Recent submissions

Comment · 9 days ago
In the man walking through the dressing room scene, the camera starts behind the man. And you can see that the left half of his body is wearing a grey suit... but the right half is wearing a grey dress. :O
Comment · 5 months ago
Comment · 1 year ago
TBH, the 2x-4x improvement over a naive implementation that they're bragging about sounded kinda pathetic to me! I mean, it depends greatly on the kernel itself and the target arch, but I'm also assuming that the 2x-4x number is their best case scenario. Whereas the best case for hand-optimized could be in the tens or even hundreds of X.
Comment · 1 year ago
This is really incredible, thank you!
Comment · 1 year ago
Sambanova's RDU is a dataflow processor being used for ML/AI workloads! It's amazing and actually works.
Comment · 1 year ago
Pretty amazing speed, especially considering this is bf16. But how many racks is this using? The used 4 racks for 70B, so this, what, at least 24? A whole data center for one model?!
Comment · 2 years ago
the title says "Cerebras Trains Llama Models"...
Comment · 2 years ago
They said in the announcement that they've implemented speculative decoding, so that might have a lot to do with it.

A big question is what they're using as their draft model; there's ways to do it losslessly, but they could also choose to trade off accuracy for a bigger increase in speed.

It seems they also support only a very short sequence length. (1k tokens)

Comment · 2 years ago
Simply increasing processing power for the AI isn't enough. Gameplay mechanics are intimately related to the capabilities of the AI.

For example, when they redesigned combat around the 1-Unit-Per-Tile (1UPT) mechanic for CIV 5, this crippled the ability of the AI to wage war. That's because even if a high-difficulty AI could out-produce the player in terms of military, they were logistics-limited in their ability to get those units to the front because of 1UPT. That means that the AI can't threaten a player militarily, and thus loses it's main lever in terms of it's ability to be "difficult."

Contrast this to Civ 4, where high-difficulty AIs were capable of completely overwhelming a player that didn't take them seriously. You couldn't just sit there and tech-up and use a small number of advanced units to fend off an invasion from a much larger and more aggressive neighbor. This was especially the case if you played against advanced fan-created AIs.

I'm hoping they get rid of 1UPT completely for Civ 7, but I have a feeling that it is unlikely because casual players (the majority purchaser for Civ) actually like that 1UPT effectively removes tactical combat from the game.

Comment · 2 years ago
How are you verifying accuracy for your JAX port of Llama 3.1?

IMHO, the main reason to use pytorch is actually that the original model used pytorch. What can seem to be identical logic between different model versions may actually cause model drift when infinitesimal floating point errors accumulate due to the huge scale of the data. My experience is that debugging an accuracy mismatches like this in a big model is a torturous ordeal beyond the 10th circle of hell.

Comment · 2 years ago
Comment · 2 years ago
Is there a demo of a model visualized using this somewhere? Even if it's just a short video... it's hard to tell what it's like from screenshots.
Comment · 2 years ago
cost effective in what sense? groq doesn't achieve high efficiency, only low latency. but that's not done in a cost-effective way. compare sambanova achieving the same performance with 8 chips instead of 568, and with higher precision.
Comment · 2 years ago
We're showing off our 1.05T param Composition of Experts LLM! It's 150 experts running on 1 node consisting of 8 SN40L RDU chips.

Each of our nodes has a huge amount of DDR attached, in addition to copious amounts of on-chip HBM and SRAM. This allows the system to switch between a variety of different models of different sizes and architectures at lightning speed. A highlight is one based on Llama2 7b, similar to the Groq demo, but executing with bf16/fp32 instead of int8. (And using only 8 chips instead of 568!)

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