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Ask HN: Which LLMs can run locally on most consumer computers

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Re: Ask HN: Which LLMs can run locally on most consumer computers

#61

Earlier quoted context omitted.

Perhaps there's a simple explanation but why does 24GB of VRAM offer such a large relative uplift in parameter count? (is memory bandwidth a factor rather than just the total memory amount?)

Probably quantisation. I own a 4090 and I can only run very heavily quantised 33B models. It's not really worth it. My LLM server with 16gb gpu mainly runs llama3 with expanded context window which also costs much more memory.

Yeah, i have a 3090 and 64gb of ram. I can run a 8x7B and get pretty decent performance out of it with partial offloading.

Re: Ask HN: Which LLMs can run locally on most consumer computers

#62
Seems like there is high potential for some NPC text generation from LLMs, especially a model that is trained to produce NPC dialog alongside discrete data that can be processed to correlate the content of the speech with the state of the game. This is going to be a tough challenge with a lot of room for research and creative approaches to producing immersive experiences. Unfortunately, only single-player and cooperative experiences will be practical for the foreseeable future since its trivial to totally break the immersion with some prompt poisoning.

Even more than LLMs, I'm curious about how transformers can be used to produce more convincing game AI in the areas where they are notoriously bad like 4x games.

Re: Ask HN: Which LLMs can run locally on most consumer computers

#63

I've been curious as to when games would implement any kind of these new technologies, but i think they are simply too slow for now? I think we're at least 10-15 years from being able to run low latency agents that "rag" themselves into the games they are a part of, where there are 100's of them, some of them NPC's other's controlling some game mechanic or checking if the output from other agents is acceptable or nee…

If we're just talking about NPCs in a video game, I bet the game studios have the resources to train a very specific LLM optimized for NPCs. Lots of training data could probably be stripped out; after all your average quest-giver in Skyrim doesn't need to know how to implement Black Scholes in Rust.

Re: Ask HN: Which LLMs can run locally on most consumer computers

#64

I've been curious as to when games would implement any kind of these new technologies, but i think they are simply too slow for now? I think we're at least 10-15 years from being able to run low latency agents that "rag" themselves into the games they are a part of, where there are 100's of them, some of them NPC's other's controlling some game mechanic or checking if the output from other agents is acceptable or nee…

> for games: i think they are simply too slow for now?

I think it's two-fold. The primary one is that it's likely very difficult to maintain a designers storyline vision and desired "atmosphere / feel", because LLM's currently "go off the rails" too easily. The second is that the teams with enough funding to properly fine-tune generative AI to do dialog, level/environment-creation, character-generation, etc. that funding means they're generally making AAA or AAA-adjacent games, which already need so much of a consumer GPU VRAM that there's not a lot left over for large ML models to run in parallel.

I do think though that we should already be seeing indie games doing more with LLM's and 3D character/level/item generation than we are. Of course AI Dungeon has been trailblazing this for a long time but I just expected to see more widely-recognized success by now from many projects. I take this as a signal that it's hard to make a "good" game using AI generation. If anyone has any suggestions for open-world games with significant amount of AI generation that allows player interaction to significantly affect the in-game universe, I'd be very interested in play-testing them. Can be any genre / style / budget. I just want to see more of what people are accomplishing in this space.

My hope is that there will be space for both the current style of game where every aspect is created/designed by a human, as well as for games of various types where the world is given an overall narrative/aesthetic/vision by the creators, but the details are implemented by AI and allows true open-world play where you finally can just walk into any shop and use RAG/etc to allow complete continuity over months/years of play where characters remember your conversations/interactions/actions of you and anyone playing in the same world.

I do think there's something of an "end-game" for this where a game is released that has no game at all in it, but rather generates games for each player based on what they want to play that day, and creates them as you play them. But I'd like to imagine that this won't replace other games (even if it does take a bit of the air out of the room), but rather exist alongside games with human-curated experiences.

Re: Ask HN: Which LLMs can run locally on most consumer computers

#65

I've been curious as to when games would implement any kind of these new technologies, but i think they are simply too slow for now? I think we're at least 10-15 years from being able to run low latency agents that "rag" themselves into the games they are a part of, where there are 100's of them, some of them NPC's other's controlling some game mechanic or checking if the output from other agents is acceptable or nee…

I agree on the most part, but I still think some pretty cool games can come up with local LLMs. Suck up for example, though not local afaik, is a pretty cool one.

Re: Ask HN: Which LLMs can run locally on most consumer computers

#66

I've been curious as to when games would implement any kind of these new technologies, but i think they are simply too slow for now? I think we're at least 10-15 years from being able to run low latency agents that "rag" themselves into the games they are a part of, where there are 100's of them, some of them NPC's other's controlling some game mechanic or checking if the output from other agents is acceptable or nee…

How in the world would this be tested? Anything pertaining to game logic needs to be deterministic. I can't see LLMs in games being used for anything more than some random NPC voice quips. And whose voice would be used? Would voice actors be okay with this? There are already too many bad games, we certainly don't need thousands more with AI-generated drivel dialogue, although having human writers is not a panacea eit…

Have other AI agents test the game in thousands of scenarios. Voice actors are not needed, SOTA TTS systems can synthesize a brand new voice from a description.

Re: Ask HN: Which LLMs can run locally on most consumer computers

#67

Earlier quoted context omitted.

Are they able to run at a good speed? I'm just wondering what the economics would look like if I want to create agents in my games. I don't think many are going to be willing to get with usage based / token based pricing. That's the biggest roadblock with building LLM-based games right now. Is there a way to reliably package these models with existing games and make them run locally? This would virtually make inferen…

The biggest roadblock is not running the model on the user's machine, that's barely an issue with 7B models on a gaming PC. The difficulty is in getting the NPC to take interesting actions with a tangible effect on the game world as a result of their conversation with the player.

The generative agents paper takes a pretty decent shot at this I think

Re: Ask HN: Which LLMs can run locally on most consumer computers

#68

Earlier quoted context omitted.

> This would virtually make inference free right? Not really. Inference is never "free" unless you cache the result (which is just a static output) or unless you reduce complexity (which yields procedurally less-usable outputs).

Can you explain further? Why would it not be free if it's running locally

I thought you meant "free" in terms of computational cost; running local is technically free of charge, but also requires a lot of processing power. Inferecing a properly-sized LLM will potentially starve the rest of your software from GPU/CPU/memory access, so you have to plan accordingly.

Re: Ask HN: Which LLMs can run locally on most consumer computers

#69
You can 100% do that with quantized models that are 8b and below. Take a look at ollama to experiment. For incorporating in a game I would probably use llama.cpp or candle.

The game itself is not going to have much VRAM to work with though on older GPUs. Unless you use something fairly tiny like phi3-mini.

There are a lot more options if you can establish that the user has a 3090 or 4090.

Re: Ask HN: Which LLMs can run locally on most consumer computers

#70

Earlier quoted context omitted.

Here [1] is a reference to the token/sec of Llama 3 on different apple hardware. You can evaluate if this is an acceptable performance for your agents. I would assume the token/sec would be much lower if the LLM agent is running along the side as the game would also be using a portion of the CPU and GPU. I think this is something that you need to test out on your own to determine its usability. You can also look into…

Thanks! This is helpful. I was thinking about the phi models - those might be useful for this task. Will look into how those can be run locally as well

I just ran phi3:mini[1] with Ollama on an Apple M3 Max laptop, on battery set to "Low power" (mentioned because that makes some things run more slowly). phi3:mini output roughly 15-25 words/second. The token rate is higher but I don't have an easy way to measure that.

Then llama3:8b[2]. It output 28 words/second. This is higher despite the larger model, perhaps because llama3 obeyed my request to use short words.

Then mixtral:8x7b[3]. That output 10.5 words/second. It looked like 2 tokens/word, as the pattern was quite repetitive and visible, but again I have no easy way to measure it.

That was on battery, set to "Low power" mode, and I was impressed that even with mixtral:8x7b, the fans didn't come on at all for the first 2 minutes of continuous output. Total system power usage peaked at 44W, of which about 38W was attributable to the GPU.

[1] https://ollama.com/library/phi3 [2] https://ollama.com/library/llama3 [3] https://ollama.com/library/mixtral

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