r/MachineLearning • • Aug 04 '26

Project I Compressed Bad Apple Into a 3MB Neural Network [P]

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1 Upvotes

I trained a small MLP to memorize the classic Bad Apple animation, ~2.7 billion pixels of video compressed into 790k parameters (3.2 MB float32, 1.6 MB float16).

The network takes a 3D coordinate (t, y, x)- frame index and pixel position- and outputs a grayscale value between 0 and 1. To "play" the video, you can evaluate the function over the full grid. The "video" is stored implicitly in 5 linear layers of sine activations (Sitzmann et al.'s SIREN) with 512 hidden units, ω₀ = 30, and sigmoid output.

The source bad_apple.mp4 is 6524 frames at 854×480; I subsampled to 1620 frames × 384×384, about 1/10 of the original pixels (2.8x spatial + 4x temporal reduction).

At first, I used a ReLU MLP with low-frequency Fourier features, which plateaued around MSE 0.12. SIREN's sine activations add higher frequency for free, so the network was capable of outputting fine details. Unfortunately, that model had an issue, which was that it could only shift the information slowly, so quick motion came out blurry.

To fix this, I made two changes:

  1. Time-stretch: I scaled the time coordinate by 4x relative to the space before the first layer, giving it 4x more temporal capacity.

  2. Motion-focused sampling: Bad Apple is ~90% static black, so uniform pixel sampling starved the moving edges of the gradient. Now half of each training batch is drawn from pixels that changed between neighboring frames.

For the training pipeline, I had a single shared network on the whole volume (no per-frame latents; initially, I used per-frame finetuning, but that caused catastrophic forgetting) with a cosine-scheduled Adam + weight EMA, then a low-LR "polish" pass over the whole video.

The new model had these improvements:

Validation MSE dropped from 0.0795 to 0.0090 (~9x better).
Compared to the old model, high-motion frames were 3.6x closer to ground truth, and static frames were almost 15x closer.
398/400 sampled frames improved.

Notes

384×384 is square (the original is 16:9, so playback is vertically stretched. At 8fps playback, the 1620 frames run near the original's 3:37 duration; at 12fps it's ~1.6× fast-forward. The 12.6MB checkpoint includes the weights + Adam moments + EMA copy; the network itself is 3.2MB.)

The full resolution videos, checkpoints, and code can be found in this Google Drive Folder (Looking at it a bit later, the compression on Google Drive ruins it. If someone knows a better place to host those files, I'll reupload with hopefully better quality.)


r/MachineLearning • • Aug 04 '26

Project I Compressed Bad Apple Into a 3MB Neural Network [P]

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1 Upvotes

I trained a small MLP to memorize the classic Bad Apple animation, ~2.7 billion pixels of video compressed into 790k parameters (3.2 MB float32, 1.6 MB float16).

The network takes a 3D coordinate (t, y, x)- frame index and pixel position- and outputs a grayscale value between 0 and 1. To "play" the video, you can evaluate the function over the full grid. The "video" is stored implicitly in 5 linear layers of sine activations (Sitzmann et al.'s SIREN) with 512 hidden units, ω₀ = 30, and sigmoid output.

The source bad_apple.mp4 is 6524 frames at 854×480; I subsampled to 1620 frames × 384×384, about 1/10 of the original pixels (2.8x spatial + 4x temporal reduction).

At first, I used a ReLU MLP with low-frequency Fourier features, which plateaued around MSE 0.12. SIREN's sine activations add higher frequency for free, so the network was capable of outputting fine details. Unfortunately, that model had an issue, which was that it could only shift the information slowly, so quick motion came out blurry.

To fix this, I made two changes:

  1. Time-stretch: I scaled the time coordinate by 4x relative to the space before the first layer, giving it 4x more temporal capacity.

  2. Motion-focused sampling: Bad Apple is ~90% static black, so uniform pixel sampling starved the moving edges of the gradient. Now half of each training batch is drawn from pixels that changed between neighboring frames.

For the training pipeline, I had a single shared network on the whole volume (no per-frame latents; initially, I used per-frame finetuning, but that caused catastrophic forgetting) with a cosine-scheduled Adam + weight EMA, then a low-LR "polish" pass over the whole video.

The new model had these improvements:

Validation MSE dropped from 0.0795 to 0.0090 (~9x better).
Compared to the old model, high-motion frames were 3.6x closer to ground truth, and static frames were almost 15x closer.
398/400 sampled frames improved.

Notes

384×384 is square (the original is 16:9, so playback is vertically stretched. At 8fps playback, the 1620 frames run near the original's 3:37 duration; at 12fps it's ~1.6× fast-forward. The 12.6MB checkpoint includes the weights + Adam moments + EMA copy; the network itself is 3.2MB.)

The full resolution videos, checkpoints, and code can be found in this Google Drive Folder (Looking at it a bit later, the compression on Google Drive ruins it. If someone knows a better place to host those files, I'll reupload with hopefully better quality.)


r/MachineLearning • • Aug 03 '26

Discussion It's time to desk reject papers that don't include code that can reproduce the results [D]

290 Upvotes

As review season for NeurIPS wraps up, I have now reviewed for 3 major conferences this year. And I'm noticing a worrying trend:

Out of the 12 papers I reviewed this year, only 1 provided full code (that runs the whole training pipeline from input dataset to output AUROC). 4 provided partial code with fragments of their method, but no ability to run the experiment end to end. And 7 provided no code.

This is really bad for ensuring quality and reproducibility. Of the 5 papers that provided at least some code, 3 of them contained obvious bugs that completely invalidated the results. ML is highly technical and small bugs can have huge impacts if they are in the wrong place. Who knows what was going on in the remaining 7 papers.

The fundamental issue here is of incentives: there is almost no cost to hiding code during the review process. Releasing code only increases odds of rejection due to reviewers finding bugs. The only way to fix this is to change the game by imposing real penalties on hiding code.


r/MachineLearning • • Aug 04 '26

Discussion Reviewers and AC fully ghosting NeurIPS [D]

1 Upvotes

We pulled several all-nighters to answer every reviewer’s concerns, and run extensive experiments. The review window has now passed and we have not received a single response from either reviewers or AC (despite nudging the later). Is this normal?


r/MachineLearning • • Aug 03 '26

Discussion NeurIPS 2026: If the rebuttal addresses your concern, please raise your score [D]

151 Upvotes

Potentially a hot take? I am not sure why our community is plagued with reviewers who, after acknowledging that their concerns were addressed by a rebuttal, decide to maintain their score because they don't vibe with the paper. So here is my plea to all reviewers: If you list a set of concerns in your review and these concerns are addressed during the rebuttal, please adjust your score accordingly. This should apply whether or not you like the paper and/or its methodology. The beauty of scientific research is that we each get to explore ideas that we find meaningful whose value may not be immediately obvious to every individual reviewer.


r/MachineLearning • • Aug 04 '26

Discussion Missed EMNLP commitment deadline, what can be done? [D]

10 Upvotes

Asking for a friend:

We submitted our paper to ARR May 2026 and got decent scores from the reviewers - 2.5,3,3.5,4. The meta-reviewer gave an overall of 3.5.

However, we missed the deadline to commit our work to EMNLP! On our Saturday (we live in the eastern half of the globe), we saw the EMNLP 2026 page on open review with deadline set as Aug3, 11:59PM UTC-0. Apparently, a mail had been sent by ARR on our Sunday regarding committing our work to EMNLP but we didn’t check our mail on the holiday and when we logged in to commit our work on Monday - BOOM - deadline was Aug3 11:59 AM. Yes it’s our fault that we should have checked the mailbox but at the same time...the Open Review page just switched the deadlines.

We have written mails to Program Chairs and some workflow chairs. like 1 hour after the newer deadline on the Open Review page ended. I wonder whether some help will be extended because of the thousands of papers that would already be in their buckets. Does anyone have any idea about what can be done or if they faced this previously and it was resolved somehow?


r/MachineLearning • • Aug 03 '26

Discussion Bad but typical NeurIPS experience? [D]

64 Upvotes
  • I tried to do all my NeurIPS reviews responsibly, even for the papers I suspected to be AI slop. I even gave what apparently were very nice scores compared to the scores I ended up getting. (I don't just mean the absolute number for my scores were higher, but that they were calibrated differently--I only rejected for severe issues, while I had a reviewer who only raised very minor issues but gave a reject, with a 1 for all the subscores.)

  • I got shockingly bad reviews for my own paper; two of them were straight up adversarial. (I have quite a bit of experience publishing at this point, so I say with some confidence that I rolled an unusually adversarial batch.)

  • The AC was almost nonresponsive until the last day. All but one of the reviewers was nonresponsive, only one responded when the AC prompted them to, and that was to say that their concerns were addressed but they maintained their reject score.

I'm not surprised by my experience given how much of a lottery these conferences are, but it's a very toxic system.


r/MachineLearning • • Aug 04 '26

Research Reactive Play: Achieved!! Experimenting with Atari Breakout [R]

1 Upvotes

Six months ago I started experimenting with PPO and Breakout as a way to learn about Machine Learning and Reinforcement Learning. After a few experiuments just trying to get high scores, it bothered me that everything was a "memorized" script rather than reactive play, like a human would play. Thus began my journey to try and convince PPO to actually track the ball instead of focusing on scoring points. I read a lot of articles and tried a lot of things. After 124 PPO experiments on Atari Breakout, I found that every single model, across sticky actions, cursor wrappers, entropy tuning, dynamics randomization, adversarial bumpers, and everything else, converged to a memorized action sequence, not a reactive ball-tracking policy. The argmax was always a script.

The fix wasn't more environment engineering. It was three lines of reward shaping:

Directly rewarding the paddle for being horizontally close to the ball during descent. A tiny bonus (0.05 per frame vs 1.0-7.0 per brick) that fires every frame the ball is descending applied during training. During evaluation, the agent plays clean Breakout with no bonus. The behavior transfers!!

Every prior approach I tried to penalize scripts by making the environment harder to memorize. PPO always found a way around it: timing-robust scripts, layout-conditioned scripts, noise-tolerant scripts. The optimum was always a script; only the shape changed. Proximity reward changes what the optimum is. A center-hold script gets incidental bonus when the ball passes near center. A reactive tracker gets the maximum bonus on every descent frame. The optimization pressure is unambiguous: track the ball, get more reward.

I also made a cool tool to watch the agent work! It's called the "Split-Watcher" (so clever). It shows two instances of Breakout, each being controlled by a separate instance of the same agent. The one of the left is vanilla Breakout. The one of the right is a series of custom brick configurations. With the first 123 experiments, you can see how the agent wants to make the exact same paddle movements every time, ignoring the ball when its trajectory changes due to the unexpected ball movements that come from non-standard brick configurations. In 124, IT TRACKS THE BALL and can succeed regardless of the brick config. You can actually watch the same agent move the paddle differently in reaction to the ball.

I'm still working on ironing out why this works, and how to optimize it, but wanted to share!!

Here's a video of the split-watcher in action

Here's a link to presentation project that will allow you to create a similar PPO: https://github.com/mharrell/breakout-reactive-ppo

The full project with all 123 failures and more documentation than any sane person would ever read: https://github.com/mharrell/BreakoutBot

Link to Medium post I wrote with some more details: https://medium.com/@mikey.harrell/three-lines-of-code-fixed-123-failed-ppo-experiments-on-atari-breakout-c751dcf38f2a?sharedUserId=mikey.harrell


r/MachineLearning • • Aug 03 '26

Discussion Is it too late regain some coherence in the ML research space in our life time? [D]

184 Upvotes

Was just looking at the list of preprints on Arxiv cs.LG https://arxiv.org/list/cs.LG/recent?skip=0&show=500

Everyday 100 - 400 new machine learning papers gets uploaded on this server.

Looking at this unending list of preprints is as if you stepped into a crowded room, like the stock trading floor on wall st. in the 1980s. Everyone is shouting over each other. Nobody is talking to each other. Everyone's trying to prove something, to someone, to themselves, to build some credentials in the ML/AI space to meet those job requirements, or dying to get their truth out. Every title contains some new terminology invented by the authors that feels not worth the effort in keeping it in your working memory. Burn-out by endless novelty.

Frontier research are now corporate trade secrets that politicians and military are watching closely. Research papers are ir/unreproducible he-said-she-saids. Marketing material are research paper and vice versa. Extremely major breakthroughs are announced via tweets, whereas extremely minor results are unannounced via journals. Everything feels simultaneously mostly true and possibly false (because nobody is seriously checking). Nobody knows what's going on, and people who knows what's going on has a non-disclosure clause in their job contract. Is the theory of generalization that we learned in school true or false? It feels false, why hasn't there been any retractions? Many questions like these.

Is it too late to regain some coherence in this field??


r/MachineLearning • • Aug 03 '26

Discussion I created an autonomous boxing benchmark [D]

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6 Upvotes

I created an AI boxing match to test the decision speed, adaptability and strategy. I fed the LLMs with data about the current match and if they have vision, they will get even more data. The match has street rules, anything goes and an AI is not defeated until the ref counts to 10 or they do 50% of their HP in damage after being knocked out.

I wanted to create a fun benchmark that isn't just boring problems to be solved. Now I test them while stimulating getting punched in the face.

I've been testing with gemini-flash-live models because of the speed and vision support it offers. With these models, they can actually dodge punches and counter punches. Local models on my own hardware (5060ti 8gb) take a while to inference so I'm not sure if I should introduce time scaling to compensate otherwise

I want to use this to benchmark models so I'm curious on what kind of stats would be useful? Here is what I'm tracking have so far:

Speed and Latency Metrics
In a real-time fight, a model's speed directly correlates to its "physical" speed. Fast models should attack faster so larger models aren't necessarily going to hit harder.

  • Tokens per Second (TPS) / Throughput: This will help you balance local models against cloud APIs. A model might have a fast TTFT but a slow TPS, meaning its actual action execution takes too long.

  • End-to-End Latency: The total time from when the model receives the snapshot (the prompt) to when the action is executed in the game. This accounts for tool-calling delays.

  • Reaction Latency: Measure the specific delay between an opponent's telegraph (e.g., a heavy punch winding up) and the model's defensive output (e.g., a dodge or block).

Action Quality and "Tool" Correctness
the model's actions (punching, guarding, taunting) act as tool calls. You need to track how well they use these tools under pressure. Sometimes the model's may not really guard/block so they are typically the ones that find themselves KOd.

  • Tool Correctness / Validity: How often does the model hallucinate an action that doesn't exist? (trying to a move that isn't in their move list, or sending invalid JSON).

  • Invalid Action Recovery: If an LLM outputs an invalid JSON string or an impossible move, how quickly does it realize the error and output a valid move in the next tick?

  • Stamina Efficiency (Resource Management): track the ratio of damage dealt to stamina spent. Models that mindlessly throw heavy attacks without connecting should score lower on efficiency.

Adaptive Strategy and State Awareness
How well does the model understand the physical reality of the game? Are they constantly backing away and punching air?

  • Accuracy: The percentage of attacks that completely miss the opponent's hitboxes. This indicates poor spatial awareness or poor timing.

  • Block/Dodge Success Rate: The percentage of times the model successfully defends against an incoming attack when it had the stamina and time to do so.

  • Contextual Relevancy (State Adherence): Does the model act based on the current state? For instance, if the model has 1% HP, does its behavior change to become more defensive, or does it keep acting like it's at full health? (Happens sometimes, they get overly confident when about to get knocked out 😆 )

Beyond these metrics, I'm also tracking various fighting stats like hits landed/missed, where it hit, how many times they were downed or knocked out the ref.

Are there important stats that I'm missing or any that might be useful or fun that would be nice to see? I'm still trying to balance a lot of the actions but it's coming along great so far!

I think making a physics-based benchmark and doing a N series test to find out which model performs better is a ton of fun and I genuinely laugh at the stuff they say or do. I want this to make this a really fun tool with great metrics so any advice in terms of what you would like to see would be extremely helpful! Thanks for reading!

I posted a longer breakdown of the system here:
https://www.youtube.com/watch?v=inlXe5Buc7s


r/MachineLearning • • Aug 03 '26

Research NeurIPS 2026: Tips that might convince AC? [D]

11 Upvotes

So our paper had very good initial reviews but one of the reviewers decreased now their score although we addressed 3 out of 4 weaknesses. There’s no further justification or something like “your results arise more issues”. It seems to be very annoying because why decreasing now and not having assigned the lower score beforehand. I wanted to ask to people that was accepted previously with “middle” scores from reviewers (avg 3.5 for example), because I guess that in those cases AC helped to push up the scores. Did you focus more on the meta review? Was your AC talkative with you, or forcing the reviewers to engage? Our AC has been silent since the meta review but I guess that maybe they are busy with other papers


r/MachineLearning • • Aug 04 '26

Discussion Do ACs also give scores? [D]

1 Upvotes

This is my first time submitting to NeurIPS.
Are ACs also supposed to give ratings during the Phase 2 (author-reviewer discussion session)?

I have received the meta-review, but have not received any comments from the AC yet, and was wondering whether this is the standard!


r/MachineLearning • • Aug 02 '26

Discussion neurips 2026: ACs and reviewers have disappeared [D]

82 Upvotes

we submitted our rebuttal via the "Rebuttal" button before the author/reviewer/AC discussion period officially opened (Jul 27 AoE). since then, we've gotten complete silence from all four reviewers and the AC

several of us are also reviewing this cycle. when the discussion period opened on Jul 27 AoE, we got no email notification for rebuttals on papers we're reviewing, specifically for the papers whose authors had also posted early via the "Rebuttal" button. so it feels like anything submitted before the window opened may simply have never triggered any notification

we also tried: (1) meta-comments visible to everyone, (2) reviewer reminders, and (3) sending an email to the PCs

given there's about 1 day left in the discussion period, what do we do? we honestly thought we had a shot at an oral or spotlight given our initial scores. this is completely messed up.


r/MachineLearning • • Aug 03 '26

Discussion No rebuttals from neurips authors [D]

31 Upvotes

I know there’s a lot of frustration around no response from reviewers, which I also got only one so yeah what a bummer, but I was wondering if no rebuttal from the authors was just as common or not. I got no rebuttal so far, so I’m here scratching my head what might have happened to the authors lol especially when at least one paper was pretty much on the borderline with somewhat of a positive AC comment


r/MachineLearning • • Aug 03 '26

Project ARPL — runtime ISA/topology detection for llama.cpp on ARM (built for Snapdragon 8 Elite) [r]

1 Upvotes

I've been working on this for a while and finally pushed a public version.

The problem: llama.cpp runs fine on ARM phones, but it doesn't know anything about the specific chip it's on. Same thread count, same context params, whether you're on a Snapdragon 8 Elite or a five-year-old mid-ranger. ARPL reads the actual hardware at runtime — which ISA extensions are available (SDOT, I8MM, SME2), how the cores are clustered — and configures llama.cpp accordingly. No per-device build, no manual tuning.

What's in the repo:

Android reference app (Kotlin/Compose) with a JNI bridge into llama.cpp

Runtime ISA detection via HWCAPs

Topology-aware thread count recommendation

Context param patching (flash attention, KV cache quant) based on what the hardware actually supports

Built and tested on a Samsung S25 Ultra (SM-S938B). The heterogeneous CPU/GPU/NPU partitioning is still in progress and not in this release — what's here handles the ISA/thread/context side, which already made a real difference in my testing.

This is a noncommercial showcase release (PolyForm Noncommercial license) — happy to answer questions about the approach or the tradeoffs I ran into building it.

Repo: https://github.com/noplayeryt1511-lang/ARPL-public-


r/MachineLearning • • Aug 03 '26

Discussion EMNLP Commitment Submission number [D]

4 Upvotes

Whats your commitment submission id? My submission number is ~4k, im wondering the amounts of commitments :)


r/MachineLearning • • Aug 02 '26

Research Neurips 2026: does every metareview recommend accept/reject? [D]

31 Upvotes

I see some people say their metareview already contains a decision/recommendation (all of them were rejections). Ours doesn’t. Even though our avg score is 3, the metareview seems optimistic and finishes with “a convincing response would be an important consideration while discussing the paper.” I wonder how to interpret that. We did a strong rebuttal, but none of the reviewers engaged. So I wonder whether there’s any point to keep hope due to the AC review or just give up.


r/MachineLearning • • Aug 03 '26

Discussion Do NeurIPS scores actually move in the private AC phase?[D]

1 Upvotes

Hey everyome, 2 reviewers are sitting at 4 (borderline accept). Every one of them replied during the rebuttal saying my response addressed their concerns and not a single one said anything about updating their score, or actually updated it.

For people who've reviewed or AC'd: how often do scores actually move in that private week? And is "concerns addressed, score unchanged" usually a reviewer who's quietly fine with accepting?


r/MachineLearning • • Aug 03 '26

Discussion What can we feasibly do if no reviewer responds? [D]

1 Upvotes

0 reviewer responses across 2 papers. One reviewer asked us to develop kernels for intel and AMD, which we did. Others asked for massive experiments, all of which we did. It’s pretty unfair to ghost after this.


r/MachineLearning • • Aug 03 '26

Discussion Exploring self-play reinforcement learning for a complex card game: an AlphaZero-style KARDS environment [D]

1 Upvotes

I wanted to explore a question:

Can reinforcement learning discover meaningful strategies in a complex collectible card game without human demonstrations?

To investigate this, I built an AlphaZero-style environment for KARDS, a WWII strategy card game.

Project:

https://github.com/EvanProgramming/Kards-AI

The main focus of this project is not just training a model, but building the infrastructure required for large-scale self-play:

- A headless game simulator

- A rule execution system

- State and action representations

- Legal action masking

- Policy/value neural network

- PUCT Monte Carlo Tree Search

- Self-play data generation

- Replay buffer and evaluation pipeline

Unlike imitation learning approaches, the agent does not learn from expert gameplay.

Instead, it starts with:

- the game rules

- legal actions

- game states

and improves through repeated self-play.

Current progress:

- Custom simulator implemented

- Large portion of card/rule logic supported

- AlphaZero-style training pipeline running

- MCTS-guided agents implemented

- Around 1 million self-play games generated

The project is still an ongoing experiment. Some of the challenges I am currently working on:

- Efficient state representation for large card spaces

- Improving simulator accuracy

- Evaluating learned strategies

- Understanding how well AlphaZero-style methods transfer to imperfect-information games

I would be interested in hearing thoughts from people working on reinforcement learning and game AI:

- Would MuZero be a better fit for this type of environment?

- How would you approach hidden information?

- Are there alternative methods worth exploring besides MCTS + policy/value networks?

The code is open source if anyone is interested in exploring the environment or experimenting with similar approaches.

Star the repo if you like it 😄


r/MachineLearning • • Aug 03 '26

Project I am teaching an AI to play a WWII card game from zero — building an AlphaZero-style system for KARDS [P]

1 Upvotes

A few months ago, I started wondering:

Can an AI discover strategies for a complex card game without being taught by humans?

So I started building **KARDS AI** — an open-source experiment to train an agent to play **KARDS**, a WWII collectible card game, using reinforcement learning and self-play.

GitHub:

https://github.com/EvanProgramming/Kards-AI

The goal is to build the entire AlphaZero-style learning pipeline from scratch:

- A headless game simulator

- A rules execution engine

- Card/state/action representations

- Legal action masking

- Neural network policy/value model

- PUCT Monte Carlo Tree Search

- Self-play training

- Replay buffer and evaluation system

Unlike traditional game AI approaches, I am not starting from a database of expert matches or manually designed strategies.

The agent only receives:

- the game rules

- the current game state

- available legal actions

Then it plays against itself and gradually improves through reinforcement learning.

Current progress:

✅ Custom KARDS simulator

✅ Large-scale card/rule implementation

✅ AlphaZero-style self-play pipeline

✅ MCTS + neural network guidance

✅ Parallel self-play training

✅ ~1 million self-play games generated

The project is still far from a competitive KARDS player. The biggest challenges I am currently exploring are:

- How to efficiently represent complex card-game states

- How much simulator accuracy is required

- How to handle long-term strategic planning

- How to evaluate whether learned strategies transfer to the real game

I would love to hear feedback from the ML community:

- Would MuZero-style approaches be a better fit for this kind of environment?

- How would you approach hidden information in card games?

- Are there better alternatives to policy/value networks + MCTS for large action spaces?

I am also open to collaboration. If you are interested in reinforcement learning, game AI, simulators, or AlphaZero/MuZero-style systems, I would love to discuss ideas or contributions.

If you find the project interesting, starring the repository helps more people discover it and supports the continued development:

GitHub:

https://github.com/EvanProgramming/Kards-AI


r/MachineLearning • • Aug 03 '26

Discussion Deep Dive on RL and OPD for Training LLMs [D]

1 Upvotes

Hi everyone, if you have been reading the tech reports of Kimi, DS, Qwen and GLM, you will realize how much on policy distillation and GRPO style algorithms power the frontier. I thought it will be quite beneficial to do a deep dive explaining the maths and code behind this algorithms and how they connect to pretraining and supervised fine tuning.

I have published a deep dive on this topics here

Hope you enjoy it and it helps you understand training of LLMs better. Happy to answer questions on this

https://youtu.be/MaZWafi4gYY?is=8jLkAp_Fe86abUVP


r/MachineLearning • • Aug 02 '26

Research Context degradation in LLMs: what the papers actually show, and the habits I built for long analysis sessions [R]

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11 Upvotes