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Haven’t they clearly documented how they did it and what they used so that anyone can replicate it?
They don’t put up the actual code for their training pipeline though. It’s more of a “if you have enough engineers, you can do this too” whitepaper, because they wouldn’t want any rando training their own model.
Right now, even if you had the exact training set (which is a CRUCIAL part of an LLM and you can NOT replicate it without it), you couldn’t rebuild the thing exactly, you’d need to do a whole lot of extra work.
So how is it not open source in this specific domain of problems?
You could call all proprietary software open source then. The UI and user manual describe what it does, you can do your own engineering to duplicate the functionality.
So its significantly closer to being ‘open’ in that qualified organizations can poke around with some of its innards and probably achieve something useful, in comparison to fully propietary models where that is either legally impossible or extremely, absurdly expensive.
Its sorta like …
… a compiled game that requires you to fully reverse engineer a lot of it to be able to mod it at all, while also its use liscense states that doing that is illegal,
… a compiled game that is highly moddable via tools/apis and/or a significant portion of it that is well publically documented or just source code available,
… and then a truly totally open source, libre game.
Yeah, not totally open source.
But functionally and practically closer to it.
I can mod the shit out of Half Life 2 or New Vegas or CyberPunk or Kenshi, but not so much with … I dunno, basically any live service game.
I still need those original core compiled exes for those games, but basically, many things I can fuck with relatively easily… and maybe if I really go nuts I can figure out how to hack or shim or hijack the exe to make NVSE or RedScript or ReKenshi or whatnot.
As compared to trying to mod HellDivers or Fortnite… near instant ban, most likely.
But also, if you don’t know much about how to make a mod, well you’re basically SoL in that department just the same for any kind of game, really.
They don’t put up the actual code for their training pipeline though. It’s more of a “if you have enough engineers, you can do this too” whitepaper, because they wouldn’t want any rando training their own model.
Right now, even if you had the exact training set (which is a CRUCIAL part of an LLM and you can NOT replicate it without it), you couldn’t rebuild the thing exactly, you’d need to do a whole lot of extra work.
You could call all proprietary software open source then. The UI and user manual describe what it does, you can do your own engineering to duplicate the functionality.
So its significantly closer to being ‘open’ in that qualified organizations can poke around with some of its innards and probably achieve something useful, in comparison to fully propietary models where that is either legally impossible or extremely, absurdly expensive.
Its sorta like …
… a compiled game that requires you to fully reverse engineer a lot of it to be able to mod it at all, while also its use liscense states that doing that is illegal,
… a compiled game that is highly moddable via tools/apis and/or a significant portion of it that is well publically documented or just source code available,
… and then a truly totally open source, libre game.
Yeah, not totally open source.
But functionally and practically closer to it.
I can mod the shit out of Half Life 2 or New Vegas or CyberPunk or Kenshi, but not so much with … I dunno, basically any live service game.
I still need those original core compiled exes for those games, but basically, many things I can fuck with relatively easily… and maybe if I really go nuts I can figure out how to hack or shim or hijack the exe to make NVSE or RedScript or ReKenshi or whatnot.
As compared to trying to mod HellDivers or Fortnite… near instant ban, most likely.
But also, if you don’t know much about how to make a mod, well you’re basically SoL in that department just the same for any kind of game, really.