Not just that, the raft of features that may have to be disabled until that performance and performance per watt gets back to where it is today.
Not just that, the raft of features that may have to be disabled until that performance and performance per watt gets back to where it is today.
I mean there are tricks like Q-GaLore that allow training LLaMA-7B on a single 16GB GPU but LoRA still seems to be better for production to me.
Sadly, the group lists funding sources as: National Cancer Institute: P30CA069533 National Cancer Institute: P30CA069533
So the group's activities likely on pause, and with a good likelihood of closure due to the lack of NIH indirects from the current administration.
The comment you are replying to is making the point that “better” is context dependent. Simple is often better.
> There is no doubt that the grail of efficiency leads to abuse. Programmers waste enormous amounts of time thinking about, or worrying about, the speed of noncritical parts of their programs, and these attempts at efficiency actually have a strong negative impact when debugging and maintenance are considered. We should forget about small efficiencies, say about 97% of the time: premature optimization is the root of all evil. Yet we should not pass up our opportunities in that critical 3%. - Donald Knuth
Depends on the circumstance, and how difficult an appropriate algorithm is to write, but in my experience, if code performance is important, this tends to yield large, painful rewrites down the road.
That’s why we’re not suddenly drowning in brilliant Steam releases post-LLMs. The tech has lowered one wall, but the taller walls remain. It’s like the rise of Unity in the 2010s: the engine democratized making games, but we didn’t see a proportional explosion of good game, just more attempts. LLMs are doing the same thing for code, and image models are starting to do it for art, but neither can tell you if your game is actually fun.
The interesting question to me is: what happens when AI can not only implement but also playtest -- running thousands of iterations of your loop, surfacing which mechanics keep simulated players engaged? That’s when we start moving beyond "AI as productivity hack" into "AI as collaborator in design." We’re not there yet, but this article feels like an early data point along that trajectory.