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sergiopaniego 
posted an update 9 days ago
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Earlier this month, Apple introduced Simple Self-Distillation: a fine-tuning method that improves models on coding tasks just by sampling from the model and training on its own outputs with plain cross-entropy

And… it's already supported in TRL, built by Kashif Rasul. you can really feel the pace of development in the team 🐎

Paper by Ruixiang ZHANG, He Bai, Huangjie Zheng, Navdeep Jaitly, Ronan Collobert, Yizhe Zhang at Apple 🍎

How it works: the model generates completions at a training-time temperature (T_train) with top_k/top_p truncation, then fine-tunes on them with plain cross-entropy. no labels or verifier needed

You can try it right away with this ready-to-run example (Qwen3-4B on rStar-Coder):
https://github.com/huggingface/trl/blob/main/trl/experimental/ssd/ssd.py
or benchmark a checkpoint with the eval script:
https://github.com/huggingface/trl/blob/main/trl/experimental/ssd/ssd_eval.py

One neat insight from the paper: T_train and T_eval compose into an effective T_eff = T_train × T_eval, so a broad band of configs works well. even very noisy samples still help

Want to dig deeper?

Paper: Embarrassingly Simple Self-Distillation Improves Code Generation (2604.01193)
Trainer docs: https://huggingface.co/docs/trl/main/en/ssd_trainer
victor 
posted an update 11 days ago
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Want to share my enthusiasm for zai-org/GLM-5.1 here too 🔥

I think we have it: our open source Claude Code = GLM-5.1 + Pi (https://pi.dev/) - Built a Three.js racing game to eval and it's extremely impressive. Thoughts:

- One-shot car physics with real drift mechanics (this is hard)

- My fav part: Awesome at self iterating (with no vision!) created 20+ Bun.WebView debugging tools to drive the car programmatically and read game state. Proved a winding bug with vector math without ever seeing the screen

- 531-line racing AI in a single write: 4 personalities, curvature map, racing lines, tactical drifting. Built telemetry tools to compare player vs AI speed curves and data-tuned parameters

- All assets from scratch: 3D models, procedural textures, sky shader, engine sounds, spatial AI audio!

- Can do hard math: proved road normals pointed DOWN via vector cross products, computed track curvature normalized by arc length to tune AI cornering speed

You are going to hear about this model a lot in the next months - open source let's go - and thanks z-ai🚀🚀
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sergiopaniego 
posted an update 15 days ago
sergiopaniego 
posted an update 22 days ago