Context parallelism (CP) partitions long sequences across GPUs for LLM training and inference. For variable-length training and full prefill, attention-balanced placement can leave token loads uneven, while ring execution repeats overhead at each computation and communication step. In stage-serialized decode CP (DCP), long-running tasks delay dependent work and leave substantial GPU hardware idle. We propose LiquidCP, which unifies training and inference through a common model of Transfer, Compute, and Reduction tasks with tile-level dependencies, decoupling attention tasks from communication and kernel boundaries. For training and full prefill, MegaRing incorporates BuddyRing placement to balance attention and token loads, and coalesces ready KV regions during forward attention to amortize overhead. For decoding and mixed batches, MegaDCP selects history-KV splits by jointly modeling the completion of attention and its dependent reductions. A shared persistent GPU-resident engine executes both designs. Compared with the fastest baseline per configuration on eight H100 GPUs, MegaRing achieves geometric-mean core-attention speedups of $1.23\times$ forward and $1.18\times$ backward, and accelerates a Transformer layer by $1.08$--$1.16\times$. MegaDCP achieves geometric-mean core-attention speedups of $1.20\times$ for decode-only and $1.35\times$ for mixed batches. In vLLM serving with KV prefix cache, it achieves an average time-to-first-token speedup of $1.22\times$.
Agentic applications consume LLM inferences as complete outputs: a code patch or database query is useful only after its last token arrives. Their performance is thus measured by end-to-end deadline satisfaction and goodput, the number of inferences completed within their deadlines. In heterogeneous GPU pools, existing greedy routers favor the fastest or least-loaded instance, often wasting powerful GPUs on requests that could meet their deadlines on weaker ones. Maximizing goodput instead requires globally coordinated routing, informed by uncertain output lengths and dynamic instance performance. We present GoodServe, a goodput-oriented routing system that addresses these challenges through a predict-and-rectify design. A task-gated mixture-of-experts predictor estimates request output lengths, while an EMA-smoothed black-box estimator tracks queuing delays and per-token speeds, accounting for prefix-cache reuse. A just-enough policy routes each request to the weakest instance capable of meeting its deadline and rejects requests that cannot finish on time. Periodic risk checks trigger migration of endangered requests using token IDs, at 7-15 times lower cost than KV-cache transfer. On a four-GPU heterogeneous testbed with three agentic benchmarks, GoodServe achieves the highest goodput across all evaluated SLO levels, improving over the best existing router by up to 31.0%. Its routing overhead remains 5 ms per request at 10,000 requests per second across 512 simulated instances.
Wizard: Manipulate Any World in Real Time via Agentic Control
Yuzhe Wu, Zijun Lin, Yeying Jin
AI 速览:Wizard 是一个智能体游戏世界模型,通过结构化代理表示和自适应掩码,实现对角色动作的实时精确控制,并零样本泛化到新场景、角色和动作。
Recent advances in video world models have enabled the generation of increasingly realistic and interactive virtual environments, opening new possibilities for player-customizable gameplay. Agentic frameworks further advance this direction by decoupling explicit game logic and controllable world representations from visual generation. However, existing approaches support only simple game settings and predefined motion patterns, generalize poorly to unseen environments and characters, and offer limited real-time interactivity. In this paper, we introduce Wizard, an agentic game world model that enables real-time, precise control over character motions while generalizing zero-shot across novel scenes, characters, and actions. To achieve this, we construct a diverse dataset spanning 750 scenes and 178 characters, incorporating skeleton and geometry information as structured representations. We leverage these representations as intermediate proxies to condition a video generation model, together with an adaptive masking mechanism that improves alignment between the conditioning signals and generated video rollouts. Furthermore, we introduce an agentic framework that explicitly maintains and updates game states, allowing players to freely configure their virtual worlds and exercise fine-grained control over character motions while preserving visual quality and gameplay consistency. By combining agentic control with structured proxy-based generation, our framework unlocks new possibilities for player-driven game creation with real-time, generalizable, and mechanically consistent world simulation.
Zijun Liu, Zhennan Wan, Peng Li Tsinghua University, Ming Yan Alibaba Group, Fei Huang Alibaba Group US, Yang Liu
With the rapid advancement of post-training techniques for reasoning and information seeking, large language models (LLMs) can incorporate a large quantity of retrieved knowledge to solve complex tasks. However, the limited context window of LLMs obstructs scaling the amount of external knowledge input, prohibiting further improvement. Existing context window extension methods inevitably cause information loss. LLM-based multi-agent methods emerge as a new paradigm to handle massive input in a distributional manner, where we identify two core bottlenecks in existing agent orchestration designs. In this work, we develop a multi-agent framework, ExtAgents, to overcome the bottlenecks and enable better scalability in inference-time knowledge integration without longer-context training. Benchmarked with our enhanced multi-hop question answering test, \boldsymbol\inftyBench+, and other public test sets including long survey generation, ExtAgents significantly enhances the performance over existing non-training methods with the same amount of external knowledge input, regardless of whether it falls within or exceeds the context window. Moreover, the method maintains efficiency due to high parallelism. We believe further study in the coordination of LLM agents on increasing external knowledge input could benefit real-world applications.
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cs.CL · cs.MA
Proceedings of the 64th Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers) · 2026 · 正式发表