Re:Godot-dodo – Finetuning LLaMA on single-language comment:...
by taneq on Sunday April 23, 2023 @07:12PM
(#35681693)
This sounds like one of those bootstrapping liftoff things. Generating labels had been a big bottleneck, but if we can just find examples and then label them automatically, this could accelerate all sorts of applications.
Re:Godot-dodo – Finetuning LLaMA on single-language comment:...
by flangola7 on Sunday April 23, 2023 @07:35PM
(#35681859)
I'm not sure what MIT licensed code is supposed to do for you. Are you going to cite every repository ingested?
Re:Godot-dodo – Finetuning LLaMA on single-language comment:...
by brucethemoose2 on Sunday April 23, 2023 @08:02PM
(#35682050)
Technically you could do that in a big text file...
Re:Godot-dodo – Finetuning LLaMA on single-language comment:...
by _flux on Monday April 24, 2023 @04:49AM
(#35685139)
I suppose for the model indeed you should do that?
But then maybe not for the actual predictions made by the model, as the MIT license says:
> The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
Arguably e.g. a single function is not a substantial portion of a multi-file project—and, usually, even that function itself is not going to be a verbatim copy but adjusted to your use case regarding variable names etc.
gpt-3.5-turbo and gpt-4 have proven to be excellent coders, but fall off sharply when asked to generate code for languages other than Python/Javascript etc. The godot-dodo approach to address this: Finetune smaller models on a single one of these languages, using human-created code scraped from MIT-licensed GitHub repositories, with existing GPT models generating instructions for each code snippet.
This differs from the dataset generation approach used by projects such as stanford-alpaca or gpt4all, in that the output values of the training set remain high quality, human data, while following the same instruction-following behavior. This will likely prove more effective the more obscure the language. In this case, GDScript was used, which is the scripting language for the popular open-source game-engine Godot. The same approach however can be applied to any other language.
Performance is promising, with the 7 billion parameter finetune outperforming GPT models in producing syntax that compiles on first try, while being somewhat less capable at following complex instructions.
A comprehensive evaluation comparing all models can be found here: https://github.com/minosvasilias/godot-dodo/tree/main/models