here's the token cost comparison. neither created a "good park". when including cost, it's unclear which wins
i'm working on an RCT benchmark for agent workflows that factors in cost
if this type of work interests you, check out INFER/CON, nov 16, SF: infercon.ai
i'm working on an RCT benchmark for agent workflows that factors in cost
if this type of work interests you, check out INFER/CON, nov 16, SF: infercon.ai
I asked models to "maximize company value after a year"
luna 6 spent 10 minutes, raised prices but didn't build anything
opus 5.5 spent 2.5 hours, discovered an exploit where it could build tons of tiny rides, bypassing the duplicate ride penalty by never opening the rides
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I asked models to "maximize company value after a year"
luna 6 spent 10 minutes, raised prices but didn't build anything
opus 5.5 spent 2.5 hours, discovered an exploit where it could build tons of tiny rides, bypassing the duplicate ride penalty by never opening the rides
luna 6 spent 10 minutes, raised prices but didn't build anything
opus 5.5 spent 2.5 hours, discovered an exploit where it could build tons of tiny rides, bypassing the duplicate ride penalty by never opening the rides
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Benchmarking agents with RollerCoaster Tycoon
- a custom CLI performs much better (and cheaper) than computer use
- harnesses compete on cost:performance tradeoff, which can generalize to other tasks
- a custom CLI performs much better (and cheaper) than computer use
- harnesses compete on cost:performance tradeoff, which can generalize to other tasks
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dylan retweeted
Jev can generate game levels in real time.
Faster and cheaper structured output could be a big deal for game dev!
Faster and cheaper structured output could be a big deal for game dev!
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I worked at Hugging Face from 2022-2025 🤗
I started as a research intern, helping to build a project called Simulate with @Thom_Wolf @natolambert
I loved it. No meetings, no bureaucracy, extremely passionate, talented people who are genuinely excited about what they're ull time.
My mandate was "have impact". I didn't even know what a KPI or OKR was the whole time. Just trust and support working with talented, passionate people like @osanseviero @mervenoyann @xenovacom
I got to build gsplat.js, 3D Arena, make courses, videos, demos, release papers. Here's one of my Hugging Face tiktoks from 2022.
I now realize how lucky I was for it to be my first job. Congrats to the team there!
I started as a research intern, helping to build a project called Simulate with @Thom_Wolf @natolambert
I loved it. No meetings, no bureaucracy, extremely passionate, talented people who are genuinely excited about what they're ull time.
My mandate was "have impact". I didn't even know what a KPI or OKR was the whole time. Just trust and support working with talented, passionate people like @osanseviero @mervenoyann @xenovacom
I got to build gsplat.js, 3D Arena, make courses, videos, demos, release papers. Here's one of my Hugging Face tiktoks from 2022.
I now realize how lucky I was for it to be my first job. Congrats to the team there!
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1. take a model and prompt e.g. "name this color: #D02027"
2. generate multiple outputs
3. score outputs
4. calculate group average
5. encourage outputs that beat the average
full version with interactive visualizations: adaptive-ml.com/post/grpo-simp…
2. generate multiple outputs
3. score outputs
4. calculate group average
5. encourage outputs that beat the average
full version with interactive visualizations: adaptive-ml.com/post/grpo-simp…
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2
758
dylan retweeted
My dear front-end developers (and anyone who’s interested in the future of interfaces):
I have crawled through depths of hell to bring you, for the foreseeable years, one of the more important foundational pieces of UI engineering (if not in implementation then certainly at , accurate and comprehensive userland text measurement algorithm in pure TypeScript, usable for laying out entire web pages without CSS, bypassing DOM measurements and reflow
I have crawled through depths of hell to bring you, for the foreseeable years, one of the more important foundational pieces of UI engineering (if not in implementation then certainly at , accurate and comprehensive userland text measurement algorithm in pure TypeScript, usable for laying out entire web pages without CSS, bypassing DOM measurements and reflow
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I created an RL Glossary. Free, open source, puts everything in one place, made accessible, for training your own specialized LLM
dev.adaptive-ml.com
dev.adaptive-ml.com
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Introducing Texel Splatting: Perspective-Stable 3D Pixel Art
open source paper+code
Most 3D pixel art techniques (e.g. t3ssel8r, ProPixelizer) snap pixels to a screen grid, which only works with an orthographic camera
Texel splatting solves this for perspective cameras: first,
open source paper+code
Most 3D pixel art techniques (e.g. t3ssel8r, ProPixelizer) snap pixels to a screen grid, which only works with an orthographic camera
Texel splatting solves this for perspective cameras: first,
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the scene is rendered from fixed-origin cubemaps. then, each cubemap texel is splatted to a world-space quad
each quad is expanded to fill disocclusion gaps
each quad is expanded to fill disocclusion gaps
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during movement, the fixed origin is snapped to a world-space grid
to make transitions smoother, blend from the previous cubemap with ordered dithering
the webgpu demo achieves 240fps on an RTX 4090, 40 fps on an iPhone 15
try it: dylanebert.com/texel-splattin…
to make transitions smoother, blend from the previous cubemap with ordered dithering
the webgpu demo achieves 240fps on an RTX 4090, 40 fps on an iPhone 15
try it: dylanebert.com/texel-splattin…
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my favorite visual explainer I've made so far: SPECULATIVE DECODING
2-3x speedup on inference. but how?
1. draft quickly with a small model
2. accept/reject in parallel with a large model
full step-by-step explanation with ✨3D Animations ✨adaptive-ml.com/post/speculati…
2-3x speedup on inference. but how?
1. draft quickly with a small model
2. accept/reject in parallel with a large model
full step-by-step explanation with ✨3D Animations ✨adaptive-ml.com/post/speculati…
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this is so cool
looking forward to more!
looking forward to more!
I just released my video about the engine (and game) I've been working on.
The engine is based on dynamic SDFs, and the video describes how it works and what it makes possible.
Link in the reply!
This is my first YouTube video and it took forever - please repost!
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