Doom running on an LLM -- Hugging Face checkpoint included
Mirrored from r/LocalLLaMA for archival readability. Support the source by reading on the original site.
| There's no training anywhere in this. I ported Doom's actual rendering algorithm into transformer weights using a compiler I wrote (torchwright) -- every weight computed, none learned. The prompt carries the level geometry, player position, and view direction; generation emits drawing commands; a 43-line host program turns them into pixels. Stock Phi3ForCausalLM architecture, loads in vanilla transformers with trust_remote_code=False. Two checkpoints: - 320x200 (the one in the write-up): 21B params, 85.87 GB. One frame is a 3,614-token prompt plus 53,747 generated tokens -- just under 40 minutes on a B200. One honest disclaimer: For the 80x50 model I'd recommend 80 GB of GPU memory; 64 GB should work in theory but I haven't tried it. Write-up: https://ood.dev/posts/doom/ Weights (80x50): https://huggingface.co/physicsrob/torchwright-doom-e1m1-80x50 Weights (320x200): https://huggingface.co/physicsrob/torchwright-doom-e1m1 [link] [comments] |
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