocols.
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All authors Xiaoqing Wen, Tong Liu, Jianyu Niu, Jialin Li, Cong Wang, Yinqian Zhang, Chen Feng

Tuesday 8 September

Distributed Computing

Smart Adaptive Computing Across the Continuum: LLMs in IoT-Edge-Cloud Resource Management

Managing resources across IoT, edge, and cloud layers calls for continuous, context-aware decisions under constraints that rarely stay fixed. Deep reinforcement learning (DRL) handles this class of problems well, and large language models (LLMs) are increasingly used to augment DRL pipelines, yet the architectural relationship between the two is seldom made explicit. We build on Wang et al.'s taxonomy of Continuum Orchestration Systems employing DRL techniques and extend it with two further dimensions. The AI Augmentation Paradigm measures how LLMs are exploited, while the Feedback channel captures whether and through which system path the execution feedback returns to the LLM in order to close the MAPE control loop at the LLM Orchestration layer. We apply this taxonomy to six recent system architectures and find a common gap, as none combines full LLM orchestration with full agent-layer feedback in a Cloud Continuum setting. We relate this gap to a missing cross-tier feedback abstraction, bridging the incommensurable per-tier signals and the LLM Orchestrator.
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All authors Antonino Vaccarella, Lanpei Li, Vincenzo Lomonaco, Massimo Coppola

Distributed Computing · Cross-listed from quant-ph

Python in the front, party in the Backline: compiling quantum workloads across CPUs, GPUs, and FPGAs

Moving from quantum research and development to production-grade, fault-tolerant quantum workload execution remains one of the most significant challenges facing quantum platform builders. While Python frameworks have enabled an easy entry point for quantum algorithm design, the low-latency requirements for real-time quantum error correction (QEC) demand performance that traditional interpreted environments cannot provide. FPGAs and ASICs play a central role at these layers, but their specialized programming models make development rigid and time-consuming. CPUs, GPUs, and other accelerators introduce a different challenge: as infrastructure becomes increasingly heterogeneous, programming across different devices and their associated abstractions becomes more complex. Allowing researchers to write workloads in high-level languages that map to low-latency execution across diverse distributed target platforms will enable the development of key infrastructure for utility-scale quantum systems. For this, we introduce $\textit{Backline}$, a heterogeneous compilation and runtime framework built within PennyLane and Catalyst. Backline allows us to design and build quantum-classical workloads for high-performance and low-latency devices, with compilation directly from a Python interface through MLIR. We demonstrate the compilation and execution of several quantum workloads with low-latency data movement across a mix of CPUs, GPUs, and FPGAs, for both local and distributed remote hardware targets, all from a vendor-agnostic Python frontend. With an AMD VPK120 FPGA board as the controller, issuing each round from its hardware-handshake engine, we measured median steady-state round-trip latencies over RoCE v2 of $2.305~\mu$s to an AMD Ryzen Threadripper PRO CPU and $4.5~\mu$s to an AMD Instinct MI210 GPU across $10^6-1$ rounds per path, demonstrating microsecond-scale synchronous co-processing.
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All authors Joseph K. L. Lee, Mehrdad Malekmohammadi, Hong-Sheng Zheng, Shuli Shu, Cheick Doumbia, Kalman Szenes, Mehran Zamani Abnili, Thomas Ainsworth, Matthew Seymour, Thomas Germain, Leonhard Neuhaus, Josh Izaac, Lee J. O'Riordan

Distributed Computing · Cross-listed from math.OC

Distributed Linear Programming on GPU Clusters at Extreme Scale

Large linear programs can exceed the memory of a single compute node. Although first-order methods replace sparse factorizations with GPU-suited matrix-vector products, other solver phases can reintroduce a single-node memory limit. We present SHARDLP, a distributed GPU LP solver that keeps the matrix and primal-dual state partitioned from sharded input through solution output. On the Google PDLP benchmark, SHARDLP reaches the published criterion on nine of eleven instances, compared with eight in the published CPU PDLP study. On the largest benchmark, eight H200 GPUs solve a 1.185-billion-variable, 6.338-billion-nonzero LP in 9.9 minutes; the published CPU experiment reports 21.06 hours on different hardware. Beyond this benchmark, separately checked multi-node solves reach up to 13.604 billion variables and 40.807 billion nonzeros, while validated executions span up to 76 GPUs across 29 compute nodes. For column-partitioned solves, support-aware communication skips GPUs that store no coefficients for a row; on an LP with 2.76 billion nonzeros, it cuts modelled communication by 92.97% and improves solver time by 1.27x-1.52x
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Distributed Computing · Cross-listed from cs.MS

Ozaki 2.5: Engineering the Deconstruction Path of fp64-Emulated Dense Matrix Multiplication on FP8 Tensor Cores

FP8 Ozaki II emulates FP64 matrix multiplication by tensor-core products over a CRT residue system; converting the operands into residue planes (the deconstruction term in the Tensor-Memory Equilibrium model of the companion paper "FP8 is All You Need, Part 1") costs integer-pipe and memory resources before tensor instructions issue. This paper engineers that path; every result is a model projection pending measurement. First, a deconstruction-aware model: on the NVIDIA Rubin GPU the emulated rate reaches the arithmetic roof $P_{\rm FP8}/(3r+1)$ ($\approx 473$ TFLOPS at $r=12$) only within one thread-block cluster; larger outputs are re-split on the fly and held at a floor of $\approx 235$ TFLOPS (half the roof, a ratio of three design integers, not a fit), while real solvers' tall/skinny shapes stay near the crossover, $1.6$-$1.9\times$ over simple deconstruction today. Second, the method: convert-once residue workspaces, an exact two-limb constant-reduction GEMM on integer tensor pipes (or pure-SIMT dp4a), and conversion pipelined behind the MMAs, moving the crossover from $\approx 1211$ to $\approx 480$-$730$. Third, modulus co-design: all-byte and hybrid sets, two supply bounds and a carry-corrected E4M3 split of tail moduli. Fourth and central, the closed-form floor names its hardware escape, and the prize is Rubin's: a stream-side residue-conversion mode on the asynchronous copy path (Option C), a narrow fixed-function block sized as a bill of materials, takes plane formation off the arithmetic pipes and lifts the floor from 235 TFLOPS to the full 473-TFLOPS roof at unchanged cluster reach, about doubling HPL-class FP64 per Rubin GPU, and unbinds conversion-bound sparse kernels. The NVIDIA GB300 GPU, whose 135-TFLOPS roof sits at its own floor, gains little; floor and remedy are Rubin-scale. Application traces ground the analysis; constants are script-checked.
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