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版本更新 · v2arXiv:2608.03036

Understanding Efficient LLM Serving: An Empirical Study of Frameworks, Optimizations Algorithms, and Real-World Adoption

Forough Majidi, Mohammad Mehdi Morovati, Foutse Khomh, Heng Li

原文摘要

Large Language Models (LLMs) are integrated into software systems and AI services, making efficient LLM serving a concern for software engineering. Serving LLMs is challenging because inference requires computation, memory, GPU resources, and execution while maintaining latency and throughput. Although prior research has proposed LLM inference, optimization, and serving techniques and frameworks, little is known about how they are adopted in practice. In this study, we investigate the use of LLM serving frameworks and serving methods in open-source software systems. We identify and analyze five LLM-specific frameworks: vLLM, SGLang, TensorRT-LLM, LMDeploy, and FlashInfer. We examine how these frameworks and techniques are adopted individually and in combination, how adoption varies across categories of LLMs, and how repositories differ in intent, focus, use case, and architectural design. Our results show that vLLM is the most visible framework in popularity and adoption, while parallel computation, memory management, and network pruning are the most frequently used serving-method categories. Multi-framework usage is limited, suggesting that developers rely on a single serving framework; however, combined frameworks connect complementary capabilities across the serving stack. Framework adoption varies across model families, modalities, model sizes, domain specializations, and deployment settings. Repository-level analysis shows that LLM serving frameworks support applications and architectures, including Reinforcement Learning (RL)-based reasoning, multimodal generation and understanding, microservices, and cloud infrastructure. Overall, this study provides a large-scale empirical characterization of LLM serving framework adoption in practice and offers insights for researchers, framework maintainers, and practitioners working on LLM systems.

cs.SE · cs.AI · cs.LG

新论文 · v1arXiv:2611.08990

Action-Centered Causal Bandits for Budget-Constrained Promotion Targeting

Yifan Lin, Kaixu Yang, Di Mo

原文摘要

Web platforms select among costly interventions for each user to maximize incremental outcomes under a global budget. We formulate this problem as a budget-constrained contextual bandit with heterogeneous treatment effects. Although an action-independent outcome baseline cancels from treatment comparisons, modeling a nonlinear baseline can increase statistical complexity. We propose DR-CATE-CBwK, an action-centered causal bandit that directly learns treatment contrasts. Its online update remains valid under baseline-model misspecification without inverse-propensity weighting. It combines an offline doubly robust learner to warm-start treatment-effect estimates, an online action-centered estimator for sequential contrast learning, and a primal-dual controller with an affordable-action rule to enforce the effective-cost budget pathwise. For linear conditional average treatment effects (CATEs) in a stationary i.i.d. setting, we prove a high-probability (\widetilde{O}(Kd\sqrt{T})) regret bound, where K is the number of priced actions, d the context dimension, and T the horizon. We benchmark against the fluid linear program (LP) under the coverage-guaranteed action rule. We further show that the action-centered estimating moment remains unbiased under any predictable baseline estimate, whereas a specified separate-arm reward regression can exhibit asymptotic contrast bias under action-dependent logging and shared-baseline misspecification. On a semi-synthetic job-marketplace benchmark with real logged features and simulated outcomes, our practical Thompson-restricted variant achieves the lowest regret among evaluated budget-feasible methods in the operating regime. It reduces regret by approximately 20% versus the strongest reward-based baseline, outperforming raw-reward contextual bandits, BwK baselines, and a static offline policy, while never exceeding the effective-cost budget.

cs.LG

版本更新 · v2arXiv:2611.01047

How Close to the Theme? Similarity-Label Conditioning for Game Music Generation

Shangxuan Luo, Zixun Guo, Jinjie Shi, Joshua Reiss

原文摘要

Composers develop music from an original idea, controlling how similar each new section is to it, from near repetition to new material. Game music needs this often, as its material repeats over long play. Music models, however, rarely learn to control similarity from real pieces. We further train a pretrained MIDI model on section pairs from Super Mario pieces. A label states each pair's similarity, and a context vector summarises the given section, or context. For 157 test contexts, the model generates six outputs per label. Twelve measures score the outputs; one main measure each covers melody, pitch content, rhythm and note length. On average, outputs requested as similar are more similar to their context than those requested as dissimilar, and not to other pieces. All twelve measures favour them; each main measure stays significant after correction for multiple tests. On melody, the gap comes mainly from more frequent restatement of the context's melody. Against an otherwise identical model without a label, only the request for high similarity makes outputs more similar. In a listening test, ratings followed melodic overlap with the context most closely of all measures.

cs.SD · cs.LG · eess.AS