Recent submissions

Comment · 4 months ago
Hi dang, sorry to ping you here again. I emailed back about a week ago but haven't heard back. My posts are still showing up as [dead] immediately after submission even with non-dev.to URLs. Would appreciate it if you could take a look when you get a chance. Thanks!
Comment · 5 months ago
Great project!
Comment · 5 months ago
I built this because most RL environments are either interesting or accessible, rarely both. Engaging environments like MineRL or Dota 2 either demand massive compute or involve painful setup—dependency hell, rendering configs, CUDA mismatches, OOM errors. Agenlus runs entirely in your browser using WebGPU. No install, no setup required. We start with redesigned classic control problems—CartPole, MountainCar, and their variants—with more environments on the way. This is an early release. Would love feedback on what environments or features you'd find most useful.
Comment · 11 months ago
Overview

This model is built on Qwen2.5-Coder-1.5B-Instruct and has been fine-tuned exclusively on the official Roblox Luau corpus. It is designed to assist developers with code generation, completion, and understanding of Luau patterns commonly used in Roblox game development.

Key Features

Fine-tuned on quality-filtered Luau code from the official Roblox corpus

Optimized for Roblox-specific APIs and development patterns

Trained on TPU v5e-8 infrastructure

Includes interactive Colab notebook for immediate testing

Technical Details

The model uses Low-Rank Adaptation with target modules q_proj and v_proj, trained on filtered data (20-5000 character code samples) with a 90/10 train-validation split. Training was conducted with a batch size of 4, gradient accumulation of 32 steps, and a learning rate of 3e-5 using cosine annealing.

Access

Model: Interactive Demo: Available via Google Colab (link in model card)

The model is released under Apache 2.0 license and is ready for integration into development workflows.

Feedback and contributions from the community are welcome.

Comment · 1 year ago
Hi HN, author here.

I've always felt that standard benchmarks focus too much on final accuracy, while the architectural choices that get us there are often treated like a dark art. We celebrate a new SOTA model, but rarely do we have a common language to discuss why a specific operation is efficient or how it contributes to the whole.

That's why I built "The Architect's Arena," a GWO-based benchmark that tries to score the "architectural intelligence" of neural network operations.

The Core Idea (How it Works): Inspired by the "Window is Everything" paper, it breaks down any operation (like a Conv layer) into its fundamental components (Path, Shape, Weight) and calculates a theoretical "Operational Complexity" score. The final efficiency score is a function of this complexity and the model's actual performance.

What's special about this benchmark? We explicitly separate the leaderboard into two parts: 1. Baseline Operations: Individual building blocks like StandardConv. The goal here is to invent new ops with high efficiency scores. 2. Reference Architectures: Complete models like ResNet. This isn't for score competition, but serves as a "performance target" to aim for. The challenge is to use your efficient new ops to build an architecture that can match ResNet's accuracy with lower total complexity.

Check it out here: Live Leaderboard: https://kim-ai-gpu.github.io/gwo-benchmark-leaderboard/ GitHub Repo: https://github.com/Kim-Ai-gpu/gwo-benchmark

This is an early version, and I would love to hear your feedback. What do you think of this approach? Are there any crucial baseline models or datasets you think should be added?

Thanks for checking it out!

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