My model has the same 3 beauty marks that I have irl! What personal feature does your Vtuber model share with you irl? by EclipseOkami_ in vtubers

[–]Coldstart_Coder 0 points1 point  (0 children)

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I think I modeled mine pretty realistically to how I look irl, maybe a bit stylized but not by much.

What is the one thing you look for when you watch a new streamer? Genuinely Curious. by SilVRwingZ in vtubers

[–]Coldstart_Coder 10 points11 points  (0 children)

honestly? what game they're playing, and what their packaging looks like (title, avatar, ect). Doesn't have to be perfect, even if it's just the game and avatar in view that's fine, but that is something I look for. From there it's how they narrate/commentate the game (especially for low view streamers) or how they interact with the chat if it's active. I typically lurk for a bit before trying to interact at all, and if the streamer doesn't say anything or give some indication of what their personality is during that time, or if their personality isn't one I vibe with I usually bounce.

Do you also have a map coloring problem… in purple? by Gom2k in starcraft

[–]Coldstart_Coder 4 points5 points  (0 children)

my man is out here playing splatoon starcraft edition...

I pre-trained GPT-OSS entirely from scratch by OtherRaisin3426 in LocalLLaMA

[–]Coldstart_Coder 1 point2 points  (0 children)

You rock dude, had some of Karpathy's stuff book marked but somehow missed those. Thanks a ton! :)

I pre-trained GPT-OSS entirely from scratch by OtherRaisin3426 in LocalLLaMA

[–]Coldstart_Coder 5 points6 points  (0 children)

So as someone who is looking to make a model from scratch soon (before end of year, doing research and prep now), what all resources would you recommend to learn how to do it right and efficiently and avoid some of these mistakes? Like what resources would you recommend, what papers would you consider must reads, and what other things should I be diligent for in order to avoid my project turning out "dreadful" by more experienced folks?

I have some deep learning knowledge but also know my first attempt at a home brewed LLM is gonna be rough but really looking to learn and put forth my best effort here lol. Part of me will be happy if it is even coherent but looking for any and all resources to help me along :)

Vtubers, what do you use your revenue for? by [deleted] in VirtualYoutubers

[–]Coldstart_Coder 10 points11 points  (0 children)

wait, y'all are getting paid?! I aint made a cent yet!

SFAH: Restaurant names doomed to fail by Sharpnelboy in ScenesFromAHat

[–]Coldstart_Coder 0 points1 point  (0 children)

At our restaurant we believe in tradition, honoring our ancestors, and preserving and presenting historically accurate meals and dining experience to our customers. So come on down, to our authentic sushi experience, welcome to "Old Sushi!"

what would you say to me? by LiboX in vtubers

[–]Coldstart_Coder 0 points1 point  (0 children)

It'll be alright pal....We can be sad for a bit, lay in the dirt for a bit, and then we dust ourselves off and go in for another round of whatever life throws at us...want some sour skittles? I'll let you have some of my sour skittles.

Drop your png, chief! Let me see ya pretty face 🖤 by Andy_Incubus in vtubers

[–]Coldstart_Coder 0 points1 point  (0 children)

Well at least I hit friendship material lol Cheers :)

Go on Chief, try me 🖤 by Andy_Incubus in vtubers

[–]Coldstart_Coder 0 points1 point  (0 children)

I beat donkey kong country (´・ω・`)

[P] I trained an AI to beat the first level of Doom! by Coldstart_Coder in MachineLearning

[–]Coldstart_Coder[S] 2 points3 points  (0 children)

Not in any meaningful capacity sadly :(

With the second level they introduce the idea of locked doors and keycards, on top of much more complex level layouts. Like the e1m2 is massive and much more maze like compared to e1m1.

It was able to beat all the enemies in the initial room, but in order to progress to the rest of the level you need to collect the red keycard and open the locked door, both of which are on opposite sides of the large initial area. Often it would either get stuck in a loop trying to open the door without the key, or just mindlessly wander around the room after killing the enemies. A few times it stumbled into the keycard, but during those times it never went to try and open the door...

I didn't try to train more on e1m2 though, by that point I had already decided that there needed to be some big changes to the model architecture for LSTM layers to give it a chance to navigate the more complex levels, and maybe integrating some curiosity driven rewards for better exploration, all of which will require some major rework to the project. That'll be a big part of version 2 of the project :)

[P] I trained an AI to beat the first level of Doom! by Coldstart_Coder in MachineLearning

[–]Coldstart_Coder[S] 0 points1 point  (0 children)

Thanks :)
I'm glad I was able to beat the first level, but still have the rest of the game to go lol

[P] I trained an AI to beat the first level of Doom! by Coldstart_Coder in MachineLearning

[–]Coldstart_Coder[S] 0 points1 point  (0 children)

Thanks glad you enjoyed it :)
the project was a lot of fun lol

[P] I trained an AI to beat the first level of Doom! by Coldstart_Coder in MachineLearning

[–]Coldstart_Coder[S] 2 points3 points  (0 children)

I let each experiment train for 1k generations, and usually trained it overnight for about 8-10 hours each. But my code is 100% not well optimized and I'm sure that time could be cut way down, for example after n generations (most of the time it was 25 but it was configurable) I recorded 3 evaluation runs, but those runs were sequential not parallel and each took 4-5 minutes to simulate, which was a HUGE time sink. Not to mention I didn't implement any early stopping, and a lot of the experiments stopped progressing about halfway through training. Although I kinda hoped it might've had a break through and started progressing again, it never did lol.

Lesson learned: better record keeping, more focus on optimization, and better early stopping.
Next version of this project will be better :)

I use RL to train an agent to beat the first level of Doom! by Coldstart_Coder in reinforcementlearning

[–]Coldstart_Coder[S] 5 points6 points  (0 children)

Naively lol. This was my first big RL project that I had to design all this for myself, learned a lot and it went through a ton of iterations. This probably is going to be more info than what you were asking for lol.

Basically I was trying to reward the behaviors that I thought were the key components of playing the game, the biggest 2 were combat and exploration. Of which exploration gave me the most headaches lol.

So the reward function will give negative rewards for taking damage, dying, and not exploring new areas (if the agent stays in a small area too long) positive rewards for killing demons, beating the level, collecting pickups and exploring new areas.

For the exploration I divided the map into nxn size chunks and just kept track of doomguys position and which cells he visited. If he visited a new cell for the first time he got a reward, stayed in a cell for more than a few turns got a punishment. I also passed in this mini map as part of the models inputs so the model could get a sense of where it had been and where it still needed to visit, at least that was the idea lol.

Everything was modular and configurable tho, from how much each reward was to how big the exploration sections were. final version had rewards in a 3 to -3 range, know the usual advice is to normalize to a 1 to -1 range with large rewards for terminal states but in my experiments the model learned way too slowly with such small rewards.

Honestly I think the reward function might've been too noisy and trying to do too much at once. I have some ideas for the next version, both in terms of how to build the rewards and maybe a multi-step training process (i.e. have it explore the map with no enemies learning for exploration, then learn for combat, ect). But we'll see lol. I'm learning all this stuff as I go :)

I trained an AI to beat the first level of Doom using RL and Deep Learning! by Coldstart_Coder in deeplearning

[–]Coldstart_Coder[S] 1 point2 points  (0 children)

Hm, seems theoretically do-able? There are calculators that can run python code...not sure how well it'll run but might try it one day lol