Min Ni

LG
3papers
2citations
Novelty65%
AI Score47

3 Papers

99.5IRApr 6
SilverTorch: A Unified Model-based System to Democratize Large-Scale Recommendation on GPUs

Bi Xue, Hong Wu, Lei Chen et al.

Serving deep learning based recommendation models (DLRM) at scale is challenging. Existing approaches rely on dedicated ANN indexing and filtering services on CPUs, suffering from non-negligible costs and missing co-design opportunities. Such inefficiency makes them difficult to support complex model architectures, such as learned similarities and multi-task retrieval. In this paper, we present SilverTorch, a model-based serving system that brings all components into one unified model. It unifies model serving by replacing standalone indexing and filtering services with model layers. We propose a model-based GPU Bloom index for feature filtering and a fused Int8 ANN kernel for nearest neighbor search. Through co-design of the ANN search and feature filtering, we reduce GPU memory usage and eliminate computation. Benefiting from this design, we scale up retrieval by introducing an OverArch scoring layer and a multi-task retrieval with a Value Model to aggregate scores. These advancements improve the retrieval accuracy and enable future studies for serving more complex models. Our evaluation on industry-scale datasets show that SilverTorch achieves up to 23.7\times higher throughput compared to the state-of-the-art approaches. We also demonstrate that SilverTorch solution is 13.35\times more cost-efficient than CPU-based solution while improving accuracy via serving more complex models. SilverTorch is deployed at scale, serving hundreds of models online and supporting recommendation for diverse applications.

LGJan 8
MoEBlaze: Breaking the Memory Wall for Efficient MoE Training on Modern GPUs

Jiyuan Zhang, Yining Liu, Siqi Yan et al.

The pervasive "memory wall" bottleneck is significantly amplified in modern large-scale Mixture-of-Experts (MoE) architectures. MoE's inherent architectural sparsity leads to sparse arithmetic compute and also introduces substantial activation memory overheads -- driven by large token routing buffers and the need to materialize and buffer intermediate tensors. This memory pressure limits the maximum batch size and sequence length that can fit on GPUs, and also results in excessive data movements that hinders performance and efficient model scaling. We present MoEBlaze, a memory-efficient MoE training framework that addresses these issues through a co-designed system approach: (i) an end-to-end token dispatch and MoE training method with optimized data structures to eliminate intermediate buffers and activation materializing, and (ii) co-designed kernels with smart activation checkpoint to mitigate memory footprint while simultaneously achieving better performance. We demonstrate that MoEBlaze can achieve over 4x speedups and over 50% memory savings compared to existing MoE frameworks.

82.2LGApr 27
FreeScale: Distributed Training for Sequence Recommendation Models with Minimal Scaling Cost

Chenhao Feng, Haoli Zhang, Shakhzod Ali-Zade et al.

Modern industrial Deep Learning Recommendation Models typically extract user preferences through the analysis of sequential interaction histories, subsequently generating predictions based on these derived interests. The inherent heterogeneity in data characteristics frequently result in substantial under-utilization of computational resources during large-scale training, primarily due to computational bubbles caused by severe stragglers and slow blocking communications. This paper introduces FreeScale, a solution designed to (1) mitigate the straggler problem through meticulously load balanced input samples (2) minimize the blocking communication by overlapping prioritized embedding communications with computations (3) resolve the GPU resource competition during computation and communication overlapping by communicating through SM-Free techniques. Empirical evaluation demonstrates that FreeScale achieves up to 90.3% reduction in computational bubbles when applied to real-world workloads running on 256 H100 GPUs.