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After a quick look this is can be seen as a low level GPU/TPU optimization problem where you have to consider the throughput and depth of different arithmetic pipelines. If you want to hire people who understand how to do that you unfortunately have to give them such a convoluted task and emulate the relevant parts of HW. (In reality this is probably more like TPU since it has scalar pipelines, but the optimization methods are not that different)

The task is to parallelize tree traversal, which is embarrassingly unparallel so it's tricky.



This also shows that a performance engineer's job, even at Anthropic, is to be a glorified human compiler, who is often easily beaten by LLMs.


> who is often easily beaten by LLMs

Is that really the case? My experience is fairly limited, but I've found that the LLM's willingness to fill in plausible sounding (but not necessarily at all accurate) numbers where it needs them to be a significant hindrance when asking it to think about performance.


I think the job is to be one of the few that's better than LLMs.


And how would one do that these days if they didn't spend their career doing this pre-LLM? Just expect to study and perform such projects as a hobby for a few years on the side? These are specialized problems that you only really do for a few select companies.


I mean yeah... You kind of have to learn this stuff (performance engineering) by yourself (a strong education background helps a lot of course). There are transferable parts of it and there are platform-specific parts where you need to be somewhat familiar with GPUs.


Seeks like another catch 22 when companies still care about 3-5 years of experience in industry, even if you work on some hobby projects. I'm not in this sector but I had similar struggles getting noticed in another specific domain despite studying it for a while.




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