Cannae Ai,a startup,Combining development and research in the fields of General purpose and specific use case AI,soon to operate in the agentic ai field.
𧬠Darwin Family: Zero Gradient Steps, GPQA Diamond 88.89%
How far can we push LLM reasoning *without* training?
Our team at VIDRAFT submitted this paper to Daily Papers yesterday, and it's currently #3. Huge thanks to everyone who upvoted ā sharing the core ideas below.
Darwin Family is a training-free evolutionary merging framework. By recombining the weight spaces of existing LLM checkpoints ā with zero gradient-based training ā it reaches frontier-level reasoning.
- š Darwin-28B-Opus: GPQA Diamond 88.89% - šø Zero gradient steps ā not a single B200 or H200 hour needed - 𧬠Consistent gains across 4B ā 35B scale - š Cross-architecture breeding between Transformer and Mamba families - š Stable recursive multi-generation evolution
#Three Core Mechanisms
ā 14-dim Adaptive Merge Genome ā fine-grained recombination at both component level (Attention / FFN / MLP / LayerNorm / Embedding) and block level, expanding the prior evolutionary-merge search space.
ā” MRI-Trust Fusion ā we diagnose each layer's reasoning contribution via an **MRI (Model Reasoning Importance)** signal and fuse it with evolutionary search through a **learnable trust parameter**. Trust the diagnostic too much and search collapses; ignore it and search becomes inefficient ā Darwin learns the balance from data.
Want to share my enthusiasm for zai-org/GLM-5.1 here too š„
I think we have it: our open source Claude Code = GLM-5.1 + Pi (https://pi.dev/) - Built a Three.js racing game to eval and it's extremely impressive. Thoughts:
- One-shot car physics with real drift mechanics (this is hard)
- My fav part: Awesome at self iterating (with no vision!) created 20+ Bun.WebView debugging tools to drive the car programmatically and read game state. Proved a winding bug with vector math without ever seeing the screen
- 531-line racing AI in a single write: 4 personalities, curvature map, racing lines, tactical drifting. Built telemetry tools to compare player vs AI speed curves and data-tuned parameters
- All assets from scratch: 3D models, procedural textures, sky shader, engine sounds, spatial AI audio!
- Can do hard math: proved road normals pointed DOWN via vector cross products, computed track curvature normalized by arc length to tune AI cornering speed
You are going to hear about this model a lot in the next months - open source let's go - and thanks z-aišš