测试版本:Qwen3.8-27B-TURBO-Fable-Cold-Fusion-735-882-Heretic-Uncensored-NEO-CODER-MAX-MTP-GGUF

今天D佬发布了我期待已久的fable fusion版本的Qwen3.8-27B,根据模型介绍来看,这是一个全面超越了原版27B的版本,不仅生成质量更高,思考长度也更短。

运行命令

docker run --gpus all -v ./:/models -p 8000:8080 ghcr.io/ggml-org/llama.cpp:server-cuda -m /models/Qwen3.8-27B-TurboFCFusion-735-882-Here-Uncen-NEO-CODER-MAX-Q4_K_M.gguf --mmproj /models/mmproj-F32.gguf --port 8080 --host 0.0.0.0 -c 200000 -fa on   --cache-type-k q8_0 --cache-type-v q8_0 --fit off -ctkd q8_0 -ctvd q8_0 --ctx-checkpoints 32 --checkpoint-min-step 8192 --cache-reuse 256 --cache-idle-slots --no-kv-unified --no-context-shift -cram 20000

下载完成后才发现没有使用MTP版本,不过速度也能达到40tokens/s,勉强也能用。

测试项目:html版本的坦克大战

测试环境:opencode+superpowers

项目说明:

# Tank Battle Game Design

## Overview
A classic NES-style Tank Battle game built with HTML5 Canvas, vanilla JavaScript, and Webpack. The game features a single-player experience where the player controls a tank, defends a base from waves of enemy tanks, and navigates through destructible terrain.

## Technology Stack
- HTML5 Canvas for rendering
- Vanilla JavaScript (ES6+) for game logic
- Webpack for module bundling and build process
- No external game frameworks or libraries

## Architecture
```
tank/
├── index.html              # Entry HTML file
├── webpack.config.js       # Webpack build configuration
├── package.json            # Project dependencies and scripts
├── public/
│   └── favicon.ico         # Browser favicon
├── src/
│   ├── main.js             # Entry point: initializes game loop
│   ├── config.js           # Game constants (speeds, sizes, etc.)
│   ├── game.js             # Core Game class: state management, level loading
│   ├── entities/
│   │   ├── tank.js         # Base Tank class (shared by player/enemy)
│   │   ├── player.js       # Player-specific logic (controls, lives)
│   │   ├── enemy.js        # Enemy AI logic (movement, shooting)
│   │   └── bullet.js       # Bullet class (movement, collision)
│   ├── systems/
│   │   ├── terrain.js      # Map/terrain: brick, steel, water, forest tiles
│   │   ├── collision.js    # Collision detection between entities
│   │   └── scoring.js      # Score tracking, lives, game-over logic
│   ├── renderer/
│   │   ├── canvas.js       # Canvas setup, clear, draw loop
│   │   └── sprites.js      # Procedural tank/bullet/terrain rendering
│   └── input/
│       └── keyboard.js     # Keyboard input handling (WASD + space)
└── docs/
    └── README.md           # Setup and play instructions
```

## Gameplay Features

### Player
- Control tank with WASD (W=up, A=left, S=down, D=right), Space to shoot
- 3 lives, start at bottom center of map
- Can destroy brick walls with bullets

### Enemies
- Multiple enemy tanks spawn from top of map in waves
- Basic enemy AI: random movement with occasional shooting
- Enemies blocked by terrain, destroyed by player bullets
- Different enemy types with varying speed, health, and fire rate

### Terrain
- **Brick walls**: Destructible by bullets (1 hit)
- **Steel walls**: Indestructible
- **Water**: Blocks tanks but not bullets
- **Forest**: Tanks can move through, provides visual cover
- **Base**: Icon at bottom center — game over if enemies reach it

### Scoring
- Points awarded for destroying enemies (higher points for tougher types)
- Score displayed at top of screen
- Waves of increasing difficulty with more enemies per wave

### Game States
1. **Title Screen**: Press Enter to start
2. **Gameplay**: Main tank battle
3. **Game Over**: Display final score, option to restart

## Rendering & Graphics
- All graphics drawn procedurally on HTML5 Canvas (no image assets)
- **Tank sprites**: Geometric shapes (rectangle body + barrel) in green (player), red/grey (enemies)
- **Terrain tiles**: 32x32 pixel tiles with distinct procedural colors/textures
  - Brick: Red/brown pattern
  - Steel: Grey metallic
  - Water: Blue with wave pattern
  - Forest: Green with tree shapes
- **Bullets**: Small circles with motion trail
- Grid-based movement: Map is a grid of tiles, tanks move between tiles

## Controls
- **WASD**: Move tank (W=up, A=left, S=down, D=right)
- **Space**: Shoot bullet
- **Enter**: Start game / restart after game over
- Keyboard only, no mouse or touch support required

## Build & Run
```bash
npm install       # Install dependencies
npm run dev       # Start development server with hot reload
npm run build     # Production build
```

## Testing Strategy
- Manual playtesting validates core gameplay
- Console assertions for critical game logic (collision detection, scoring)
- No formal test framework required

## Success Criteria
- Game runs smoothly in modern browsers (Chrome, Firefox, Safari, Edge)
- Classic Tank Battle feel with responsive controls
- All terrain types function correctly
- Enemy AI provides engaging gameplay
- Score tracking and game-over logic work correctly

观察到的现象

  1. 比起cold fusion版本,这个版本的思考时间更短,依稀记得原版完成这个任务花费了几个小时,而这个版本仅仅只用了不到半个小时。

  2. 该版本的指令遵循似乎有所下降,或者也可以说是更加智能?同样的superpowers规定的流程,原版以及cold fusion版本都进行了完整的文档攥写以及严格的TDD实现,该版本会考虑这个任务的难易程度,在一些情况下会跳过一些步骤,而且spec以及plan的攥写也会更偏向主体架构而不是仔细写出每个模块的细节。

  3. 或许这种“自信”来源于微调过程中的claude数据,使得模型能够更加快速地做出判断。但对于27B大小的模型而言,过度自信或许并不是一件好事,下图是它实现的效果:

    image-brYl.png

可以看出,和原版进行了大量思考的效果比起来是天壤之别。虽然游玩中并没有出现明显的逻辑上的bug,但是从可玩性以及观赏性来看,明显没有及格。当然,也许是我还没有找到这个模型的正确使用方式,这个模型的特性是尽可能以最快速度完成目标,这也就意味着,前期的细节更加需要详细说明。或许,grill me更适合?

4. 综上,这个模型总体来看没有完全达到我的预期,唯一的亮点就是思考时间确实变短了很多(但如果以牺牲质量为代价,未必是好事)。不过D佬还有2个版本的模型会发布,到时候再进行进一步测试。