🤖 AI Summary
This work addresses the challenge of GPU cluster sizing for large language model inference, where closed-form solutions are lacking. It presents the first end-to-end capacity planning tool that integrates M/G/c queueing theory, discrete-event simulation, and a physics-informed GPU performance model covering A10G, A100, and H100 architectures. The approach jointly models request queues, routing policies, and multi-pool configurations—including monolithic, dual-pool, and decoupled designs—enabling accurate resource optimization for heavy-tailed workloads without physical hardware. It satisfies P99 time-to-first-token (TTFT) service-level objectives while minimizing cost. Evaluated across seven real-world and synthetic workload scenarios, the method precisely identifies optimal GPU types, pool-splitting thresholds, and system bottlenecks, substantially outperforming conventional simplified analytical approaches.
📝 Abstract
Sizing a GPU fleet for LLM inference is harder than it looks. The obvious questions -- how many GPUs, which type, where to split a two-pool fleet -- have no closed-form answers. They depend on the full token-length distribution, the routing policy, and queueing dynamics that turn ugly under heavy-tailed workloads. Existing tools optimize per-engine configuration for a fixed GPU count; none of them address the upstream question of how many GPUs to buy and how to arrange them.
inference-fleet-sim fills that gap. It combines analytical M/G/c queueing with discrete-event simulation (DES) to find the minimum-cost fleet configuration that empirically meets a P99 TTFT SLO. It includes a physics-informed GPU performance model covering A10G, A100, and H100 across monolithic, two-pool-routed, and disaggregated topologies, all without requiring access to real hardware. We run the tool on seven fleet-planning scenarios drawn from two public workload traces (LMSYS, Azure) and one synthetic agent-heavy trace. Each one surfaces a result that simple analysis gets wrong -- the right split threshold, the cheapest GPU type, whether an apparently idle fleet is actually broken -- and shows why joint simulation of queueing, routing, and hardware is necessary to find it.