43.8LGMar 13
Cost-Efficient Multimodal LLM Inference via Cross-Tier GPU HeterogeneityDonglin Yu
Multimodal large language model (MLLM) inference splits into two phases with opposing hardware demands: vision encoding is compute-bound, while language generation is memory-bandwidth-bound. We show that under standard transformer KV caching, the modality boundary (between vision encoder and language model) minimizes cross-device transfer among all partition points that preserve standard stage-based execution. Partitioning here reduces transfer complexity from $O(L * s_ctx)$ bytes (GB-scale KV caches under stage-level disaggregation) to $O(N_v * d)$ bytes (MB-scale embeddings), an O(L) reduction where L is the transformer depth. The result holds across attention mechanisms (MHA/GQA), dynamic vision resolutions, and model scales, and the advantage grows as models deepen. A direct implication is that existing stage-level disaggregation systems are constrained to high-bandwidth interconnects (e.g., NVLink), whereas modality-level disaggregation enables cross-tier heterogeneous serving over commodity PCIe. A closed-form cost model shows that heterogeneous deployment is cost-optimal under phase-separable workloads (predicts 31.4% savings; observed 40.6%). We build HeteroServe, a phase-aware runtime with modality-level partitioning and cross-tier scheduling, and evaluate it on LLaVA-1.5-7B and Qwen2.5-VL against vLLM v0.3.0. On identical 4xA100 hardware, engine optimizations raise throughput by up to 54%. Under a fixed budget, a heterogeneous cluster (\$38k) improves Tokens/\$ by 37% over a homogeneous baseline (\$64k) without degrading latency.
AIOct 21, 2025
StarBench: A Turn-Based RPG Benchmark for Agentic Multimodal Decision-Making and Information SeekingHaoran Zhang, Chenhao Zhu, Sicong Guo et al.
Human players do more than press buttons: they ground what they see on screen into precise keyboard-mouse actions and, when stuck, they seek information before trying again. We ask whether current vision-language models (VLMs) can do the same. Despite encouraging results under simplified control or tool scaffolds, human-like play in a real client - mapping raw screenshots to temporally coherent low-level actions while deciding when to ask for guidance - remains an open challenge. We introduce StarBench, a turn-based RPG benchmark derived from Honkai: Star Rail that targets these two human-like competencies: multimodal decision-making from pixels to actions and agentic information seeking. StarBench standardizes evaluation across eight combat tasks and two regimes with shared tasks and metrics: (i) direct control, where agents receive only screenshots and must emit low-level primitives (click and keypress) with no semantic hints; and (ii) tool-assisted control, where higher-level intents can be mapped to primitives by detectors and OCR outputs provide optional textualized observations to ease UI grounding. To mirror human practice, StarBench also includes an ask-or-act diagnostic that measures whether and when agents choose to request brief guidance before proceeding, and how that choice affects subsequent performance. We report reference baselines for contemporary VLMs and a human reference. Results expose sizable gaps in perception-to-control fidelity in the direct regime, while showing that judicious information seeking correlates with improved success, establishing StarBench as a reproducible yardstick for agentic information seeking and multimodal decision-making in real-client play.