Text Generation
Transformers
Safetensors
qwen2
godot
gdscript
qlora
game-development
conversational
text-generation-inference
Instructions to use khursheed/VibeGame-8B with libraries, inference providers, notebooks, and local apps. Follow these links to get started.
- Libraries
- Transformers
How to use khursheed/VibeGame-8B with Transformers:
# Use a pipeline as a high-level helper from transformers import pipeline pipe = pipeline("text-generation", model="khursheed/VibeGame-8B") messages = [ {"role": "user", "content": "Who are you?"}, ] pipe(messages)# pip install -U transformers accelerate # Load model directly from transformers import AutoTokenizer, AutoModelForCausalLM tokenizer = AutoTokenizer.from_pretrained("khursheed/VibeGame-8B") model = AutoModelForCausalLM.from_pretrained("khursheed/VibeGame-8B", device_map="auto") messages = [ {"role": "user", "content": "Who are you?"}, ] inputs = tokenizer.apply_chat_template( messages, add_generation_prompt=True, tokenize=True, return_dict=True, return_tensors="pt", ).to(model.device) outputs = model.generate(**inputs, max_new_tokens=256) print(tokenizer.decode(outputs[0][inputs["input_ids"].shape[-1]:])) - Notebooks
- Google Colab
- Kaggle
- Local Apps Settings
- vLLM
How to use khursheed/VibeGame-8B with vLLM:
Install from pip and serve model
# Install vLLM from pip: pip install vllm # Start the vLLM server: vllm serve "khursheed/VibeGame-8B" # Call the server using curl (OpenAI-compatible API): curl -X POST "http://localhost:8000/v1/chat/completions" \ -H "Content-Type: application/json" \ --data '{ "model": "khursheed/VibeGame-8B", "messages": [ { "role": "user", "content": "What is the capital of France?" } ] }'Use Docker
docker model run hf.co/khursheed/VibeGame-8B
- SGLang
How to use khursheed/VibeGame-8B with SGLang:
Install from pip and serve model
# Install SGLang from pip: pip install sglang # Start the SGLang server: python3 -m sglang.launch_server \ --model-path "khursheed/VibeGame-8B" \ --host 0.0.0.0 \ --port 30000 # Call the server using curl (OpenAI-compatible API): curl -X POST "http://localhost:30000/v1/chat/completions" \ -H "Content-Type: application/json" \ --data '{ "model": "khursheed/VibeGame-8B", "messages": [ { "role": "user", "content": "What is the capital of France?" } ] }'Use Docker images
docker run --gpus all \ --shm-size 32g \ -p 30000:30000 \ -v ~/.cache/huggingface:/root/.cache/huggingface \ --env "HF_TOKEN=<secret>" \ --ipc=host \ lmsysorg/sglang:latest \ python3 -m sglang.launch_server \ --model-path "khursheed/VibeGame-8B" \ --host 0.0.0.0 \ --port 30000 # Call the server using curl (OpenAI-compatible API): curl -X POST "http://localhost:30000/v1/chat/completions" \ -H "Content-Type: application/json" \ --data '{ "model": "khursheed/VibeGame-8B", "messages": [ { "role": "user", "content": "What is the capital of France?" } ] }' - Docker Model Runner
How to use khursheed/VibeGame-8B with Docker Model Runner:
docker model run hf.co/khursheed/VibeGame-8B
File size: 16,395 Bytes
ae36cfb | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 | #!/usr/bin/env python3
"""Eight original in-session Codex teacher games. Admission still needs Godot."""
from pathlib import Path
import hashlib
import json
import sys
ROOT = Path(__file__).resolve().parents[1]
sys.path.insert(0, str(ROOT / 'src'))
from vibegame.seeds import PROJECT, SCENE, UI
from vibegame.project import parse_project
SCRIPTS = [
'''extends Node2D
var lane = 0
var progress = 0.0
var lost = false
var gaps = [1,0,1,1,0,0,1,0,1,0,0,1]
func _process(dt: float) -> void:
if Input.is_physical_key_pressed(KEY_R):
lane = 0
progress = 0.0
lost = false
if not lost and progress < 12.0:
if Input.is_action_just_pressed("ui_left"):
lane = 0
if Input.is_action_just_pressed("ui_right"):
lane = 1
var before = int(progress)
progress += dt * 0.7
if int(progress) > before and lane == gaps[before]:
lost = true
queue_redraw()
func _draw() -> void:
backdrop("RAIL SWITCH", "Left / Right: select rail | Avoid dark gaps | R: restart")
for i in range(12):
var y = 490.0 + (progress - float(i + 1)) * 145.0
if y > 80 and y < 640:
for track in range(2):
var color = Color("354866") if gaps[i] != track else Color("090b16")
draw_rect(Rect2(300 + track * 260, y - 80, 100, 110), color)
var finish_y = 490.0 + (progress - 12.0) * 145.0
if finish_y > 100:
draw_line(Vector2(280, finish_y), Vector2(690, finish_y), Color("ffdc75"), 8)
draw_circle(Vector2(350 + lane * 260, 490), 22, Color("5ef2d0"))
draw_line(Vector2(350 + lane * 260, 490), Vector2(350 + lane * 260, 490) + Vector2.from_angle(progress * 8) * 18, Color.WHITE, 3)
text_at("Sections %d / 12" % mini(int(progress), 12), Vector2(26, 620))
if lost or progress >= 12:
text_at("Missing rail! R to retry" if lost else "Finish reached! R to replay", Vector2(245, 320), 30)
''',
'''extends Node2D
var shield = Rect2(345, 385, 270, 15)
var drag_start = Vector2.ZERO
var dragging = false
var umbrella = true
var drops: Array[Vector3] = []
var spawn = 0.0
var elapsed = 0.0
var health = 5
var water = 7.0
func _process(dt: float) -> void:
if Input.is_physical_key_pressed(KEY_R):
drops.clear()
elapsed = 0.0
health = 5
water = 7.0
shield = Rect2(345, 385, 270, 15)
umbrella = true
spawn = 0
dragging = false
if health > 0 and water > 0 and elapsed < 30:
elapsed += dt
water -= dt * 0.5
var mouse = get_global_mouse_position().clamp(Vector2(230, 145), Vector2(730, 485))
if Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT):
if not dragging:
drag_start = mouse
dragging = true
shield = Rect2(drag_start, mouse - drag_start).abs()
shield.size = shield.size.max(Vector2(24, 12))
else:
dragging = false
if Input.is_action_just_pressed("ui_accept"):
umbrella = not umbrella
spawn -= dt
if spawn <= 0:
spawn = 0.45
drops.append(Vector3(randf_range(250, 710), 105, 1 if randf() < 0.65 else 0))
for i in range(drops.size() - 1, -1, -1):
drops[i].y += 180 * dt
if shield.has_point(Vector2(drops[i].x, drops[i].y)):
if (umbrella and drops[i].z == 0) or (not umbrella and drops[i].z == 1):
drops.remove_at(i)
continue
if drops[i].y > 550:
if drops[i].z == 0:
health -= 1
else:
water = minf(12, water + 1)
drops.remove_at(i)
queue_redraw()
func _draw() -> void:
backdrop("GARDEN GUARD", "Drag mouse: draw shield | Space: stone mesh / rain cover | R: restart")
draw_rect(Rect2(230, 555, 500, 45), Color("456735"))
for x in range(270, 720, 50):
draw_line(Vector2(x, 555), Vector2(x, 525), Color("5ef2d0"), 5)
for drop in drops:
draw_circle(Vector2(drop.x, drop.y), 10, Color("69baff") if drop.z == 1 else Color("ad8790"))
draw_rect(shield, Color("ffdc75") if umbrella else Color("69baff"), false, 4)
text_at("%s | Health %d | Water %.1f | %.0f / 30s" % ["Stone mesh" if umbrella else "Rain cover", health, water, elapsed], Vector2(30, 625), 21)
if health <= 0 or water <= 0 or elapsed >= 30:
text_at("Garden saved!" if elapsed >= 30 else "Garden lost. R to retry", Vector2(300, 270), 30)
''',
'''extends Node2D
var a = Vector2(70, 350)
var b = Vector2(340, 60)
var goal_a = Vector2(340, 60)
var goal_b = Vector2(70, 350)
var walls_a = [Rect2(140, 170, 130, 28), Rect2(70, 260, 80, 28)]
var walls_b = [Rect2(180, 235, 150, 28), Rect2(110, 95, 28, 90)]
var won = false
func move_piece(p: Vector2, motion: Vector2, walls: Array) -> Vector2:
for axis in range(2):
var candidate = p
candidate[axis] += motion[axis]
candidate = candidate.clamp(Vector2(16, 16), Vector2(394, 424))
var blocked = false
for wall in walls:
if wall.grow(12).has_point(candidate):
blocked = true
if not blocked:
p = candidate
return p
func _process(dt: float) -> void:
if Input.is_physical_key_pressed(KEY_R):
a = Vector2(70, 350)
b = Vector2(340, 60)
won = false
if not won:
var motion = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down") * 170 * dt
a = move_piece(a, motion, walls_a)
b = move_piece(b, -motion, walls_b)
won = a.distance_to(goal_a) < 20 and b.distance_to(goal_b) < 20
queue_redraw()
func _draw() -> void:
backdrop("MIRROR PARTNERS", "Arrows move both in opposite directions | Reach both gold pads | R: restart")
var offsets = [Vector2(35, 135), Vector2(515, 135)]
for i in range(2):
var off = offsets[i]
draw_rect(Rect2(off, Vector2(410, 440)), Color("172541"))
var walls = walls_a if i == 0 else walls_b
for wall in walls:
draw_rect(Rect2(off + wall.position, wall.size), Color("546783"))
draw_circle(off + (goal_a if i == 0 else goal_b), 23, Color("ffdc75"))
draw_circle(off + (a if i == 0 else b), 12, Color("5ef2d0") if i == 0 else Color("e69fff"))
text_at("Both pads occupied!" if won else "Walls stop each piece independently. Find the route.", Vector2(90, 625), 24)
''',
'''extends Node2D
var rider = Vector2(100, 330)
var parcels = [Vector2(170, 170), Vector2(360, 480), Vector2(480, 230)]
var doors = [Vector2(820, 170), Vector2(800, 450), Vector2(660, 300)]
var colors = [Color("ff647e"), Color("5ef2d0"), Color("ffdc75")]
var delivered = [false, false, false]
var carried = -1
var remaining = 45.0
var count = 0
func _process(dt: float) -> void:
if Input.is_physical_key_pressed(KEY_R):
rider = Vector2(100, 330)
delivered = [false, false, false]
carried = -1
remaining = 45.0
count = 0
if remaining > 0 and count < 3:
remaining = maxf(0, remaining - dt)
rider += Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down") * 210 * dt
rider = rider.clamp(Vector2(25, 115), Vector2(935, 580))
if carried < 0:
for i in range(3):
if not delivered[i] and rider.distance_to(parcels[i]) < 26:
carried = i
break
elif rider.distance_to(doors[carried]) < 35:
delivered[carried] = true
carried = -1
count += 1
queue_redraw()
func _draw() -> void:
backdrop("PARCEL PEDAL", "Arrows: bicycle | Touch parcel, then matching door | Carry one | R: restart")
for i in range(3):
draw_rect(Rect2(doors[i] - Vector2(24, 32), Vector2(48, 64)), colors[i].darkened(0.3))
text_at("OK" if delivered[i] else str(i + 1), doors[i] + Vector2(-15, 6), 22)
if not delivered[i] and carried != i:
draw_rect(Rect2(parcels[i] - Vector2(12, 12), Vector2(24, 24)), colors[i])
draw_circle(rider + Vector2(-12, 10), 9, Color.WHITE, false, 3)
draw_circle(rider + Vector2(12, 10), 9, Color.WHITE, false, 3)
draw_line(rider + Vector2(-12, 10), rider + Vector2(0, -8), Color("69baff"), 4)
draw_line(rider + Vector2(0, -8), rider + Vector2(12, 10), Color("69baff"), 4)
if carried >= 0:
draw_rect(Rect2(rider + Vector2(-8, -26), Vector2(16, 16)), colors[carried])
text_at("Delivered %d / 3 | Time %.1f" % [count, remaining], Vector2(25, 625))
if remaining <= 0 or count == 3:
text_at("All delivered!" if count == 3 else "Time ran out. R to retry", Vector2(295, 370), 30)
''',
'''extends Node2D
var angle = 0.0
var direction = 1.0
var objects: Array[Vector3] = []
var spawn = 0.0
var stars = 0
var lives = 3
var center = Vector2(480, 360)
func _process(dt: float) -> void:
if Input.is_physical_key_pressed(KEY_R):
stars = 0
lives = 3
angle = 0
spawn = 0
direction = 1
objects.clear()
if lives > 0 and stars < 8:
if Input.is_action_just_pressed("ui_accept"):
direction = -direction
angle += dt * direction * 1.7
spawn -= dt
if spawn <= 0:
spawn = 1.1
objects.append(Vector3(randf_range(-PI, PI), 320, 1 if randf() < 0.65 else 0))
var satellite = center + Vector2.from_angle(angle) * 185
for i in range(objects.size() - 1, -1, -1):
objects[i].y -= dt * 90
var p = center + Vector2.from_angle(objects[i].x) * objects[i].y
if satellite.distance_to(p) < 26:
if objects[i].z == 1:
stars += 1
else:
lives -= 1
objects.remove_at(i)
elif objects[i].y < 50:
objects.remove_at(i)
queue_redraw()
func _draw() -> void:
backdrop("ORBIT FLIP", "Space: reverse direction | Collect 8 gold stars, avoid red debris | R: restart")
draw_circle(center, 185, Color("334970"), false, 2)
draw_circle(center, 55, Color("4267a0"))
for obj in objects:
var p = center + Vector2.from_angle(obj.x) * obj.y
if obj.z == 1:
draw_colored_polygon(PackedVector2Array([p + Vector2(0,-13), p + Vector2(10,0), p + Vector2(0,13), p + Vector2(-10,0)]), Color("ffdc75"))
else:
draw_circle(p, 14, Color("ff647e"))
draw_circle(center + Vector2.from_angle(angle) * 185, 12, Color("5ef2d0"))
text_at("Stars %d / 8 | Lives %d" % [stars, lives], Vector2(25, 625))
if lives <= 0 or stars >= 8:
text_at("Orbit mastered!" if stars >= 8 else "Satellite lost. R to retry", Vector2(305, 365), 26)
''',
'''extends Node2D
var p = Vector2(75, 520)
var velocity = 0.0
var gravity = 1.0
var deaths = 0
var won = false
var platforms = [Rect2(0, 600, 960, 18), Rect2(0, 100, 960, 18), Rect2(170, 410, 240, 18), Rect2(470, 270, 230, 18), Rect2(760, 460, 160, 18)]
var spikes = [Rect2(230, 580, 150, 20), Rect2(530, 118, 145, 20)]
var goal = Rect2(860, 365, 48, 80)
func _process(dt: float) -> void:
if Input.is_physical_key_pressed(KEY_R):
p = Vector2(75, 520)
velocity = 0
gravity = 1
deaths = 0
won = false
if not won:
if Input.is_action_just_pressed("ui_accept"):
gravity = -gravity
velocity = 0
p.x = clampf(p.x + Input.get_axis("ui_left", "ui_right") * 220 * dt, 12, 948)
var old_y = p.y
velocity = clampf(velocity + gravity * 500 * dt, -300, 300)
p.y += velocity * dt
for ledge in platforms:
if p.x + 12 > ledge.position.x and p.x - 12 < ledge.end.x:
if velocity > 0 and old_y + 12 <= ledge.position.y and p.y + 12 >= ledge.position.y:
p.y = ledge.position.y - 12
velocity = 0
elif velocity < 0 and old_y - 12 >= ledge.end.y and p.y - 12 <= ledge.end.y:
p.y = ledge.end.y + 12
velocity = 0
for spike in spikes:
if spike.grow(11).has_point(p):
p = Vector2(75, 520)
velocity = 0
gravity = 1
deaths += 1
won = goal.has_point(p)
queue_redraw()
func _draw() -> void:
backdrop("GRAVITY SWITCH", "Left / Right: move | Space: reverse gravity | Reach green door | R: restart")
for ledge in platforms:
draw_rect(ledge, Color("506383"))
for spike in spikes:
draw_rect(spike, Color("ff647e"))
draw_rect(goal, Color("28795c"))
draw_rect(Rect2(p - Vector2(12,12), Vector2(24,24)), Color("5ef2d0"))
text_at("Falls %s | Resets %d" % ["down" if gravity > 0 else "up", deaths], Vector2(25, 633), 21)
if won:
text_at("Door reached! R to replay", Vector2(275, 350), 30)
''',
'''extends Node2D
var parcels: Array[Vector2] = []
var junction = 0
var spawn = 0.0
var quota = 0
var misses = 0
var colors = [Color("ff647e"), Color("5ef2d0"), Color("ffdc75")]
func _process(dt: float) -> void:
if Input.is_physical_key_pressed(KEY_R):
parcels.clear()
quota = 0
misses = 0
spawn = 0
junction = 0
if quota < 12 and misses < 5:
if Input.is_action_just_pressed("ui_up"):
junction = maxi(0, junction - 1)
if Input.is_action_just_pressed("ui_down"):
junction = mini(2, junction + 1)
spawn -= dt
if spawn <= 0:
spawn = 1.6
parcels.append(Vector2(30, randi_range(0, 2)))
for i in range(parcels.size() - 1, -1, -1):
parcels[i].x += 155 * dt
if parcels[i].x >= 725:
if int(parcels[i].y) == junction:
quota += 1
else:
misses += 1
parcels.remove_at(i)
queue_redraw()
func _draw() -> void:
backdrop("SORTING SHIFT", "Up / Down: choose bin before object reaches junction | 12 correct to win | R: restart")
draw_rect(Rect2(20, 320, 710, 65), Color("354866"))
for i in range(3):
draw_line(Vector2(725, 350), Vector2(835, 185 + i * 150), colors[i].darkened(0.5), 8)
draw_rect(Rect2(825, 145 + i * 150, 110, 85), colors[i].darkened(0.3))
text_at(["CIRCLE", "SQUARE", "TRIANGLE"][i], Vector2(830, 194 + i * 150), 17)
draw_line(Vector2(725,350), Vector2(835,185 + junction * 150), Color.WHITE, 4)
for parcel in parcels:
var p = Vector2(parcel.x, 350)
if parcel.y == 0:
draw_circle(p, 17, colors[0])
elif parcel.y == 1:
draw_rect(Rect2(p - Vector2(16,16), Vector2(32,32)), colors[1])
else:
draw_colored_polygon(PackedVector2Array([p + Vector2(0,-19), p + Vector2(-19,17), p + Vector2(19,17)]), colors[2])
text_at("Quota %d / 12 | Mistakes %d / 5" % [quota, misses], Vector2(25, 625))
if quota >= 12 or misses >= 5:
text_at("Shift complete!" if quota >= 12 else "Too many mistakes. R to retry", Vector2(225, 245), 28)
''',
'''extends Node2D
var a = Vector2(100, 230)
var b = Vector2(100, 460)
var switch_a = Vector2(440, 230)
var switch_b = Vector2(440, 460)
var unlocked = false
var won = false
func _process(dt: float) -> void:
if Input.is_physical_key_pressed(KEY_R):
a = Vector2(100,230)
b = Vector2(100,460)
unlocked = false
won = false
if not won:
var wasd = Vector2(float(Input.is_physical_key_pressed(KEY_D)) - float(Input.is_physical_key_pressed(KEY_A)), float(Input.is_physical_key_pressed(KEY_S)) - float(Input.is_physical_key_pressed(KEY_W)))
a += wasd.limit_length() * 220 * dt
b += Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down") * 220 * dt
a = a.clamp(Vector2(35,140), Vector2(925 if unlocked else 665,310))
b = b.clamp(Vector2(35,370), Vector2(925 if unlocked else 665,540))
if a.distance_to(switch_a) < 25 and b.distance_to(switch_b) < 25:
unlocked = true
won = unlocked and a.x > 850 and b.x > 850
queue_redraw()
func _draw() -> void:
backdrop("TWO BOXES, ONE PLAN", "Cyan: WASD | Purple: arrows | Occupy both switches, then exits | R: restart")
for y in [125,355]:
draw_rect(Rect2(20,y,920,200), Color("172541"))
draw_circle(switch_a, 26, Color("5ef2d0") if a.distance_to(switch_a) < 25 else Color("60583b"))
draw_circle(switch_b, 26, Color("e69fff") if b.distance_to(switch_b) < 25 else Color("60583b"))
for y in [140,370]:
draw_rect(Rect2(850,y,75,170), Color("28795c"))
if not unlocked:
draw_rect(Rect2(680,y,18,170), Color("ff647e"))
draw_rect(Rect2(a - Vector2(14,14), Vector2(28,28)), Color("5ef2d0"))
draw_rect(Rect2(b - Vector2(14,14), Vector2(28,28)), Color("e69fff"))
text_at("Both escaped!" if won else ("Gates latched open. Reach both exits." if unlocked else "Leave one box on its switch while moving the other."), Vector2(70,615), 23)
'''
]
def main():
prompts = [json.loads(line) for line in (ROOT / 'data/teacher_prompts.jsonl').read_text().splitlines()][:8]
rows = []
provenance = []
for prompt, script in zip(prompts, SCRIPTS):
files = {'project.godot': PROJECT % prompt['id'], 'main.tscn': SCENE, 'main.gd': script + UI}
output = json.dumps({'files': files}, ensure_ascii=False)
parse_project(output)
rows.append({'instruction': prompt['instruction'], 'output': output})
provenance.append({'id': prompt['id'], 'output_sha256': hashlib.sha256(output.encode()).hexdigest(), 'author': 'in-session Codex assistant', 'license': 'Apache-2.0', 'origin': 'Original gameplay authored here; fixed original project/scene/UI helper. Not a Qwen teacher output.', 'validation': 'Static project contract only; requires separate Linux Godot import and full 60s run before training.'})
out = ROOT / 'data/codex_teacher_batch_root.jsonl'
out.write_text(''.join(json.dumps(row, ensure_ascii=False) + '\n' for row in rows))
out.with_name('codex_teacher_batch_root_provenance.json').write_text(json.dumps(provenance, indent=2) + '\n')
print('Wrote', len(rows), 'original teacher candidates; runtime admission pending')
if __name__ == '__main__':
main()
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