Progress in deep learning is, at scale, more a matter of systems engineering than of modelling: the behaviour of a model in training (its throughput, its memory footprint, and the numerical fidelity of the result) is determined less by the architecture itself than by how that architecture is expressed on the hardware. To achieve absolute control over this hardware expression while abstracting away systems complexity to make modelling seamless and eliminating the need for repetitive orchestration logic, BluTrain was architected from first principles as a robust, lightweight, and architecture-general training framework in standard C++ and the core CUDA programming model. Every layer is implemented natively: a typed tensor module with reverse-mode autograd, a linear-algebra library, a caching allocator, a multi-mode distributed-execution module, and an MLIR-based deep-learning compiler. In formal evaluations training a 124M-parameter GPT-2 baseline in FP32 on an 8-GPU 6000 Ada system, BluTrain outperforms industry-standard baselines in both throughput (sustaining an average of 407K tokens/s versus PyTorch's 395K tokens/s) and memory efficiency (achieving up to a 22% footprint reduction), while strictly preserving numerical fidelity and converging to a marginally lower final validation loss. With every layer explicitly open to native tuning, the performance ceiling is the framework's own to raise.
Mixture-of-Experts (MoE) has become the dominant architecture for frontier language models. To meet this demand, production frameworks have built optimized MoE training stacks over years of engineering effort. Yet evolving these stacks for new architectures and system optimizations remains expensive. With the rise of AI coding agents, they could automate parts of training-framework development and accelerate this evolution. But applying them to these existing frameworks carries hidden costs, invisible to today's throughput-only evaluations. We name this missing dimension agent-task efficiency (ATE): the cost of using coding agents to understand, operate, and extend a framework. Grounded in four agent-native design principles, we build PithTrain, a compact, agent-native MoE training framework. We further introduce ATE-Bench, covering real-world training-framework tasks. Our evaluation shows PithTrain matches the throughput of production frameworks, and on ATE-Bench, PithTrain enables higher agent-task efficiency, with up to 62% fewer Agent Turns and 64% less Active GPU Time.
Training large language models on limited hardware is increasingly a scheduling problem across GPU compute, host memory, PCIe transfer, and storage bandwidth. Existing offloading systems reduce GPU residency, and MegaTrain shows that a CPU-master layer-streaming executor can train large models on a single GPU, but fixed checkpointing and placement heuristics still leave communication exposed on the critical path. We propose LazyTrain, an optimization layer over a layer-streaming executor. LazyTrain formulates checkpoint selection, activation placement, recomputation, and CPU-GPU-NVMe communication overlap as a mixed-integer scheduling problem, then executes the solved policy during training. It further couples 8-bit optimizer states with fast gradient clipping as a single Hybrid 8-bit operator: state compression reduces optimizer-state memory, while fast clipping counteracts the additional CPU-side update overhead. Across H800 experiments from Qwen2.5-3B to Qwen3.6-27B, LazyTrain improves sustained TFLOPS over matched baselines runs by approximately 1.24×; RTX 3090 experiments likewise increase the maximum feasible batch size by one at each model scale. In the primary Qwen3.6-27B H800 MetaMathQA run, LazyTrain reaches 219.95 TFLOPS and 1361 tokens/s at batch size 72, peaks at 68.84,GB of GPU memory, and obtains 95.42% exact-match accuracy on the full evaluation split. The source code is available at https://github.com/DataArcTech/LazyTrain.
A main promise of looped language models (LMs) is depth-adaptive inference. By iterating a block of shared layers a variable number of times, the model can use less compute for "easy" tokens and more for "hard" ones. However, this adaptivity breaks standard batching: tokens in the same batch now require a different number of loops, so there is no unified forward pass, making efficient inference difficult. Standard inference frameworks like vLLM schedule on the token level and cannot handle this because tokens need to be removed from the batch within the forward pass. Loop-level scheduling has been proposed as a solution, but never implemented end to end. The key challenge is that looped architectures also contain non-looped boundary stages (e.g., token embedding and LM head) that must be scheduled at different frequencies than the loop. We introduce continuous depth batching (CDB), which schedules at the granularity of individual loop iterations. CDB handles boundary stages and loop steps in separate priority queues, makes exit decisions one step ahead, and overlaps all scheduling work with GPU computation. On Ouro 1.4B and Huginn 3.5B, CDB can realize up to 99% of the theoretical maximum speed-up from adaptive-depth, translating to 1.5-1.9× higher offline throughput and 45-90% lower normalized latency under dynamic serving load.
Kristian Schwethelm, Daniel Rueckert, Georgios Kaissis