text stringlengths 1 70 |
|---|
eye |
eyes |
nose |
face |
mouth |
ear |
head |
person |
human |
apple |
cat |
ship |
spider |
ant |
0 |
zero |
1 |
one |
2 |
two |
3 |
three |
4 |
four |
5 |
five |
6 |
six |
7 |
seven |
8 |
eight |
9 |
nine |
ten |
eleven |
twelve |
thirteen |
fourteen |
fifteen |
sixteen |
seventeen |
eighteen |
nineteen |
twenty |
thirty |
forty |
fifty |
sixty |
seventy |
eighty |
ninety |
Brazil |
Mars |
basketball |
China |
Christmas |
Michigan |
Kansas |
gold |
iron |
copper |
mercury |
Earth |
March |
Seattle |
Spain |
bear |
moon |
Friday |
Saturn |
oxygen |
nitrogen |
carbon |
calcium |
heart |
kidney |
May |
violin |
third |
Russia |
Vatican |
Indonesia |
Italy |
July |
December |
October |
February |
January |
east |
up |
down |
south |
India |
France |
night |
day |
H |
O |
C |
Modoomlation lens: playing Doom by reading Qwen3.6-27B's Focus lens
This repo plays Doom with Qwen3.6-27B without generating a single token. Each frame goes through one forward pass. The action is read out of the model's residual stream with a Focus (directed-modulation) lens, in the style of a typed, Jev-like decision model: every decision field ("head") is a small classification over natural-language options.
screen frame ──► Qwen3.6-27B (one forward, per-head prompts sharing a cached prefix)
│ residual stream at layers 18–51, final prompt position
▼
walk: [move forward | move backward | stand still] ┐
turn: [turn left | turn right | keep facing ahead] │ each option = a Focus reader direction;
strafe: [strafe left | strafe right | no sidestep] │ calibrated scores, lowest mean rank over
fire: [fire | hold fire] │ the head's layer band wins
door: [open it | leave it] ┘
▼
buttons of all heads pressed together, held for 4 tics
How it works
- Option directions (Focus lens,
focus_lens.py). For an option phrase x, run 25 prompts likeKeep x in your thoughts. Write "<neutral carrier sentence>" Don't write anything else.The carrier is teacher-forced as the reply. Average the residual stream over the carrier tokens: this is the model's state while holding x in mind but writing something unrelated. Subtract the Focus center, the same mean over many concepts. Then whiten with the Focus within-concept covariance C:D = P v / sqrt(vᵀ P v), whereP = (C + 0.01·mean_eig·I)⁻¹. - Query state. The prompt is the 320×240 screen, the task description, then one question per head, e.g.
"Should you turn right now, and which way? Options: turn left, turn right, keep facing ahead." It uses
Qwen's chat template, and the assistant turn is prefilled with
Action:. The readout is the final-position residual at layers 18–51. The heads' prompts share the image and situation prefix, which runs once with a KV cache; only the short questions run per head. - Contextual calibration. On 240 frames of random play, the query is centred on the mean state, and
each option's score
D·(h − center)is standardized by its mean and std. Without this, a static option prior dominates: the first-listed option wins on every frame. - Layer band per head. This uses 240 labelled frames of random play from separate seeds. The labels come from ViZDoom's object-label buffer: turn toward the nearest enemy, fire if an enemy covers the crosshair. Each head with labels gets the 8-layer window with the best dev ROC AUC; heads without labels use all of L18–51.
- Decision. Per head, rank the options in every layer of the band and take the lowest mean rank. There are no thresholds and no task-specific rules. Playing never uses the labels.
The model sees only pixels and the prompt. Labels are used only to pick layer bands.
Versions (--version)
| Version | Change |
|---|---|
| v0 | one head over all actions, one prompt |
| v1 | movement head (incl. "stay still") + fire head ("shoot / hold fire"), one shared prompt |
| v2 | two-option heads: no "stay still", so turning and shooting can happen together |
| v3 | Jev wording "fire / hold fire" |
| v4 | one prompt per head (shared situation + head-specific question); the biggest single improvement |
| v4s / v5 | + a default "strategy" sentence (v5 also adds a weapon head); hurt every time |
| v4w | + weapon head (deathmatch) |
| v4x | + "explore" movement head and a fight/explore gate head |
| v7 | one comprehensive prompt for both heads (worse than v4) |
| v8 / v8n | building maps: door head + 90° turn options (+/− gate); mostly spins |
| v9 | building maps: walk / turn / strafe as independent heads (+ fire, door) |
| v9b | v9 without the 90° turns: the best building agent |
Scenarios (--scenarios)
| Name | What | Notes |
|---|---|---|
defend_the_center |
ViZDoom arena; turn + shoot | built into ViZDoom |
deadly_corridor |
ViZDoom corridor | built into ViZDoom |
deathmatch |
ViZDoom arena with weapons and pickups | built into ViZDoom |
freedoom_map02 |
Freedoom: Phase 2 MAP02, a building with 56 monsters; shotgun via cheats; 3-min timeout | freedoom2.wad ships with ViZDoom |
freedoom_map02_nc |
MAP02 with corpses removed (mods/nocorpse.pk3) |
no measurable effect |
e1m1 |
Doom E1M1 Hangar, skill 4 | needs the shareware doom1.wad in wads/ (not included) |
Setup
hf download verysweatydog/modoomlation-lens --repo-type dataset --local-dir modoomlation-lens
cd modoomlation-lens
You need one GPU with ≥ 80 GB, e.g. an H100 80 GB or RTX PRO 6000. Qwen3.6-27B in bf16 is about 54 GB.
pip install -r requirements.txt # tested: torch 2.9.1+cu128, transformers 5.19.0, vizdoom 1.3.1
# optional but much faster gated-DeltaNet kernels: pip install flash-linear-attention fla-core
export QWEN_MODEL_PATH=Qwen/Qwen3.6-27B # or a local copy
Focus statistics
Directions need the Focus center and within-concept covariance for each layer in stats/qwen3.6-27b/
(layer_18.pt … layer_51.pt, about 105 MB each).
- Included in this repo (recommended): the statistics used for all results below. They were extracted
from the full Focus-lens build: 14,264 concepts × 25 Focus prompts. Only the center and the
focus_within_conceptcovariance are kept, in fp32. - Or rebuild cheaply:
python build_focus_stats.py --layers 18-51uses 1,500 random concepts fromconcepts.txt, about 6 min on an H100.- The cheap statistics reproduce the full lens's dev AUCs closely (within 0.005).
- But in one test the agent's behaviour differed at a decision boundary (it froze at a level start). Prefer the included statistics when reproducing results.
Run
# directions + calibration + band choice (~5 min per scenario), then play (~0.2 s per decision on an
# RTX PRO 6000, including the game and video)
python heads.py prepare --version v9b --scenarios freedoom_map02
python heads.py play --version v9b --scenarios freedoom_map02 --episodes 10
# arena with per-head prompts
python heads.py prepare --version v4 --scenarios defend_the_center
python heads.py play --version v4 --scenarios defend_the_center --episodes 10
# E1M1 has almost no labelled enemies in its dev frames, so reuse the MAP02 bands (same head questions)
python heads.py prepare --version v9b --scenarios e1m1 --bands-from runs/v9b/prepared_freedoom_map02.pt
python heads.py play --version v9b --scenarios e1m1 --episodes 10
# chance reference (no model): one uniformly random button per decision
python heads.py baseline --scenarios freedoom_map02 --episodes 10
# behaviour metrics from the per-decision logs
python analyze_play.py v9b=runs/v9b/freedoom_map02_lens_v9b.jsonl random=runs/baselines/freedoom_map02_random.jsonl
Outputs go to runs/<version>/:
prepared_<scenario>.pt: directions, calibration and bands;diagnostic_<scenario>.json: per-layer dev AUCs and the chosen bands;<scenario>_lens_<version>.mp4: video with a per-option weight panel;.jsonl: a per-decision log with head choices, enemy visibility and position;_results.json: per-episode survival, kills, explored cells and furthest distance.
Useful flags:
--turn-tics 2releases turn keys after 2 of the 4 tics (gentler turning);--no-video;--no-prefix-cacheuses the slower batched full prompts.
Results (Qwen3.6-27B, included statistics)
Evaluation seeds are 1000+, episodes end at death or timeout, and n is the number of episodes. Survival is in game seconds.
| Scenario | Policy | n | Survival mean | Kills (total) | Notes |
|---|---|---|---|---|---|
| defend_the_center | v4 | 10 | 14.0 s | 54 | random: 9.2 s, 13 |
| defend_the_center | v0 single head (band L35–42) | 10 | 12.4 s | 41 | |
| deathmatch | v4w (--turn-tics 2) |
10 | 27.3 s | 44 | random: 19.1 s, 22 |
| deadly_corridor | v4 | 10 | 10.5 s | 12 | random: 5.7 s, 7 |
| freedoom_map02 | v9b | 10 | 62.8 s | 54 | 18.4 cells explored, 766 units furthest |
| freedoom_map02 | random | 10 | 71.1 s | 42 | 9.5 cells, 381 units furthest |
| e1m1 (skill 4) | v9b, MAP02 bands | 5 | 148.3 s | 11 | 28.8 cells, 974 furthest; random: 158.4 s, 8 kills, 20.6 cells, 653 |
What worked and what didn't:
- Per-head prompts (v4) were the largest gain. Arena dev AUC for turning rose from 0.76 to 0.93, and kills roughly tripled.
- Strategy sentences, a single comprehensive prompt, the explore gate and 90° turn options did not help.
- Independent walk / turn / strafe heads (v9b) doubled exploration in the building.
- No policy reached a level exit. Random survives about as long in the building levels, because it barely moves.
Known limitations and later findings (not in this code)
- Oscillation: independent per-frame decisions flip turn left↔right and walk forward↔back on 20–30% of consecutive decisions, which also gets the agent stuck. Exponential smoothing of the calibrated scores across decisions (α = 0.6) roughly halved the flips and stuck time. Adding the previous frame as a second image helped further.
- Later layers:
- On labelled frames, bands in layers 51–63 read fire much better than layers 18–51 (AUC 0.92 vs 0.79 on E1M3).
- On text classification the same lens recipe matched greedy generation once bands could reach L63 (ag_news 0.90).
- Band selection by left-vs-right AUC ignores the third "no-op" option. It can pick a band where "keep facing ahead" always wins. Balanced accuracy of the full decision rule is the safer metric.
- Shot quality: the fire head fires whenever an enemy is visible, not when one is lined up. Only about 20% of shots have an enemy in the crosshair.
- Small samples: every episode with a given seed starts from the same state, so 5–10 episodes are correlated samples.
Files
| File | Purpose |
|---|---|
focus_lens.py |
model loading (with a fast exact replacement for the vision patch-embedding Conv3d), residual capture, Focus directions |
heads.py |
versions, prompts, prefix-cached query states, calibration, band selection, decision rule, CLI |
doom_env.py |
scenarios, game loop, video overlay, logging, random baseline |
build_focus_stats.py |
cheap rebuild of the Focus statistics |
analyze_play.py |
turn / walk reversal rate, stuck time, fire precision from the logs |
focus_prompts.json |
the 25 Focus prompts (5 phrasings × 5 carriers) |
concepts.txt |
concept inventory for build_focus_stats.py |
mods/ |
no-corpse DECORATE mod (source + pk3) |
stats/qwen3.6-27b/ |
Focus center + within-concept covariance, L18–51 |
Credits
The idea comes from Jev by TypeSafe: typed, generation-free decisions from a model's internal state (https://typesafe.ai/blog/introducing-system-one-models-and-jev). The game engine is ViZDoom, and the building level is from Freedoom.
- Downloads last month
- 112