Jeffrey A. Kusnitz

h-index42
2papers

2 Papers

DCNov 20, 2025Code
A Scalable NorthPole System with End-to-End Vertical Integration for Low-Latency and Energy-Efficient LLM Inference

Michael V. DeBole, Rathinakumar Appuswamy, Neil McGlohon et al. · ibm-research

A vertically integrated, end-to-end, research prototype system combines 288 NorthPole neural inference accelerator cards, offline training algorithms, a high-performance runtime stack, and a containerized inference pipeline to deliver a scalable and efficient cloud inference service. The system delivers 115 peta-ops at 4-bit integer precision and 3.7 PB/s of memory bandwidth across 18 2U servers, while consuming only 30 kW of power and weighing 730 kg in a 0.67 m^2 42U rack footprint. The system can run 3 simultaneous instances of the 8-billion-parameter open-source IBM Granite-3.3-8b-instruct model at 2,048 context length with 28 simultaneous users and a per-user inter-token latency of 2.8 ms. The system is scalable, modular, and reconfigurable, supporting various model sizes and context lengths, and is ideal for deploying agentic workflows for enterprise AI applications in existing data center (cloud, on-prem) environments. For example, the system can support 18 instances of a 3-billion-parameter model or a single instance of a 70-billion-parameter model.

LGSep 25, 2018
Low Precision Policy Distillation with Application to Low-Power, Real-time Sensation-Cognition-Action Loop with Neuromorphic Computing

Jeffrey L Mckinstry, Davis R. Barch, Deepika Bablani et al.

Low precision networks in the reinforcement learning (RL) setting are relatively unexplored because of the limitations of binary activations for function approximation. Here, in the discrete action ATARI domain, we demonstrate, for the first time, that low precision policy distillation from a high precision network provides a principled, practical way to train an RL agent. As an application, on 10 different ATARI games, we demonstrate real-time end-to-end game playing on low-power neuromorphic hardware by converting a sequence of game frames into discrete actions.