Disaggregated LLM serving runs prefill and decode on separate GPU pools to keep the two phases from interfering. In practice, this creates a new asymmetry: under bursty, heavy-tailed workloads prefill nodes saturate while decode nodes have compute underutilized, and on a production-style A100 cluster with 2 prefill and 2 decode nodes (2P2D), we find that prefill execution accounts for only 2-23% of P95 Time-to-First-Token (TTFT). Queuing and inter-node GPU-GPU KV-cache transfer account for the rest. We present a proactive prefill-deflecting scheduler that lets decode nodes serve prefill phase of requests as chunked-prefill steps interleaved with their in-flight decode batches. For each queued request, we estimate the TTFT it would see on the prefill node, and on every decode node, search for the largest chunk schedule that keeps in-flight decodes within their Time-Between-Tokens (TBT) SLO and deflect when the decode path helps tail latency. Because the prefill phase of deflected requests runs in place on the decode node, the inter-node KV transfer is eliminated. Implemented on vLLM and evaluated on production-style traces with DeepSeek-V2-Lite, our approach reduces P95 TTFT by upto 81% and raises SLO attainment by upto 79% over state-of-the-art disaggregated schedulers, at sub-millisecond per-request routing cost.
Disaggregated inference architectures physically separate prefill and decode phases onto distinct GPU pools, creating competing "agents" that share a fixed hardware budget. We provide, to our knowledge, the first formal game-theoretic analysis of this architecture, using NVIDIA Dynamo as a concrete case study. We model disaggregated serving as three coupled games: a two-player resource game between prefill and decode pools, a selfish caching game over the hierarchical KV cache, and a congestion game with positive externalities for request routing. We empirically validate the latter two; the P/D resource game is treated analytically (Section 9.2). We characterize how GPU saturation induces regime transitions that shift the game's payoff structure: below saturation, selfish behavior has bounded Price of Anarchy (PoA); at saturation, superlinear latency and cache externalities drive our empirical estimator PoA-hat (defined in Section 6.4) upward. Based on this analysis, we design an adaptive controller that detects saturation transitions in real time and adjusts routing parameters accordingly, shifting from cache-affinity exploitation to load-balanced congestion avoidance. We instantiate our framework on a 3-node NVIDIA B200 cluster running Dynamo with two models, Nemotron-4-340B (TP=8, full-node workers with cross-InfiniBand KV transfers) and Llama-3.1-70B (TP=4), and find the same three-regime PoA-hat structure with the same first post-knee grid point (C=128) on both models. Adaptive routing shifts each model to a better operating point. Our strongest result is on the 70B 1P/5D topology, where PoA-hat drops 3.1x (66.4 to 21.5) in the saturated phase at a 13% throughput cost. On the 70B 1P/2D, PoA-hat drops 2.2x and TTFT P99 drops 7.6x (see Section 8.5).
Yicheng Feng, Xin Tan, Yangtao Deng +3cs.DC cs.AI cs.LG
Modern LLM serving is no longer homogeneous or monolithic. Production systems now combine disaggregated execution, complex parallelism, runtime optimizations, and stateful workloads such as reasoning, agents, and RL rollouts. Simulation is attractive for exploring this growing design space, yet existing simulators lack the architectural completeness and decision-grade fidelity it demands. Their monolithic-replica abstractions are ill-suited to disaggregated serving, while average-case analytical proxies can distort SLA predictions and even reverse optimization conclusions. We present Frontier, a discrete-event simulator for modern LLM inference serving. Frontier features a disaggregated abstraction. It captures the structure and dynamics of modern serving systems by modeling co-location, Prefill-Decode Disaggregation (PDD), and Attention-FFN Disaggregation (AFD) with role-specific cluster workers, incorporating key runtime optimizations (e.g., CUDA Graphs, speculative decoding) within the scheduler-batch-engine loop, and supporting stateful requests for emerging workloads. It further provides accurate and generalizable predictions of computation, communication, and memory costs across diverse serving scenarios with complex workload compositions. On 16-H800 GPU testbed, Frontier achieves an average throughput error below 4%. Compared with state-of-the-art simulators, it reduces end-to-end latency error from 44.9% to 6.4% under co-location and from 51.7% to 2.6% under disaggregation. It scales to over 1K GPUs on commodity CPUs and enables new use cases such as SLA-dependent Pareto frontier exploration, heterogeneous disaggregated allocation, agentic reasoning scheduling validation, and RL post-training reconfiguration.