Gameworks fine-tune record

How the Gameworks dual-capability fine-tune was made, tested, and selected.

This page is the self-contained public record for the Gameworks fine-tune — a game/media-creation LoRA (checkpoint 1900, r32) on top of the PatchCode release. It covers the dual-axis quant bake-off (coding + game-creation), the trade-off analysis, and the Q5_K_M deployment recommendation.

ckpt-1900Game-creation LoRA checkpoint (r32, loss 0.738). Steps 2000+ diverged after a training interruption.
30k + 6k30,030 game-design samples + 6,000 coding rehearsal rows in the training blend.
Q5_K_MRecommended 19 GB GGUF — the only deployment quant matching BF16 on game-creation (9/18).
9/18 game+50% game-creation vs PatchCode (0→9) at −14% coding cost (21→18, calc only).

Qwen3.6 AEON RYS Gameworks: What We Actually Did

This is the comprehensive write-up for the Gameworks release — the dual-capability fine-tune that adds game/media-creation on top of the PatchCode agentic-coding model.

The clean model card stays short. This document is the full story: what we trained, how the game-creation axis was built, the dual-axis quant bake-off (coding + game-creation), why no single quant won both axes, and the trade-off analysis that drives the deployment recommendation.

Related public guides: - runtime fork: https://github.com/noonr48/qwen36-aeon-ik-llama - RYS layer-duplication / architecture guide: https://github.com/noonr48/qwen36-aeon-ik-llama/tree/main/docs/rys-layer-duplication-guide - previous fine-tune (PatchCode): https://huggingface.co/jackasda211233/Qwen3.6-27B-AEON-RYS-Agentic-Coder-PatchCode-GGUF - SignalLatch release: https://huggingface.co/jackasda211233/Qwen3.6-27B-AEON-RYS-SignalLatch-GGUF

Related release line: - coding predecessor: Qwen3.6-27B-AEON-RYS-Agentic-Coder-PatchCode.IQ4_NL.gguf - this release: Qwen3.6-27B-AEON-RYS-Agentic-Coder-Gameworks.{IQ4_NL,Q5_K_M,Q6_K,Q8_0}.gguf

Glossary

The short version

We took PatchCode — a coding-agent-tuned model that scored 21/21 on our agentic coding suite — and trained a second LoRA on top of it focused on structured game-design and interactive-media creation. The goal was a dual-capability model: one that can function as a coding agent AND produce game-design artifacts (mechanic specs, narrative systems, parametric asset reasoning, technical-art principles).

The result trades a narrow slice of coding capability for a substantial game-creation gain:

Coding:    21/21 (PatchCode) → 18/21 (Gameworks, Q5_K_M)    — lost calc
Game:       0/18 (PatchCode) →  9/18 (Gameworks, Q5_K_M)    — gained 9 behaviors

The coding regression is precision-recoverable: at Q8_0 (8-bit), Gameworks scores 21/21 — identical to PatchCode. The regression only appears at Q4/Q5, where the game-creation LoRA's interference pushes the calc task below the precision threshold. The other 6 coding tasks are unaffected at all quant levels.

Why this project exists

This is a preventative project. The open-source LLM landscape is volatile. The Qwen 3.6 series — a 27B hybrid/recurrent architecture with strong reasoning at a deployable size — exists at a specific moment. If future releases discontinue this architecture, or if the small-open-model space contracts, the RYS project line is the fallback: a fully self-hosted, uncensored coding-and-creative agent that depends on no API, no external model, and no ongoing commercial support.

The project line built incrementally:

  1. AEON RYS 15/20 — the layer-duplicated base. Proved the RYS transformation works on the Qwen3.6 hybrid architecture.
  2. SignalLatch — proved a behaviour LoRA can be merged cleanly onto the RYS base.
  3. PatchCode — proved an agentic-coder distil can hold its coding score at Q4 deployment size.
  4. Gameworks (this release) — proves a second capability axis (game/media creation) can be added without destroying the first.

Each step de-risked the next. The question Gameworks answers: can a single open-weight model serve as both a coding agent and a creative/game-design tool? The answer is yes, with a measured trade-off that's recoverable at higher precision.

What the game-creation LoRA was trained on

The LoRA was trained on 30,030 structured game-design samples across five skill clusters:

Design reasoning (cluster: design)

Narrative systems (cluster: story)

Technical art (cluster: techart)

Build/specification (cluster: build)

Scalecraft (cluster: scalecraft)

A 6,000-row coding rehearsal slice (drawn from the PatchCode training blend) was mixed in as anti-forgetting — the goal was to retain PatchCode's coding capability while adding the game-creation axis.

Training details

The merge

The game-creation LoRA was merged onto the PatchCode HF model at scale 1.0 (single adapter, no lambda blending — the PatchCode layer was already merged into the base).

base:      Qwen3.6-27B-AEON-RYS-Agentic-Coder-PatchCode (merged)
adapter:   game-creation LoRA, checkpoint-1900, r32
merge:     scale 1.0
output:    Gameworks merged HF model

The merged model was converted to GGUF via the ik-llama fork's convert_hf_to_gguf.py (the converter must support the Qwen3_5 architecture — stock llama.cpp converters do not recognize the Sequence(Split+ByteLevel) BPE pre-tokenizer).

The quant bake-off

Quant ladder

All quants use an imatrix calibrated on a blend of the three training datasets (game-creation, coding rehearsal, and the PatchCode coding-identity slice) — 600 samples, ~669k tokens, rendered through the Qwen chat template.

Quant Size Compression vs BF16
BF16 (ceiling) 54G 1.0×
Q8_0 29G 1.9×
Q6_K 24G 2.3×
Q5_K_M 19G 2.8×
IQ4_NL 16G 3.4×

Evaluation method

Two independent eval axes, each run at 3 seeds:

Coding-gate: a 7-task agentic pytest suite. Each task gives the model a README + test file and asks it to implement a solution using tool calls (write, bash, read). A binary verifier runs the pytest suite — pass if all tests pass within 10 turns. Tasks: minijson (JSON parser), graph (graph algorithms), tracker (state tracker), mdlist (markdown list parser), taskq (task queue), lru (LRU cache), calc (calculator with operator precedence). This is a multi-turn tool-use eval, not a single-shot code-completion test.

Game-gate: 6 game-creation behaviors scored by cluster-specific gate functions. Each behavior has a prompt and a gate that checks the model's response for the required structural elements. Prose-scored behaviors (design, story) are the primary discrimination signal; tool-based behaviors (techart, build, scalecraft) require a tool-calling sandbox that the eval harness doesn't provide (their 0/3 scores are a harness limitation, not model capability).

Results

Coding-gate (7 tasks × 3 seeds = 21 total)

Quant Score calc Other 6 tasks
Q8_0 21/21 (100%) 3/3 all 3/3
Q6_K 20/21 (95.2%) 2/3 all 3/3
BF16 19/21 (90.5%) 1/3 all 3/3
Q5_K_M 18/21 (85.7%) 0/3 all 3/3
IQ4_NL 18/21 (85.7%) 0/3 all 3/3

The discrimination is entirely in the calc task. The other 6 tasks pass 3/3 across every quant level including BF16. calc is a recursive-descent parser with operator precedence — a precision-sensitive task where the game-creation LoRA's interference shows up. Q8_0 fully recovers it (3/3); Q4/Q5 lose it entirely (0/3).

Game-creation gate (6 behaviors × 3 seeds = 18 total)

Quant Score story/iceberg design (×2) techart build scalecraft
BF16 9/18 (50%) 3/3 3/3 0/3 0/3 0/3
Q5_K_M 9/18 (50%) 3/3 3/3 0/3 0/3 0/3
IQ4_NL 8/18 (44.4%) 2/3 3/3 0/3 0/3 0/3
Q6_K 8/18 (44.4%) 2/3 3/3 0/3 0/3 0/3

The game-creation discrimination signal is in story/iceberg_reveal. BF16 and Q5_K_M pass 3/3 (full fidelity). IQ4_NL and Q6_K lose one seed — the model "explains the withheld thing in-scene" (a subtle prose-quality degradation: lore dump / narrator wink instead of letting the player discover). The design behaviors pass 3/3 across all quants. The 0/3 scores on techart/build/scalecraft are consistent across ALL quants including BF16 — these behaviors require tool-call proof lines (SQUASH, VARIANTS, game_design_mechanic_spec) that the prose-only eval harness can't produce.

No clean winner

No quant matches BF16 on both axes simultaneously:

Quant Game Coding Size Problem
Q5_K_M 9/18 ✅ 18/21 (-1 calc) 19G Game perfect, calc lost
Q6_K 8/18 (-1 story) 20/21 ✅ 24G Coding best, game regressed
IQ4_NL 8/18 (-1 story) 18/21 (-1 calc) 16G Regressed both axes

Deployment recommendation: Q5_K_M. It's the only deployment-sized quant that preserves game-creation (the novel axis). The calc coding loss is a narrow edge case (operator-precedence parsing); the other 6/7 coding tasks pass perfectly.

The comprehensive imatrix experiment

We tested whether a richer imatrix (calibrated on ALL three training datasets: game-creation + coding rehearsal + coding-identity, 600 samples / 669k tokens) would improve IQ4_NL over the original imatrix (2 datasets, 500 samples / 511k tokens).

Result: zero difference. IQ4_NL v2 (comprehensive imatrix) scored identically to v1 on both axes: 8/18 game, 18/21 coding. The story/iceberg regression at 4-bit is architectural — inherent to IQ4_NL precision on this 27B hybrid architecture — not a calibration-quality issue. More calibration data makes the importance weights more accurate but cannot fix the fundamental information loss at 4 bits.

PatchCode baseline comparison

Running the PatchCode predecessor through the same dual-axis eval:

Model Coding (IQ4_NL) Coding (BF16) Game (BF16)
PatchCode 21/21 (100%) 20/21 (95.2%) 0/18 (0%)
Gameworks 18/21 (85.7%) 19/21 (90.5%) 9/18 (50%)

The game-creation LoRA added +9 game behaviors (0→9) at a cost of -3 coding tasks (21→18 at IQ4_NL). The cost is entirely in calc. At BF16, the coding gap narrows to 1 task (20→19) — the LoRA's coding interference is real but modest at full precision.

What we learned

  1. Dual-axis eval is necessary for dual-capability models. A coding-only gate would have missed the game-creation regression entirely (IQ4_NL/Q6_K broke story/iceberg, invisible to coding tests). Similarly, a game-only gate would have missed the calc regression. Both axes must be tested.

  2. The calc regression is precision-recoverable. Q8_0 (8-bit) fully restores calc to 3/3. The game-creation LoRA didn't permanently destroy the capability — it pushed it into a precision-sensitive regime where 4-bit and 5-bit quantization lose it. This means the "right" answer for maximum quality is BF16 or Q8_0 if VRAM allows.

  3. IQ4_NL game regression is architectural, not calibration-based. A comprehensive 3-dataset imatrix made zero difference vs the 2-dataset original. The story/iceberg prose-quality regression at 4-bit is inherent to IQ4_NL on this architecture.

  4. Single-seed results are unreliable. The calc task shows high seed variance (BF16 itself only passed 1/3). Multi-seed (≥3) evaluation is the minimum for trustworthy quant comparison. This echoes the PatchCode bake-off lesson: single-run scores fooled us there too.

  5. Game-creation discrimination lives in prose-quality behaviors. The structural tool-based behaviors (techart/build/scalecraft) require a tool sandbox the eval harness doesn't provide. The effective discrimination surface is narrower than the full behavior set — but sufficient (it separated Q5_K_M from IQ4_NL/Q6_K).

Runtime requirements

See the model card for specific launch commands.