Demo Data from EDBT 2026 / reviewers in the wild / expert
Penghui Qi
dblp:236/4626
· DBLP profile ↗
5ranked-venue papers
3as first author
5since 2021 · last 2025
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 5 · 3 first-author · 5 since 2021
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Computer architecture, parallel and distributed computing, and storage systems
3 papers |
Parallel and multicore computing · 51% High-performance computing · 18% Distributed systems · 17% | |
| Artificial intelligence
3 papers |
Efficient and distributed learning · 71% Reinforcement learning · 29% | |
| Human-computer interaction and pervasive computing
1 paper |
Games and playful interaction · 100% |
Topics — the 13 heaviest of 14, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Parallel and multicore computing
pipeline parallelism |
1.6 | 2 | 2025 | PipeOffload: Improving Scalability of Pipeline Parallelism with Memory Optimization · ICML 2025 Pipeline Parallelism with Controllable Memory · NeurIPS 2024 |
Distributed systems › distributed machine learning
distributed training |
1.0 | 2 | 2025 | Pipeline Parallelism with Controllable Memory · NeurIPS 2024 PipeOffload: Improving Scalability of Pipeline Parallelism with Memory Optimization · ICML 2025 |
High-performance computing › large-scale training
large language model training |
0.9 | 1 | 2025 | PipeOffload: Improving Scalability of Pipeline Parallelism with Memory Optimization · ICML 2025 |
Memory systems
memory optimization |
0.9 | 1 | 2025 | PipeOffload: Improving Scalability of Pipeline Parallelism with Memory Optimization · ICML 2025 |
Machine learning › Efficient and distributed learning
distributed training |
0.8 | 1 | 2024 | Zero Bubble (Almost) Pipeline Parallelism · ICLR 2024 |
Machine learning › Efficient and distributed learning › distributed training › model parallelism
pipeline parallelism |
0.8 | 1 | 2024 | Zero Bubble (Almost) Pipeline Parallelism · ICLR 2024 |
Machine learning › Efficient and distributed learning › distributed training › model parallelism
pipeline scheduling |
0.8 | 1 | 2024 | Zero Bubble (Almost) Pipeline Parallelism · ICLR 2024 |
Parallel and multicore computing
parallel programming models and runtimes |
0.8 | 1 | 2024 | Pipeline Parallelism with Controllable Memory · NeurIPS 2024 |
Parallel and multicore computing › task scheduling
pipeline scheduling |
0.8 | 1 | 2024 | Pipeline Parallelism with Controllable Memory · NeurIPS 2024 |
Machine learning › Reinforcement learning
deep reinforcement learning |
0.5 | 1 | 2021 | SCC: an efficient deep reinforcement learning agent mastering the game of StarCraft II · ICML 2021 |
Machine learning › Reinforcement learning
imitation learning |
0.5 | 1 | 2021 | SCC: an efficient deep reinforcement learning agent mastering the game of StarCraft II · ICML 2021 |
Machine learning › Efficient and distributed learning › distributed training › large model training
distributed training of large language models |
0.2 | 1 | 2024 | Pipeline Parallelism with Controllable Memory · NeurIPS 2024 |
High-performance computing
large-scale training |
0.2 | 1 | 2024 | Zero Bubble (Almost) Pipeline Parallelism · ICLR 2024 |
Methods — techniques the papers use, named apart from their topics
pipeline scheduling · 1.5gradient computation splitting · 1.5building block decomposition · 1.5activation memory control · 1.5reinforcement learning · 1.0imitation learning · 1.0selective offload · 0.9memory offload strategy · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | PipeOffload: Improving Scalability of Pipeline Parallelism with Memory OptimizationabstractPipeline parallelism (PP) is widely used for training large language models (LLMs), yet its scalability is often constrained by high activation memory consumption as the number of in-flight microbatches grows with the degree of PP. In this paper, we focus on addressing this challenge by leveraging the under-explored memory offload strategy in PP. With empirical study, we discover that in the majority of standard configurations, at least half, and potentially all, of the activations can be offloaded with negligible overhead. In the cases where full overload is not possible, we introduce a novel selective offload strategy that decreases peak activation memory in a better-than-linear manner. Furthermore, we integrate memory offload with other techniques to jointly consider overall throughput and memory limitation. Our experiments proves that the per-device activation memory effectively reduces with the total number of stages, making PP a stronger alternative than TP, offering up to a 19\% acceleration with even lower memory consumption. Penghui Qi, Guangxing Huang |
ICML | 2 |
| 2025 | Optimizing Anytime Reasoning via Budget Relative Policy OptimizationabstractScaling test-time compute is crucial for enhancing the reasoning capabilities of large language models (LLMs). Existing approaches typically employ reinforcement learning (RL) to maximize a verifiable reward obtained at the end of reasoning traces. However, such methods optimize only the final performance under a large and fixed token budget, which hinders efficiency in both training and deployment. In this work, we present **AnytimeReasoner**, a novel framework for optimizing reasoning performance under varying thinking budget constraints. To achieve this, we truncate the complete thinking process to fit within sampled token budgets from a prior distribution, compelling the model to summarize the optimal answer for each truncated thinking for verification. This introduces verifiable dense rewards into the reasoning process, facilitating more effective credit assignment in RL optimization. We then optimize the thinking and summary policies in a decoupled manner to maximize the cumulative reward. Additionally, we introduce a novel variance reduction technique, **Budget Relative Policy Optimization (BRPO)**, to enhance the robustness and efficiency of the learning process when reinforcing the thinking policy. Empirical results in mathematical reasoning tasks demonstrate that our method consistently outperforms GRPO across all thinking budgets under various prior distributions, enhancing both training and token efficiency. Penghui Qi, Tianyu Pang, Wee Sun Lee |
NeurIPS | 1 |
| 2024 | Zero Bubble (Almost) Pipeline ParallelismabstractPipeline parallelism is one of the key components for large-scale distributed training, yet its efficiency suffers from pipeline bubbles which were deemed inevitable. In this work, we introduce a scheduling strategy that, to our knowledge, is the first to successfully achieve zero pipeline bubbles under synchronous training semantics. The key idea behind this improvement is to split the backward computation into two parts, one that computes gradient for the input and another that computes for the parameters. Based on this idea, we handcraft novel pipeline schedules that significantly outperform the baseline methods. We further develop an algorithm that automatically finds an optimal schedule based on specific model configuration and memory limit. Additionally, to truly achieve zero bubble, we introduce a novel technique to bypass synchronizations during the optimizer step. Experimental evaluations show that our method outperforms the 1F1B schedule up to 15\% in throughput under a similar memory limit. This number can be further pushed to 30\% when the memory constraint is relaxed. We believe our results mark a major step forward in harnessing the true potential of pipeline parallelism. The source code based on Megatron-LM is publicly avaiable at \url{https://github.com/sail-sg/zero-bubble-pipeline-parallelism}. Penghui Qi, Guangxing Huang |
ICLR | 1 |
| 2024 | Pipeline Parallelism with Controllable MemoryabstractPipeline parallelism has been widely explored, but most existing schedules lack a systematic methodology. In this paper, we propose a framework to decompose pipeline schedules as repeating a building block, and show that the lifespan of the building block decides the peak activation memory of the pipeline schedule. Guided by the observations, we find that almost all existing pipeline schedules, to the best of our knowledge, are memory inefficient. To address this, we introduce a family of memory efficient building blocks with controllable activation memory, which can reduce the peak activation memory to 1/2 of 1F1B without sacrificing efficiency, and even to 1/3 with comparable throughput. We can also achieve almost zero pipeline bubbles while maintaining the same activation memory as 1F1B. Our evaluations demonstrate that in pure pipeline parallelism settings, our methods outperform 1F1B by from 7\% to 55\% in terms of throughput. When employing a grid search over hybrid parallelism hyperparameters in practical scenarios, our methods demonstrate a 16\% throughput improvement over the 1F1B baseline for large language models. The implementation is open-sourced at https://github.com/sail-sg/zero-bubble-pipeline-parallelism. Penghui Qi, Nyamdavaa Amar |
NeurIPS | 1 |
| 2021 | SCC: an efficient deep reinforcement learning agent mastering the game of StarCraft IIabstractAlphaStar, the AI that reaches GrandMaster level in StarCraft II, is a remarkable milestone demonstrating what deep reinforcement learning can achieve in complex Real-Time Strategy (RTS) games. However, the complexities of the game, algorithms and systems, and especially the tremendous amount of computation needed are big obstacles for the community to conduct further research in this direction. We propose a deep reinforcement learning agent, StarCraft Commander (SCC). With order of magnitude less computation, it demonstrates top human performance defeating GrandMaster players in test matches and top professional players in a live event. Moreover, it shows strong robustness to various human strategies and discovers novel strategies unseen from human plays. In this paper, we’ll share the key insights and optimizations on efficient imitation learning and reinforcement learning for StarCraft II full game. Junxiao Song, Penghui Qi, Zhenkun Tang, Xiongjun Pi, Jujie He, Haitao Long |
ICML | 3 |