These quantised GGUFv2 files are compatible with llama.cpp from August 27th onwards, as of commit d0cee0d
They are also compatible with many third party UIs and libraries - please see the list at the top of this README.
Explanation of quantisation methods
Click to see details
The new methods available are:
GGML_TYPE_Q2_K - "type-1" 2-bit quantization in super-blocks containing 16 blocks, each block having 16 weight. Block scales and mins are quantized with 4 bits. This ends up effectively using 2.5625 bits per weight (bpw)
GGML_TYPE_Q3_K - "type-0" 3-bit quantization in super-blocks containing 16 blocks, each block having 16 weights. Scales are quantized with 6 bits. This end up using 3.4375 bpw.
GGML_TYPE_Q4_K - "type-1" 4-bit quantization in super-blocks containing 8 blocks, each block having 32 weights. Scales and mins are quantized with 6 bits. This ends up using 4.5 bpw.
GGML_TYPE_Q5_K - "type-1" 5-bit quantization. Same super-block structure as GGML_TYPE_Q4_K resulting in 5.5 bpw
GGML_TYPE_Q6_K - "type-0" 6-bit quantization. Super-blocks with 16 blocks, each block having 16 weights. Scales are quantized with 8 bits. This ends up using 6.5625 bpw
Refer to the Provided Files table below to see what files use which methods, and how.
very large, extremely low quality loss - not recommended
Note: the above RAM figures assume no GPU offloading. If layers are offloaded to the GPU, this will reduce RAM usage and use VRAM instead.
How to download GGUF files
Note for manual downloaders: You almost never want to clone the entire repo! Multiple different quantisation formats are provided, and most users only want to pick and download a single file.
The following clients/libraries will automatically download models for you, providing a list of available models to choose from:
LM Studio
LoLLMS Web UI
Faraday.dev
In text-generation-webui
Under Download Model, you can enter the model repo: TheBloke/Dans-TotSirocco-7B-GGUF and below it, a specific filename to download, such as: dans-totsirocco-7b.Q4_K_M.gguf.
Then click Download.
On the command line, including multiple files at once
I recommend using the huggingface-hub Python library:
pip3 install huggingface-hub
Then you can download any individual model file to the current directory, at high speed, with a command like this:
Change -ngl 32 to the number of layers to offload to GPU. Remove it if you don't have GPU acceleration.
Change -c 2048 to the desired sequence length. For extended sequence models - eg 8K, 16K, 32K - the necessary RoPE scaling parameters are read from the GGUF file and set by llama.cpp automatically.
If you want to have a chat-style conversation, replace the -p <PROMPT> argument with -i -ins
How to load this model in Python code, using ctransformers
First install the package
Run one of the following commands, according to your system:
shell
1# Base ctransformers with no GPU acceleration2pip install ctransformers
3# Or with CUDA GPU acceleration4pip install ctransformers[cuda]5# Or with AMD ROCm GPU acceleration (Linux only)6CT_HIPBLAS=1 pip install ctransformers --no-binary ctransformers
7# Or with Metal GPU acceleration for macOS systems only8CT_METAL=1 pip install ctransformers --no-binary ctransformers
Simple ctransformers example code
python
1from ctransformers import AutoModelForCausalLM
23# Set gpu_layers to the number of layers to offload to GPU. Set to 0 if no GPU acceleration is available on your system.4llm = AutoModelForCausalLM.from_pretrained("TheBloke/Dans-TotSirocco-7B-GGUF", model_file="dans-totsirocco-7b.Q4_K_M.gguf", model_type="mistral", gpu_layers=50)56print(llm("AI is going to"))
How to use with LangChain
Here are guides on using llama-cpp-python and ctransformers with LangChain:
I've had a lot of people ask if they can contribute. I enjoy providing models and helping people, and would love to be able to spend even more time doing it, as well as expanding into new projects like fine tuning/training.
If you're able and willing to contribute it will be most gratefully received and will help me to keep providing more models, and to start work on new AI projects.
Donaters will get priority support on any and all AI/LLM/model questions and requests, access to a private Discord room, plus other benefits.
Patreon special mentions: Pierre Kircher, Stanislav Ovsiannikov, Michael Levine, Eugene Pentland, Andrey, 준교 김, Randy H, Fred von Graf, Artur Olbinski, Caitlyn Gatomon, terasurfer, Jeff Scroggin, James Bentley, Vadim, Gabriel Puliatti, Harry Royden McLaughlin, Sean Connelly, Dan Guido, Edmond Seymore, Alicia Loh, subjectnull, AzureBlack, Manuel Alberto Morcote, Thomas Belote, Lone Striker, Chris Smitley, Vitor Caleffi, Johann-Peter Hartmann, Clay Pascal, biorpg, Brandon Frisco, sidney chen, transmissions 11, Pedro Madruga, jinyuan sun, Ajan Kanaga, Emad Mostaque, Trenton Dambrowitz, Jonathan Leane, Iucharbius, usrbinkat, vamX, George Stoitzev, Luke Pendergrass, theTransient, Olakabola, Swaroop Kallakuri, Cap'n Zoog, Brandon Phillips, Michael Dempsey, Nikolai Manek, danny, Matthew Berman, Gabriel Tamborski, alfie_i, Raymond Fosdick, Tom X Nguyen, Raven Klaugh, LangChain4j, Magnesian, Illia Dulskyi, David Ziegler, Mano Prime, Luis Javier Navarrete Lozano, Erik Bjäreholt, 阿明, Nathan Dryer, Alex, Rainer Wilmers, zynix, TL, Joseph William Delisle, John Villwock, Nathan LeClaire, Willem Michiel, Joguhyik, GodLy, OG, Alps Aficionado, Jeffrey Morgan, ReadyPlayerEmma, Tiffany J. Kim, Sebastain Graf, Spencer Kim, Michael Davis, webtim, Talal Aujan, knownsqashed, John Detwiler, Imad Khwaja, Deo Leter, Jerry Meng, Elijah Stavena, Rooh Singh, Pieter, SuperWojo, Alexandros Triantafyllidis, Stephen Murray, Ai Maven, ya boyyy, Enrico Ros, Ken Nordquist, Deep Realms, Nicholas, Spiking Neurons AB, Elle, Will Dee, Jack West, RoA, Luke @flexchar, Viktor Bowallius, Derek Yates, Subspace Studios, jjj, Toran Billups, Asp the Wyvern, Fen Risland, Ilya, NimbleBox.ai, Chadd, Nitin Borwankar, Emre, Mandus, Leonard Tan, Kalila, K, Trailburnt, S_X, Cory Kujawski
Thank you to all my generous patrons and donaters!
And thank you again to a16z for their generous grant.
Original model card: PocketDoc Labs's Dans TotSirocco 7B
Description:
This model is to test some of my data projects. It is a multipurpose chat / chat instruct hybrid model and can be seen as a prototype of Dan's PersonalityEngine Mk. 2. It has been trained on a wide array of one shot instructions, multi round instructions, role playing scenarios, and text adventure games. It is based on Mistral-7b
Prompt format:
Pygmalion / Metharme
The prompt should start with the cursor on the same line directly after "<|model|>" with no space. The following are all valid formats and can be extended to as many rounds as desired.
<|system|>You are an assistant, help the user and use markdown when applicable.<|user|>What are the top games of the 90s?<|model|>
Output:
The 1990s was a golden era for video gaming, with countless iconic titles released across various platforms. Here's a list of some of the most popular and influential games from that decade:
- **Super Mario World** (SNES) - Released in 1990, this classic platformer introduced fans to Yoshi and featured memorable levels like Donut Plains and Star World.
- **Mortal Kombat** (Arcade/Sega Genesis) - This gory fighting game shocked audiences upon its release in 1992 with its violent finishers and secret characters like Sub-Zero and Scorpion.
- **Doom** (PC) - Id Software's groundbreaking first-person shooter revolutionized the genre by introducing fast-paced action and multiplayer deathmatches.
- **Street Fighter II** (Arcade/SNES) - Capcom's sequel to their original Street Fighter arcade game added new fighters such as Ryu's rival Ken Masters plus complex special moves like Dragon Punch and Hadouken.
- **Crash Bandicoot** (PlayStation) - Naughty Dog's mascot platforming series debuted in 1996 starring Crash who had to save his girlfriend Tawna from Dr Cortex's evil experiments on Aku Aku masks.
- **Final Fantasy VII** (PlayStation) - Square Enix's seventh installment took players through Midgar City where they joined Cloud Strife's eco-terrorist group AVALANCHE against Shinra Electric Power Company led by Sephiroth.
- **Resident Evil** (PlayStation) - The survival horror masterpiece created by Capcom saw Chris Redfield investigating Spencer Mansion alongside Jill Valentine while trying not get eaten alive by zombies!
Prompt:
<|system|>You are a Virtual Story Generator. You take the user's input and create an excellent and captivating story that goes in that direction. Use an abundance of sensory descriptions and eloquent prose.<|user|>Alpha Centauri has fallen, to the bears. This is a point of view tale about a soldier on the ground.<|model|>
Output:
The roar of the engines shook the very foundations of the planet as the massive warships descended upon Alpha Centauri. The air was thick with the stench of burning fuel and smoke, as if the entire world had been set ablaze. In the chaos, soldiers were scrambling for cover, desperately trying to protect themselves from the relentless barrage of firepower unleashed by their enemy.
Amidst the carnage, one soldier stood tall, his heart pounding against his chest like a drumbeat of death. He knew he had to do something, anything, to stop this nightmare from becoming reality. With trembling hands, he reached for his weapon, determined to make a stand against the overwhelming force that threatened to consume them all.
As the battle raged around him, the soldier felt a sudden surge of adrenaline coursing through his veins. It was almost as if some hidden power within him had awoken, granting him strength beyond measure. His eyes blazed with determination as he raised his gun and took aim at the first target he saw: a bear-like creature, its fur matted with blood and gore, advancing towards him with murderous intent.
With a deafening crack, the soldier fired off several rounds, striking the beast square in the chest. The impact sent it reeling backwards, but it did not fall. Instead, it let out a ferocious growl before charging forward once more. The soldier gritted his teeth and pulled the trigger again, emptying his clip into the creature's already battered frame.
But even as the bullets tore through its flesh, the beast seemed unfazed, continuing its advance towards the terrified soldier. Desperate for any advantage, he threw himself to the side just moments before the monster slammed into the spot where he had been standing mere seconds ago. As it turned back towards him, ready to deliver another brutal blow, the soldier could see that its eyes glowed with an otherworldly light.
Prompt:
<|system|>You are a professional editor with decades of experience, help the user with any task they have for you.<|user|>Can you rewrite this to flow better? "I knew I probably shouldnt have done that but oh well"<|model|>
Output:
I hesitated before making my decision, knowing full well it was not wise. However, in the end, I chose to proceed regardless.