What are you doing with LLMs?
Mostly experimented with finetuning, improving the writing of llms and loras until recently, even though it's an old example,
making a model consistently believe it is 1989 is still my fondest memory in this sphere, because the technical execution went relatively smoothly and the dataset was tiny for its effect. I left the AI sphere for a bit for other hobbies and I am still catching up. A month in AI time is like a year in other things. I went back to emacs recently because python is horrible and all llm related frameworks are a rats nest of poor decision making by developers and lisp is great for complicated decision trees and emacs/elisp is great for working with text. I'm now in the process of teaching a group of smaller LLMs to work together as one brain to "win" simple text games written in lisp. I'm really interested in that interesting sweet spot of problem solving LLMs can reach that is not easy to implement with more "conventional" programming approaches. I feel it could make for very "lifelike" videogame AI. That said, LLMs soon won't be the cutting edge anymore, multimodal is the future.
I'm not an expert on SD but the way the diffusion works it makes sense its good at pixel art.
There is some pixel art I generated and
posted before. For anyone with a passing interest in pixel art, it's easy to see how these pictures could be fixed to not look AI made anymore. It is a pity about Stability, but there are currently very interesting things brewing, some of them coming from China who are far less concerned with censorship when it gets in the way of efficency, funnily enough. Especially imagegen is nowhere close to hitting the ceiling. I was thinking about how to replicate 80s high color pixel art that contrary to this weird autistic current pixel art with its billion drawing rules usually was the result of digitized pictures being traced over with a very limited color palette, then LLMs got more interesting.
would be interesting to hear from an old timer what was it like when photoshop and the like entered the scene
It started way before photoshop. I got video hardware lying around here which would give Amigas (who were limited to maximum 32 colors out of a 12 bit palette, 64 if you stretch things with halfbrite, so not really enough for any kind of pleasing digital art that is not pixel art) millions of colors to be ran with bespoke graphics software, specifically made for the hardware. There was quite a bit of hardware like this because people clearly saw the potential for "computer art" and animation and these programs were less "abstract" than modern software, still heavily leaning on the physical process of painting to ease people into working with computers. (which how a lot of computer software was and still really is, leaning on physical world concepts the 20-something twitter artists haven't even experienced because they were already obsolete when they still shit their diapers) It'd still take 5-10 years from such rather expensive and for all intents impractical to use hardware expansions until digital art was actually anywhere close to common place and absolutely nobody remembers the pioneer stuff now. That's why it's naive to think things have peaked, thinks didn't peak with that not-that-useful hardware either. The ideas and concepts are formed. The potential is clear. It's an engineering/scaling problem now. People that think technological advances that have already proven useful to this degree will just suddenly "disappear" and the world will just turn back a few years are simply delusional.