Skip to page content
SAVRN
Search Plan a project

Open-weight model · Image and text to text

GameScaling-0.8B-S3

by Tsinghua Spatial Intelligence Lab THUSI-Lab/GameScaling-0.8B-S3

GameScaling-0.8B-S3 is an open-weight model for image and text to text from Tsinghua Spatial Intelligence Lab, released under Apache License 2.0. It has 1.1B parameters and a 262,144-token context. At 16-bit it needs about 2.7 GB of GPU memory, which fits on 1x MI300X from $1.85 an hour, at the lowest prices in the SAVRN Index. It draws 50 downloads a month.

This repository: GameScaling-0.8B-S3. Qwen3.5-0.8B continued pre-trained on a balanced mixture of 27% Minecraft and other games (S3), 1,600 h of gameplay, 6,760 training steps; 2.2 GB of bfloat16 weights on 1 GPU.

Parameters1.1B
Context262,144
Weights2.2 GB
Licenseapache-2.0
AccessOpen weights
Monthly Downloads50

Runs On

What it takes to serve GameScaling-0.8B-S3 (1.1B parameters): the memory its weights need at each precision, and the cheapest way to rent enough data-center GPUs to hold them.

PrecisionWeightsMemory neededCheapest setupPer hourAlso fits
16-bit 2.2 GB 2.7 GB 1x MI300X (192 GB)
Vultr
$1.85 1x H100 $1.99 · 1x MI325X $2.00
8-bit 1.1 GB 1.3 GB 1x MI300X (192 GB)
Vultr
$1.85 1x H100 $1.99 · 1x MI325X $2.00
4-bit 0.6 GB 0.7 GB 1x MI300X (192 GB)
Vultr
$1.85 1x H100 $1.99 · 1x MI325X $2.00

Memory is the weights at that precision plus 20% for the runtime and a short context; a long context needs more. Prices are the lowest on-demand hourly rates in the SAVRN Index, read Oct 22, 2026.

GameScaling-0.8B-S3 on every accelerator the SAVRN Index prices, at every precision

Model Card

By Tsinghua Spatial Intelligence Lab, published under apache-2.0, revision 526ee9627ddb.

This repository: GameScaling-0.8B-S3. Qwen3.5-0.8B continued pre-trained on a balanced mixture of 27% Minecraft and other games (S3), 1,600 h of gameplay, 6,760 training steps; 2.2 GB of bfloat16 weights on 1 GPU. Serve it with bash scripts/servevllm.sh THUSI-Lab/GameScaling-0.8B-S3 8000 (§1). The inference client, prompts and scripts are in THUSI-Lab/GameScaling; all eight checkpoints are in the GameScaling models are Qwen3.5 vision-language models with continued pre-training on keyboard-and-mouse gameplay. Each call takes the current game frame (plus a short history of past frames and actions) and returns the next 200 ms of keyboard and mouse actions: 6 steps of 33 ms each, plus one mouse…

Read Tsinghua Spatial Intelligence Lab's full model card

Scaling in Games

Continued Pre-Training for Embodied Agents in Diverse Virtual Worlds

Kuan Zhang1,2,*,‡, Yukun Chen1,3,*,‡, Zhihao Yang1,3,*,‡, Yue Su4, Xiangnan Wu3, Zirong Chen2, Run Luo1,5,‡, Jinkun Hou6, Tao Tan1, Yinhe Zheng1,†, Yiming Li2,†

1miHoYo Honkai AI R&D Team   2College AI, Tsinghua University   3University of Chinese Academy of Sciences   4MMLab, The University of Hong Kong   5National University of Singapore   6Peking University
*Equal contribution   †Corresponding author   ‡Work done while interning at miHoYo

This repository: GameScaling-0.8B-S3. Qwen3.5-0.8B continued pre-trained on a balanced mixture of 27% Minecraft and other games (S3), 1,600 h of gameplay, 6,760 training steps; 2.2 GB of bfloat16 weights on 1 GPU. Serve it with bash scripts/serve_vllm.sh THUSI-Lab/GameScaling-0.8B-S3 8000 (§1). The inference client, prompts and scripts are in THUSI-Lab/GameScaling; all eight checkpoints are in the GameScaling collection.

Overview

GameScaling models are Qwen3.5 vision-language models with continued pre-training on keyboard-and-mouse gameplay. Each call takes the current game frame (plus a short history of past frames and actions) and returns the next 200 ms of keyboard and mouse actions: 6 steps of 33 ms each, plus one mouse movement and scroll for the whole chunk. The model may think before it acts.

This repository holds the GameScaling-0.8B-S3 weights. The inference client and the standard system-prompt template are in THUSI-Lab/GameScaling; each of the eight checkpoints is its own repository (below, and in the GameScaling collection). Together they are everything needed to serve a checkpoint and run it in a game; there is no training code. Paper results and analysis are on the project page.

Checkpoints

Model Training steps Weights GPUs (bf16)
GameScaling-0.8B-S1 6,736 2.2 GB 1
GameScaling-0.8B-S3 6,760 2.2 GB 1
GameScaling-2B-S1 6,736 5.4 GB 1
GameScaling-2B-S3 6,760 5.4 GB 1
GameScaling-9B-S1 6,736 18.8 GB 1
GameScaling-9B-S3 6,760 18.8 GB 1
GameScaling-27B-S1 6,995 54.7 GB 2 (tensor parallel)
GameScaling-27B-S3 7,020 54.7 GB 2 (tensor parallel)
  • S1 is trained on Minecraft gameplay only. S3 is a balanced mixture: 27% Minecraft, the rest from other games. All checkpoints use 1,600 h of gameplay.
  • Weights are bfloat16, from the Qwen3.5-0.8B / 2B / 9B / 27B backbones.

File tree

THUSI-Lab/GameScaling-<size>-<mixture>   one repository per checkpoint
├── config.json                 Qwen3.5 architecture, bfloat16
├── model.safetensors           weights (27B: 2 shards + index)
├── chat_template.jinja         required, renders history turns
├── tokenizer.json
├── tokenizer_config.json
├── generation_config.json
├── preprocessor_config.json
├── processor_config.json
└── video_preprocessor_config.json

THUSI-Lab/GameScaling
├── config.json                 index of the eight checkpoint repositories (no weights)
├── prompts/
│   ├── system_prompt_template.txt  standard prompt, 3 slots (§2)
│   └── example_doom_battle1.txt    complete Doom prompt (§2)
├── examples/
│   ├── doom_battle1.jpg        test frame (1280x720)
│   ├── doom_battle1_action.txt the model's reply on that frame
│   └── run_example.py          frame in, action out (§3)
├── gamescaling/                inference client
│   ├── prompt.py               system prompt builders
│   ├── policy.py               client and request body
│   ├── action.py               action format and parser
│   └── keymaps.py              key names <-> browser keys
├── scripts/serve_vllm.sh       start a vLLM server
├── tests/test_core.py          offline tests (no GPU)
├── assets/                     images for this card
├── requirements.txt            client deps: requests, Pillow
└── LICENSE                     Apache 2.0

1. Download and serve

Download the client and scripts from THUSI-Lab/GameScaling:

pip install -U huggingface_hub
huggingface-cli download THUSI-Lab/GameScaling --exclude "assets/*" --local-dir ./GameScaling
cd GameScaling

Serve a checkpoint with vLLM (tested with 0.17.0); vLLM fetches the weights from its repository:

pip install "vllm>=0.17"
bash scripts/serve_vllm.sh THUSI-Lab/GameScaling-9B-S1 8000        # 0.8B-9B fit on one GPU
bash scripts/serve_vllm.sh THUSI-Lab/GameScaling-27B-S1 8000 2     # 27B: tensor parallel 2

To keep the weights in a local folder instead, download the checkpoint repository and pass its path:

huggingface-cli download THUSI-Lab/GameScaling-9B-S1 --local-dir ./GameScaling-9B-S1
bash scripts/serve_vllm.sh ./GameScaling-9B-S1 8000

serve_vllm.sh CKPT [PORT] [TP] starts vLLM with --served-model-name gamescaling, bfloat16, --max-model-len 32768 (system prompt + 5 history frames + reasoning budget) and --limit-mm-per-prompt '{"image": 8}' (5 history frames + the current one, with headroom). Set GPU_MEM_UTIL to change the memory fraction (default 0.85).

Check that the server is up and the client can reach it:

curl -s http://127.0.0.1:8000/v1/models          # should list "gamescaling"
pip install -r requirements.txt
python tests/test_core.py                         # offline checks, no server needed

Things to keep as shipped:

  • Chat template. Use the chat_template.jinja in the checkpoint repository (vLLM loads it by default). Do not replace it with the stock Qwen template: this one renders past turns without reasoning as <think>\n\n</think>\n\n<|action_start|>..., token-for-token as in training.
  • Special tokens. Requests must set skip_special_tokens: false, or the server strips the <|action_start|> / <|action_end|> tags. build_request already does this.
  • One server per GPU group. One vLLM replica can serve several games at once, but long prefills (one image per history turn) make each step slower when many games share it.

2. System prompt

prompts/system_prompt_template.txt is the standard system prompt. Fill in three placeholders and keep everything else exactly as written: the model decides its output tags from the exact text of the Output Format section.

Placeholder What to write
{GAME_NAME} The game's name. It appears twice: in the opening and in the key-list heading.
{GAME_RULES} What the game is, what is on screen, the goal and how it is scored. Plain text; several lines are fine.
{KEY_BINDINGS} One - <key> -> <effect> line per key, in training key names (§5). End with the mouse line below if the mouse turns the camera.

The mouse line, copied verbatim:

- Mouse X Y -> aim / rotate the camera (X>0 right, Y>0 down)

Note. Lines such as **Game Rules**, **Output Format** and **Explanation** are plain-text section headers that the model saw in training. They are part of the prompt, not Markdown formatting: send them to the model unchanged, including the asterisks.

Complete example: Doom Battle-1

This is the full system prompt for the ViZDoom Battle-1 map, as in prompts/example_doom_battle1.txt. It is the same text in both reasoning modes (§4). Long lines scroll horizontally; each line break below is a real \n in the prompt.

You are a gaming expert, and you are currently playing Doom Battle-1. You are proficient in keyboard and mouse operations. You understand game mechanics and combat pacing, can quickly extract key information from the current screen, and can think and make precise decisions at critical moments. Based on the current screen, plan the next 200ms of actions, consisting of 6 steps spaced 33ms apart. Each step lasts 33ms, until the next step begins. If the current situation continues the previous strategy, output the action directly. Think only when the situation changes significantly, the previous analysis is no longer valid, or a new objective appears.
**Game Rules**
You are playing Doom, a first-person shooter, in an arena full of monsters. Survive and kill as many monsters as you can.

## What you see on screen
- First-person view.
- The crosshair at screen centre marks where shots land.
- The status bar along the bottom shows HEALTH on the left and AMMO on the right.
- Monsters keep arriving for the whole episode; some throw fireballs from range.

## Rules
- Score is the number of monsters you kill in the episode.
- Firing costs ammo, and the episode ends as soon as your health reaches 0, so dodging matters as much as shooting: standing still in the open is how most episodes end early.
- Health packs and ammo boxes lie around the map; walk over one to pick it up. Running out of either is fatal, so collect them while fighting.
- A target is hit when it is under the crosshair, so turn with the mouse until the monster is centred before firing.
- The map is one large open arena, so monsters can close in from any direction.
**Common Keys in Doom Battle-1**
- W -> Move forward
- A -> Strafe left
- S -> Move backward
- D -> Strafe right
- LB -> Fire weapon
- Ctrl -> Fire weapon (keyboard alternative)
- Shift -> Run
- Space -> Open doors / use switches
- one -> Select weapon slot 1
- two -> Select weapon slot 2
- three -> Select weapon slot 3
- Mouse X Y -> aim / rotate the camera (X>0 right, Y>0 down)
**Output Format**
**Action only (usual)**
<think></think><|action_start|>X Y Z ; k1 k2 k3 ; k4 k5 ; k6 ; k7 ; k8 ; k9 k10<|action_end|>
**Thinking + action (when necessary)**
<think>reasoning</think><|action_start|>X Y Z ; k1 k2 k3 ; k4 k5 ; k6 ; k7 ; k8 ; k9 k10<|action_end|>
**Explanation**
1. **Mouse Movement**: First, specify the relative displacement X, Y (X>0 means move right, Y>0 means move down) and scroll amount Z (Z>0 means scroll up).
2. **Key Sequence**: Then list 6 groups of keys; within each group, keys are separated by spaces, and groups are separated by semicolons.
- Each group can contain up to 4 keys.
- If a group has no keys, leave it empty but keep the `;`.
3. Only output a plain string that conforms to the above format — no line breaks and no quotation marks.
**Key Naming Rules**
- Number keys `0-9`: use lowercase English words, e.g., `zero` for `0`, `one` for `1`, ... `nine` for `9`.
- Function keys `F1-F12`: use capitalized English words, e.g., `One` represents `F1`, `Two` represents `F2`, and so on.
- Mouse buttons: use `LB`, `RB`, `MB` for the left, right, and middle mouse button.
- Letters: use the uppercase letter, e.g., `A`, `D`, `W`, `S`.
- Arrow keys: use `Up`, `Down`, `Left`, `Right`.
- Modifier/special keys: `Shift`, `Ctrl`, `Alt`, `Tab`, `Caps`, `Esc`, `Space`, `Enter`, `Back` (backspace), `Delete`, `Insert`, `Home`, `End`, `Pause`.

The same prompt from code (tests/test_core.py checks that it matches the file byte for byte):

from gamescaling import build_system_prompt

DOOM_RULES = open("prompts/example_doom_battle1.txt").read() \
    .split("**Game Rules**\n", 1)[1].split("\n**Common Keys in", 1)[0]

system = build_system_prompt(
    "Doom Battle-1",
    rules=DOOM_RULES,
    key_bindings=[
        ("W", "Move forward"), ("A", "Strafe left"), ("S", "Move backward"), ("D", "Strafe right"),
        ("LB", "Fire weapon"), ("Ctrl", "Fire weapon (keyboard alternative)"), ("Shift", "Run"),
        ("Space", "Open doors / use switches"), ("one", "Select weapon slot 1"),
        ("two", "Select weapon slot 2"), ("three", "Select weapon slot 3"),
    ],
    mouse_aim=True,   # appends the "Mouse X Y -> ..." line
)

Filling the text file directly gives the same result:

tpl = open("prompts/system_prompt_template.txt").read().rstrip("\n")
system = (tpl.replace("{GAME_NAME}", "Doom Battle-1")
             .replace("{GAME_RULES}", DOOM_RULES)
             .replace("{KEY_BINDINGS}", "- W -> Move forward\n- A -> Strafe left\n..."
                      "\n- Mouse X Y -> aim / rotate the camera (X>0 right, Y>0 down)"))

3. Minimal usage

from PIL import Image
from gamescaling import GameScalingPolicy, PolicyConfig

policy = GameScalingPolicy(system, PolicyConfig())   # system prompt from §2; prefills <think>
policy.reset()                                       # call at the start of every episode
decision = policy.act(Image.open("frame.png"))       # one call = one 200 ms decision
a = decision.action
a.mouse      # (X, Y, Z): mouse movement for this chunk (per-mille of the screen) + scroll
a.steps      # 6 groups: the keys held during each 33 ms step
a.parsed     # False = could not be parsed; execute as a no-op
decision.reasoning   # the model's thinking for this step ("" if it acted directly)

Pass a to your executor. Run 6 steps of 33 ms, holding that step's keys during each one. Keys that appear in two consecutive groups stay held rather than being pressed again. Mouse movement is X/1000 * screen width and Y/1000 * screen height. You can spread it over the 200 ms or send it at once. The frame is sent at its native size; set PolicyConfig(image_size=(w, h)) to resize it first.

Test frame

examples/doom_battle1.jpg is a frame from a Doom Battle-1 episode played by GameScaling-9B-S3. A monster stands just left of the crosshair.

The model's reply on this frame (examples/doom_battle1_action.txt), with the system prompt from §2:

<think>

</think>

<|action_start|>-37 -3 0 ; LB S ; LB ; LB ; LB ; LB ; LB<|action_end|>

It acts without thinking, turns left by 37/1000 of the screen width, and holds fire for the whole 200 ms (with a short step back in the first 33 ms). The shot killed the monster.

Run the same frame against your server:

python examples/run_example.py --offline       # no server
python examples/run_example.py                 # prefill <think>
python examples/run_example.py --no-reasoning  # no thinking

Each reply should parse into a valid action chunk (parsed=True); the script exits non-zero otherwise. Sampling is at temperature 1.0 and the reference reply had five earlier frames in context, so live replies differ in detail.

4. Reasoning modes and message structure

The assistant turn is always prefilled, and the request continues it (continue_final_message=True). The system prompt is the same in both modes.

Mode Prefill What the model does
PolicyConfig() (default, reasoning=True) <think> Decides whether and how long to think, closes </think>, then outputs the action
PolicyConfig(reasoning=False) <think>\n\n</think> Thinking is closed and empty; the model outputs the action chunk directly

<think>\n\n</think> is exactly how the chat template renders a turn without reasoning, so the no-reasoning mode stays in the training format. Do not send the request without a prefill.

Each user turn is the text current game screen followed by the frame. Multi-turn messages (policy.py):

system     system prompt (§2)
user       "current game screen" + frame t-k
assistant  action taken at t-k (no reasoning)
...        (last history_len turns, default 5)
user       "current game screen" + current frame
assistant  "<think>"  or  "<think>\n\n</think>"

Past turns keep only the action (history_think=0). A turn that failed to parse is stored as an explicit no-op, <|action_start|>0 0 0 ; ; ; ; ; ; <|action_end|>, not as the raw bad output.

Client defaults: temperature=1.0, max_tokens=2048, stop=["<|action_end|>"], skip_special_tokens=false, JPEG frames (quality 90) at native resolution.

5. Action format

<|action_start|>X Y Z ; g1 ; g2 ; g3 ; g4 ; g5 ; g6<|action_end|>
  • X Y: mouse movement over the whole 200 ms, in per-mille of the screen (X = Σdx / screen width × 1000), clipped to ±1000. X>0 is right, Y>0 is down.
  • Z: scroll notches, clipped to ±5. Z>0 is up.
  • g1..g6: six 33 ms steps. Each group lists the keys held during that step, at most 4. An empty group releases all keys, but the ; must stay.
  • <|action_start|> / <|action_end|> are special tokens. Requests must set skip_special_tokens: false (build_request does), or the server strips the tags. parse_action also accepts a bare X Y Z ; ... as a fallback.
  • The action is read only after the last </think>: a model that thinks often quotes the format inside its reasoning. An unclosed <think> means the generation was cut off; it is executed as a no-op (Action.truncated=True).

Training key vocabulary (74 tokens, case-sensitive, gamescaling.action.KEY_VOCAB):

Group Tokens
Letters A..Z
Number row zero one .. nine
F1-F12 One Two .. Twelve (capitalized = function key)
Mouse buttons LB RB MB
Arrows Up Down Left Right
Other Shift Ctrl Alt Tab Caps Esc Space Enter Back Delete Insert Home End Pause Equal Minus Period Slash Quote

Tokens outside the vocabulary are dropped and recorded in Action.dropped. keymaps.TO_PLAYWRIGHT and keymaps.TO_UE5 map them to browser and Unreal Engine key names; translate_controls rewrites browser key names in a text into training tokens.

6. Running it in a game

  1. Write the system prompt for your game (§2).
  2. Capture the current frame and call policy.act(frame) once per decision.
  3. Execute the returned Action as in §5: held keys for 6 steps of 33 ms, plus mouse movement and scroll.
  4. Call policy.reset() when an episode ends.

Before trusting the results, check:

  • Parse rate. Decision.action.parsed should almost always be True. Many failures, or many Action.truncated, usually mean a replaced chat template, stripped special tokens, a missing prefill, or a too-small max_tokens.
  • Actions take effect. Each chunk runs in wall-clock time (6 × 33 ms). If the game renders slowly, for example several game instances sharing one GPU, held keys barely move the character and nothing reports an error. Watch a recording before reading any numbers.
  • Several episodes. Single episodes vary a lot at temperature=1.0.

7. Tests

python tests/test_core.py      # or: python -m pytest tests/

Offline checks of prompts, request bodies and action parsing; no GPU or server needed.

License

GameScaling is a purely scientific research project. We carry out no commercial activity of any kind with it: nothing here is sold, licensed for a fee, or used in any product or service.

  • Models and code: Apache-2.0. The weights and the inference code are released under the Apache License 2.0. The models are continued pre-trained from Qwen3.5, which is also Apache 2.0.
  • Gameplay data is not released. The training corpus stays private; game frames in THUSI-Lab/GameScaling (e.g. examples/doom_battle1.jpg) only illustrate how to use the model.
  • Game copyright belongs to the publishers. All game titles, footage, copyrights, trademarks and other game assets referenced here belong to their respective publishers and owners. The Apache 2.0 licence covers our weights and code only and grants no right to any game content.

Citation

@article{zhang-scaling-games,
  title = {Scaling in Games: Continued Pre-Training for Embodied Agents in Diverse Virtual Worlds},
  author = {Zhang, Kuan and Chen, Yukun and Yang, Zhihao and Su, Yue and Wu, Xiangnan and Chen, Zirong and Luo, Run and Hou, Jinkun and Tan, Tao and Zheng, Yinhe and Li, Yiming},
  journal = {arXiv preprint arXiv:2610.28698},
  year = {2026}
}

Configuration

Architecture
Qwen3_5ForConditionalGeneration
Context length (tokens)
262,144
Layers
24
Hidden size
1,024
Feed-forward size
3,584
Attention heads
8
Key/value heads
2
Head dimension
256
Vocabulary size
248,320
Model type
qwen3_5

Identity and Version

Repository
THUSI-Lab/GameScaling-0.8B-S3
Publisher
Tsinghua Spatial Intelligence Lab
Task
Image and text to text
Modality
Image and text
Library
transformers
Parameters
1.1B parameters
Languages
en
Revision
526ee9627ddbc478bef27d5674ab820e07ce893c
First published
2026-10-14
Last updated
2026-10-22

Files and Weights

12 files, 2.2 GB in total. The weights are 1 file totalling 2.2 GB in safetensors.

Weights1 file · 2.2 GB
Configuration5 files · 4.9 KB
Tokenizer2 files · 20.0 MB
Documentation2 files · 38.3 KB
Other1 file · 7.5 KB
Repository1 file · 1.6 KB
Every file
FileTypeSizeSHA-256
model.safetensorsWeights2.2 GB d553c0796833
config.jsonConfiguration2.7 KB —
generation_config.jsonConfiguration205 B —
preprocessor_config.jsonConfiguration390 B —
processor_config.jsonConfiguration1.2 KB —
video_preprocessor_config.jsonConfiguration385 B —
LICENSEDocumentation11.4 KB —
README.mdDocumentation27.0 KB —
chat_template.jinjaOther7.5 KB —
.gitattributesRepository1.6 KB —
tokenizer.jsonTokenizer20.0 MB 06b9509352d2
tokenizer_config.jsonTokenizer1.2 KB —

License and Download

License
apache-2.0
Access
Open weights, no gate
Download size
2.2 GB
Download from Tsinghua Spatial Intelligence Lab

Released by Tsinghua Spatial Intelligence Lab through its official repository on Hugging Face. Read the license.

Built From

Memory Requirements

PrecisionWeights in memory
As published2.2 GB
16-bit2.2 GB
8-bit1.1 GB
4-bit0.6 GB

Weights only, from the published parameter count; the key-value cache and runtime add to this.

Questions About GameScaling-0.8B-S3

How much GPU memory does GameScaling-0.8B-S3 need?

About 2.7 GB at 16-bit and 0.7 GB at 4-bit: the weights (1.1B parameters) plus a working margin. A long context needs more.

What is the cheapest GPU to run GameScaling-0.8B-S3 on?

At 16-bit, 1x MI300X from $1.85 an hour; at 4-bit, 1x MI300X from $1.85 an hour, at the lowest on-demand prices the SAVRN Index lists.

Can I use GameScaling-0.8B-S3 commercially?

Yes. GameScaling-0.8B-S3 is released under Apache License 2.0. The Apache License 2.0 is a permissive open-source license. It permits commercial use, modification and redistribution. It requires keeping the license and copyright notices and any NOTICE file, stating significant changes, and it includes an express patent grant from contributors.

What is GameScaling-0.8B-S3's context length?

262,144 tokens, from the maximum position embeddings in its published configuration.

Similar Models

Model · Image and text to text

GameScaling-0.8B-S1

Tsinghua Spatial Intelligence Lab

This repository: GameScaling-0.8B-S1. Qwen3.5-0.8B continued pre-trained on Minecraft gameplay only (S1), 1,600 h of gameplay, 6,736 training steps; 2.2 GB of bfloat16 weights on 1 GPU. Serve it with bash scripts/servevllm.sh THUSI-Lab/GameScaling-0.8B-S1 8000 (§1). The inference client, prompts and scripts are in THUSI-Lab/GameScaling; all eight checkpoints are in the GameScaling models are Qwen3.5 vision-language models with continued pre-training on keyboard-and-mouse gameplay. Each call takes the current game frame (plus a short history of past frames and actions) and returns the next 200 ms of keyboard and mouse actions: 6 steps of 33 ms each, plus one mouse movement and scroll for the…

Open weights apache-2.0 1.1B parameters 262,144 tokens transformers

Model · Image and text to text

StockLLM

The Fin AI

StockLLM is an open-source fine-tuned 1B large language model as the backbone of our first retrieval-augmented generation (RAG) framework specifically designed for financial time-series forecasting. Paper or resources for more information: https://arxiv.org/pdf/2502.05878 This repository and its contents are provided for academic and educational purposes only. None of the material constitutes financial, legal, or investment advice. No warranties, express or implied, are offered regarding the accuracy, completeness, or utility of the content. The authors and contributors are not responsible for any errors, omissions, or any consequences arising from the use of the information herein. Users…

Access requested at publisher llama3.2 1.2B parameters transformers

Model · Image and text to text

PaddleOCR-VL-1.6

PaddlePaddle

PaddleOCR-VL-1.6: Expanding the Frontier of Document Parsing with Under-Optimized Region Refinement and Progressive Post-Training We introduce PaddleOCR-VL-1.6, an upgraded compact document parsing model built upon PaddleOCR-VL-1.5. PaddleOCR-VL-1.6 introduces a region-aware data optimization framework that identifies weak regions from the previous model, applies targeted enhancement to those regions, and improves the reliability of supervision signals. It further adopts a progressive post-training recipe based on curated data selection and reinforcement learning, pushing model performance to a higher level through staged optimization. PaddleOCR-VL-1.6 achieves a new state-of-the-art score…

Open weights apache-2.0 959M parameters 131,072 tokens PaddleOCR

Model · Image and text to text

PaddleOCR-VL-1.5

PaddlePaddle

PaddleOCR-VL-1.5: Towards a Multi-Task 0.9B VLM for Robust In-the-Wild Document Parsing PaddleOCR-VL-1.5 is an advanced next-generation model of PaddleOCR-VL, achieving a new state-of-the-art accuracy of 94.5% on OmniDocBench v1.5. To rigorously evaluate robustness against real-world physical distortions—including scanning artifacts, skew, warping, screen photography, and illumination—we propose the Real5-OmniDocBench benchmark. Experimental results demonstrate that this enhanced model attains SOTA performance on the newly curated benchmark. Furthermore, we extend the model’s capabilities by incorporating seal recognition and text spotting tasks, while remaining a 0.9B ultra-compact VLM…

Open weights apache-2.0 959M parameters 131,072 tokens PaddleOCR

Model · Image and text to text

povl-opd-scale05

Cheney Wong

On-policy distillation. The weight delta learned by the teacher was merged into the SFT base with an extra scale of 0.5, the best point of an alpha sweep (0.25 -> +0.32, 0.5 -> +0.44, 0.75 -> -0.29, 1.5 -> -3.01 with t = -12.42). Fine-tuned from CheneyWong/povl-sft-2d-merge, which is NOT the RL checkpoint -- the teacher delta was merged into the SFT base, which is why it neither clearly beats nor clearly follows round 2. Base = the unmodified base model. Public datasets only; the project's self-built benchmarks are excluded. (~0.22 here) measures how well the model reproduces empty cells and should be ignored -- a perturbation test shows a structurally perfect prediction that correctly…

Open weights apache-2.0 906M parameters 131,072 tokens transformers

Model · Image and text to text

povl-rl-gsapo-200

Cheney Wong

Reinforcement learning round 2, GSAPO, 200 steps. The delivered model of that round. Equal-weight TEDS 0.8473 / TEDS-Struct 0.9078 over 33,545 samples. Fine-tuned from CheneyWong/povl-rl-dapo-400, which is RL round 1 -- the stages form a single linear chain. Base = the unmodified base model. Public datasets only; the project's self-built benchmarks are excluded. (~0.22 here) measures how well the model reproduces empty cells and should be ignored -- a perturbation test shows a structurally perfect prediction that correctly reads the visible text scores 0.33 TEDS / 1.00 TEDS-S. Only the TEDS-S column is meaningful for that dataset. Rejected at the gate. The one substantive gap: every…

Open weights apache-2.0 906M parameters 131,072 tokens transformers