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Cgml Alternatives
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Cgml reviews and mentions
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Groq CEO: 'We No Longer Sell Hardware'
> If there is a future with this idea, its gotta be just shipping the LLM with game right?
That might be a nice application for this library of mine: https://github.com/Const-me/Cgml/
Thatās an open source Mistral ML model implementation which runs on GPUs (all of them, not just nVidia), takes 4.5GB on disk, uses under 6GB of VRAM, and optimized for interactive single-user use case. Probably fast enough for that application.
You wouldnāt want in-game dialogues with the original model though. Game developers would need to finetune, retrain and/or do something else with these weights and/or my implementation.
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Ask HN: How to get started with local language models?
If you just want to run Mistral on Windows, you could try my port: https://github.com/Const-me/Cgml/tree/master/Mistral/Mistral...
The setup is relatively easy: install .NET runtime, download 4.5 GB model file from BitTorrent, unpack a small ZIP file and run the EXE.
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OpenAI postmortem ā Unexpected responses from ChatGPT
Speaking about random sampling during inference, most ML models are doing it rather inefficiently.
Hereās a better way: https://github.com/Const-me/Cgml/blob/master/Readme.md#rando...
My HLSL is easily portable to CUDA, which has `__syncthreads` and `atomicInc` intrinsics.
- Nvidia's Chat with RTX is a promising AI chatbot that runs locally on your PC
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AMD Funded a Drop-In CUDA Implementation Built on ROCm: It's Open-Source
I did a few times with Direct3D 11 compute shaders. Hereās an open-source example: https://github.com/Const-me/Cgml
Pretty sure Vulkan gonna work equally well, at the very least thereās an open source DXVK project which implements D3D11 on top of Vulkan.
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Brave Leo now uses Mixtral 8x7B as default
Hereās an example of a custom 4 bits/weight codec for ML weights:
https://github.com/Const-me/Cgml/blob/master/Readme.md#bcml1...
llama.cpp does it slightly differently but still, AFAIK their quantized data formats are conceptually similar to my codec.
- Efficient LLM inference solution on Intel GPU
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Vcc ā The Vulkan Clang Compiler
> the API was high-friction due to the shader language, and the glue between shader and CPU
Direct3D 11 compute shaders share these things with Vulkan, yet D3D11 is relatively easy to use. For example, see that library which implements ML-targeted compute shaders for C# with minimal friction: https://github.com/Const-me/Cgml The backend implemented in C++ is rather simple, just binds resources and dispatches these shaders.
I think the main usability issue with Vulkan is API design. Vulkan was only designed with AAA game engines in mind. The developers of these game engines have borderline unlimited budgets, and their requirements are very different from ordinary folks who want to leverage GPU hardware.
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I made an app that runs Mistral 7B 0.2 LLM locally on iPhone Pros
Minor update https://github.com/Const-me/Cgml/releases/tag/1.1a Canāt edit that comment anymore, too late.
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Ask HN: Best way to learn GPU programming?
For implementing stuff from scratch, if you use Windows you could try my C# based library for that: https://github.com/Const-me/Cgml/
Itās vendor agnostic, so HLSL instead of CUDA or Triton. Hereās the compute shaders implementing inference of Mistral-7B model: https://github.com/Const-me/Cgml/tree/master/Mistral/Mistral...
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A note from our sponsor - SaaSHub
www.saashub.com | 27 Apr 2024
Stats
Const-me/Cgml is an open source project licensed under GNU Lesser General Public License v3.0 only which is an OSI approved license.
The primary programming language of Cgml is C++.
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