The Price of Anarchy in Disaggregated Inference
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Abstract (arXiv)
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).
Key facts. Cited by 1 paper in the map (data through 14 Oct 2026). Builds on 17 of its 40 references that are in the map. First posted on arXiv 11 Jun 2026.
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References · 17
- 2024The Llama 3 Herd of Modelscited by 14,715
- 2023Efficient Memory Management for Large Language Model Serving with PagedAttentioncited by 5,944
- 2023SGLang: Efficient Execution of Structured Language Model Programscited by 1,141
- 2024DistServe: Disaggregating Prefill and Decoding for Goodput-optimized Large Language Model Servingcited by 617
- 2023FlexGen: High-Throughput Generative Inference of Large Language Models with a Single GPUcited by 575
- 2023Splitwise: Efficient generative LLM inference using phase splittingcited by 558
- 2024Vidur: A Large-Scale Simulation Framework For LLM Inferencecited by 117
- 2019Themis: Fair and Efficient GPU Cluster Schedulingcited by 43
- 2025Prefill-Decode Aggregation or Disaggregation? Unifying Both for Goodput-Optimized LLM Servingcited by 23
- 2022Shockwave: Fair and Efficient Cluster Scheduling for Dynamic Adaptation in Machine Learningcited by 12
- 2025Serving Long-Context LLMs at the Mobile Edge: Test-Time Reinforcement Learning-based Model Caching and Inference Offloadingcited by 10
- 2026AIConfigurator: Lightning-Fast Configuration Optimization for Multi-Framework LLM Servingcited by 9
5 more
- 2025KV Pareto: Systems-Level Optimization of KV Cache and Model Compression for Long Context Inferencecited by 4
- 2021Incentives in Dominant Resource Fair Allocation under Dynamic Demandscited by 2
- 2020Approximation and Convergence of Large Atomic Congestion Gamescited by 1
- 2020Selfish Caching Games on Directed Graphscited by 1
- 2025A Game-Theoretic Framework for Distributed Load Balancing: Static and Dynamic Game Modelscited by 1
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