Runyu Lu

dblp:348/9280 · DBLP profile ↗
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8ranked-venue papers
5as first author
8since 2021 · last 2026
—ORCID · conflict

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 6 · 4 first-author · 6 since 2021Software engineering, systems software and programming languages · 2 · 1 first-author · 2 since 2021Systems, architecture and hardware · 1 · 1 first-author · 1 since 2021
YearPublicationVenuePosition
2026 TetriServe: Efficiently Serving Mixed DiT Workloads
Runyu Lu, Shiqi He, Wenxuan Tan, Shenggui Li, Jeff J. Ma, Ang Chen 0001, Mosharaf Chowdhury
ASPLOS (2)1
2025 ARAC: Adaptive Regularized Multi-Agent Soft Actor-Critic in Graph-Structured Adversarial Games
abstract
In graph-structured multi-agent reinforcement learning (MARL) adversarial tasks such as pursuit and confrontation, agents must coordinate under highly dynamic interactions, where sparse rewards hinder efficient policy learning. We propose Adaptive Regularized Multi-Agent Soft Actor-Critic (ARAC), which integrates an attention-based graph neural network (GNN) for modeling agent dependencies with an adaptive divergence regularization mechanism. The GNN enables expressive representation of spatial relations and state features in graph environments. Divergence regularization can serve as policy guidance to alleviate the sparse reward problem, but it may lead to suboptimal convergence when the reference policy itself is imperfect. The adaptive divergence regularization mechanism enables the framework to exploit reference policies for efficient exploration in the early stages, while gradually reducing reliance on them as training progresses to avoid inheriting their limitations. Experiments in pursuit and confrontation scenarios demonstrate that ARAC achieves faster convergence, higher final success rates, and stronger scalability across varying numbers of agents compared with MARL baselines, highlighting its effectiveness in complex graph-structured environments.
Ruochuan Shi, Runyu Lu, Yuanheng Zhu, Dongbin Zhao
DAI2
2025 Divergence-Regularized Discounted Aggregation: Equilibrium Finding in Multiplayer Partially Observable Stochastic Games
abstract
This paper presents Divergence-Regularized Discounted Aggregation (DRDA), a multi-round learning system for solving partially observable stochastic games (POSGs). DRDA is based on action values and applicable to multiplayer POSGs, which can unify normal-form games (NFGs), extensive-form games (EFGs) with perfect recall, and Markov games (MGs). In each single round, DRDA can be viewed as a discounted variant of Follow the Regularized Leader (FTRL) under a general value function for POSGs. While previous studies on discounted FTRL have demonstrated its last-iterate convergence towards quantal response equilibrium (QRE) in NFGs, this paper extends the theoretical results to POSGs under divergence regularization and generalizes the QRE concept of Nash distribution. The linear last-iterate convergence of single-round DRDA to its rest point is proved under the assumption on the hypomonotonicity of the game. When the rest point is unique, it induces the unique Nash distribution defined in the POSG, which has a bounded deviation from Nash equilibrium (NE). Under multiple learning rounds, DRDA keeps replacing the base policy for divergence regularization with the policy at the rest point in the previous round. It is further proved that the limit point of multi-round DRDA must be an exact NE (rather than a QRE). In experiments, discrete-time DRDA can converge to NE at a near-exponential rate in (multiplayer) NFGs and outperform the existing baselines for EFGs, MGs, and typical POSGs.
Runyu Lu, Yuanheng Zhu, Dongbin Zhao
ICLR1
2025 Constrained Exploitability Descent: An Offline Reinforcement Learning Method for Finding Mixed-Strategy Nash Equilibrium
abstract
This paper proposes Constrained Exploitability Descent (CED), a model-free offline reinforcement learning (RL) algorithm for solving adversarial Markov games (MGs). CED combines the game-theoretical approach of Exploitability Descent (ED) with policy constraint methods from offline RL. While policy constraints can perturb the optimal pure-strategy solutions in single-agent scenarios, we find the side effect less detrimental in adversarial games, where the optimal policy can be a mixed-strategy Nash equilibrium. We theoretically prove that, under the uniform coverage assumption on the dataset, CED converges to a stationary point in deterministic two-player zero-sum Markov games. We further prove that the min-player policy at the stationary point follows the property of mixed-strategy Nash equilibrium in MGs. Compared to the model-based ED method that optimizes the max-player policy, our CED method no longer relies on a generalized gradient. Experiments in matrix games, a tree-form game, and an infinite-horizon soccer game verify that CED can find an equilibrium policy for the min-player as long as the offline dataset guarantees uniform coverage. Besides, CED achieves a significantly lower NashConv compared to an existing pessimism-based method and can gradually improve the behavior policy even under non-uniform data coverages. When combined with neural networks, CED also outperforms behavior cloning and offline self-play in a large-scale two-team robotic combat game.
Runyu Lu, Yuanheng Zhu, Dongbin Zhao
ICML1
2025 Equilibrium Policy Generalization: A Reinforcement Learning Framework for Cross-Graph Zero-Shot Generalization in Pursuit-Evasion Games
abstract
Equilibrium learning in adversarial games is an important topic widely examined in the fields of game theory and reinforcement learning (RL). Pursuit-evasion game (PEG), as an important class of real-world games from the fields of robotics and security, requires exponential time to be accurately solved. When the underlying graph structure varies, even the state-of-the-art RL methods require recomputation or at least fine-tuning, which can be time-consuming and impair real-time applicability. This paper proposes an Equilibrium Policy Generalization (EPG) framework to effectively learn a generalized policy with robust cross-graph zero-shot performance. In the context of PEGs, our framework is generally applicable to both pursuer and evader sides in both no-exit and multi-exit scenarios. These two generalizability properties, to our knowledge, are the first to appear in this domain. The core idea of the EPG framework is to train an RL policy across different graph structures against the equilibrium policy for each single graph. To construct an equilibrium oracle for single-graph policies, we present a dynamic programming (DP) algorithm that provably generates pure-strategy Nash equilibrium with near-optimal time complexity. To guarantee scalability with respect to pursuer number, we further extend DP and RL by designing a grouping mechanism and a sequence model for joint policy decomposition, respectively. Experimental results show that, using equilibrium guidance and a distance feature proposed for cross-graph PEG training, the EPG framework guarantees desirable zero-shot performance in various unseen real-world graphs. Besides, when trained under an equilibrium heuristic proposed for the graphs with exits, our generalized pursuer policy can even match the performance of the fine-tuned policies from the state-of-the-art PEG methods.
Runyu Lu, Peng Zhang 0127, Ruochuan Shi, Yuanheng Zhu, Dongbin Zhao, Yang Liu 0066, Dong Wang 0004, Cesare Alippi
NeurIPS1
2025 Last-Iterate Convergence to Approximate Nash Equilibria in Multiplayer Imperfect Information Games
abstract
Imperfect information and multiple players are the two common features of real-world games. However, few of the existing game-theoretic methods are applicable to multiplayer imperfect information games (IIGs) when it comes to finding Nash equilibria. Moreover, the commonly used methods that rely on average-iterate convergence are not conducive to deep reinforcement learning (DRL), which is widely applied to large-scale problems, as it is costly to preserve average policies under function approximation. To deal with these problems, we construct a continuous-time dynamic named imperfect-information exponential-decay score-based learning (IESL) by considering the concept of Nash distribution [a type of quantal response equilibrium (QRE)] in IIGs. Theoretically, we prove the last-iterate convergence of IESL to approximate Nash equilibria in multiplayer IIGs under the assumption of individual concavity. Empirically, we verify that IESL converges in six poker scenarios, with the ultimate NashConv lower than that of the comparative methods (including counterfactual regret minimization (CFR), replicator dynamics (RDs), and their variants) in multiplayer Leduc hold'em. When compared with the existing equilibrium-finding algorithms in multiplayer normal-form games (NFGs), IESL also demonstrates a more stable performance. In addition, we observe a trade-off between the difficulty of IESL's last-iterate convergence and the NashConv of the convergent policies, which aligns with our convergence analysis based on the hypomonotonicity of the game.
Runyu Lu, Yuanheng Zhu, Dongbin Zhao, Yu Liu 0005, You He 0002
IEEE Trans. Neural Networks Learn. Syst.1
2024 MuxServe: Flexible Spatial-Temporal Multiplexing for Multiple LLM Serving
abstract
Large language models (LLMs) have demonstrated remarkable performance, and organizations are racing to serve LLMs of varying sizes as endpoints for use-cases like chat, programming and search. However, efficiently serving multiple LLMs poses significant challenges for existing approaches due to varying popularity of LLMs. In the paper, we present MuxServe, a flexible spatial-temporal multiplexing system for efficient multiple LLM serving. The key insight behind is to colocate LLMs considering their popularity to multiplex memory resources, and leverage the characteristics of prefill and decoding phases to separate and flexibly colocate them to multiplex computation resources. MuxServe formally formulates the multiplexing problem, and proposes a novel placement algorithm and adaptive batch scheduling strategy to identify optimal colocations and maximize utilization. MuxServe designs a unified resource manager to enable flexible and efficient multiplexing. Evaluation results show that MuxServe can achieves up to $1.8\times$ higher throughput or processes $2.9\times$ more requests within $99\%$ SLO attainment. The code is available at: https://github.com/hao-ai-lab/MuxServe.
Jiangfei Duan, Runyu Lu, Haojie Duanmu, Xingcheng Zhang, Dahua Lin, Ion Stoica, Hao Zhang 0025
ICML2
2024 WhiteFox: White-Box Compiler Fuzzing Empowered by Large Language Models
abstract
Compiler correctness is crucial, as miscompilation can falsify program behaviors, leading to serious consequences over the software supply chain. In the literature, fuzzing has been extensively studied to uncover compiler defects. However, compiler fuzzing remains challenging: Existing arts focus on black- and grey-box fuzzing, which generates test programs without sufficient understanding of internal compiler behaviors. As such, they often fail to construct test programs to exercise intricate optimizations. Meanwhile, traditional white-box techniques, such as symbolic execution, are computationally inapplicable to the giant codebase of compiler systems. Recent advances demonstrate that Large Language Models (LLMs) excel in code generation/understanding tasks and even have achieved state-of-the-art performance in black-box fuzzing. Nonetheless, guiding LLMs with compiler source-code information remains a missing piece of research in compiler testing. To this end, we propose W hite F ox , the first white-box compiler fuzzer using LLMs with source-code information to test compiler optimization, with a spotlight on detecting deep logic bugs in the emerging deep learning (DL) compilers. W hite F ox adopts a multi-agent framework: (i) an LLM-based analysis agent examines the low-level optimization source code and produces requirements on the high-level test programs that can trigger the optimization; (ii) an LLM-based generation agent produces test programs based on the summarized requirements. Additionally, optimization-triggering tests are also used as feedback to further enhance the test generation prompt on the fly. Our evaluation on the three most popular DL compilers ( i.e ., PyTorch Inductor, TensorFlow-XLA, and TensorFlow Lite) shows that W hite F ox can generate high-quality test programs to exercise deep optimizations requiring intricate conditions, practicing up to 8 times more optimizations than state-of-the-art fuzzers. To date, W hite F ox has found in total 101 bugs for the compilers under test, with 92 confirmed as previously unknown and 70 already fixed. Notably, W hite F ox has been recently acknowledged by the PyTorch team, and is in the process of being incorporated into its development workflow. Finally, beyond DL compilers, W hite F ox can also be adapted for compilers in different domains, such as LLVM, where WHiteFox has already found multiple bugs.
Chenyuan Yang, Yinlin Deng, Runyu Lu, Jiawei Liu 0004, Reyhaneh Jabbarvand Behrouz, Lingming Zhang 0001
Proc. ACM Program. Lang.3