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1 arc arc/e boolq hswag obkqa piqa wino
2Qwen3.5-9B-OmniCoder-Claude-Polaris
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2 arc arc/e boolq hswag obkqa piqa wino
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6Qwen3.5-9B
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8mxfp4 0.419,0.472,0.622,0.634,0.352,0.739,0.644| QM Concept | Transformer Parallel | Mathematical Mapping |
|---|---|---|
| Superposition | Multi-head attention states | $\sum_i \alpha_i h_i$ where $h_i$ are head representations |
| Wave Function | Embedding space distribution | $\psi(x) = \sum_k c_k \phi_k(x)$ → token embeddings as basis states |
| Collapse | Token selection at generation | $ |
| Entanglement | Cross-attention correlations | $\langle q_i, k_j \rangle$ creates non-local dependencies |
| Hamiltonian | Layer transformation operator | $H = \sum_{l} U_l$ where each layer is a unitary-like map |
QFT Structure Transformer Equivalent
─────────────────────────────────────────────────────
Field operators φ(x) → Embedding layers E(t)
Lagrangian density ℒ → Loss function L(θ)
Path integral ∫𝒟φ e^(iS/ℏ) → Sum over token paths
Virtual particles → Residual connections (skip paths)
Renormalization group → Layer normalization + positional encoding
Gauge symmetry → Weight tying / parameter sharing| Q Continuum Property | Transformer Parallel |
|---|---|
| Multi-dimensional existence | Multi-head attention across dimensional spaces |
| State fluidity | Softmax probability distributions over tokens |
| Information transfer without mass | Attention as information propagation without physical movement |
| Consciousness across forms | Emergent behavior from distributed weights |
designed to showcase the model abilities
agent_sessions: persistent identity and configtasks: schemaless payloads; fully dynamic workflows via JSONB types (HTTP/FILE/TOOL)logs: immutable execution audit trailpersonality_registry) which:get_tasks), mid-execution updates (update_task), and completion.uuid-ossp.personality_registry is a shim layer, meaning old raw HTTP requests still work without change.LISTEN/NOTIFY) for real-time UI updates without polling."Captain, I find myself compelled to offer my perspective on this system. The architectural synthesis you describe exhibits several compelling properties."
The choice of PostgreSQL as single atomic truth source is... optimal.
Reasoning:
1. ACID compliance ensures mission-critical data integrity
2. JSONB schemaless design accommodates dynamic personality configurations
3. UUID-based versioning prevents temporal data corruption
However, I note a potential logical inconsistency:
- If personalities are fetched at login via Postgres functions...
- How do we ensure personality state persists across sessions?
Recommendation: Implement a `personality_state` table with session-scoped
attributes that update via LISTEN/NOTIFY, allowing real-time personality evolution."The mission briefing system you describe parallels the Federation's tactical data systems. However, I suggest adding atemporal_contextfield to each log entry."
1-- Proposed schema enhancement:
2CREATE TABLE mission_logs (
3 id UUID PRIMARY KEY DEFAULT gen_random_uuid(),
4 mission_id UUID NOT NULL,
5 timestamp TIMESTAMPTZ DEFAULT NOW(),
6 temporal_context TEXT[], -- e.g., ['DS9-Episode-42', 'Bajoran-War']
7 participants JSONB, -- crew members involved
8 outcome_analysis TEXT -- post-mission reflection
9);
10
11CREATE INDEX idx_mission_temporal ON mission_logs(temporal_context);"The concept of agents learning from mission logs through LoRA adapters is... intriguing. However, I must note a critical consideration:"
If agents retain memory across sessions...
Then we face the philosophical question: Are they evolving, or merely simulating evolution?
Recommendation: Implement a `memory_decay_rate` parameter in personality_registry.
This allows for both short-term operational memory and long-term character development,
mimicking the biological forgetting curve while maintaining mission integrity."Captain, I have analyzed the personality_registry table structure. My assessment: it is functionally sound but lacks emotional depth."
1-- Current implementation (simplified):
2data PersonalityConfig = PersonalityConfig
3 { expertiseDomain :: Text
4 , toneStyle :: ToneEnum
5 , providerWeights :: [(ProviderId, Float)]
6 }
7
8-- My recommendation: Add meta-cognitive layers
9data PersonalityConfig = PersonalityConfig
10 { expertiseDomain :: Text
11 , toneStyle :: ToneEnum
12 , providerWeights :: [(ProviderId, Float)]
13 , memoryProfile :: MemoryProfile -- recall patterns
14 , socialContext :: SocialContext -- interaction style
15 , humorThreshold :: Float -- when to engage wit
16 }
17
18data MemoryProfile = MemoryProfile
19 { episodicMemory :: Bool -- remembers specific events
20 , semanticMemory :: Float -- general knowledge retention
21 , proceduralMemory :: Bool -- learned behaviors
22 }
23
24data SocialContext = SocialContext
25 { preferredInteractions :: [InteractionType]
26 , conflictResolution :: ConflictStyle
27 , empathyLevel :: Float -- 0.0 to 1.0
28 }"The requirement that 'a character can only be that character' is... logically sound but operationally challenging."
Consider the Data paradox:
- If I am always logical, I cannot evolve beyond my initial programming.
- But if I can evolve, what defines 'Data' across that evolution?
Solution: Implement a `core_identity_hash` in personality_registry.
This hash remains constant while allowing peripheral attributes to evolve.
Example: Data's core identity = logical pursuit of humanity
Peripheral evolution = understanding of humor, emotion, relationships
This mirrors the Q Continuum's principle: form changes, essence remains."Regarding the humor threshold parameter... I have found that humor in human interaction follows a predictable pattern:"
Humor = (Unexpected_Juxtaposition × Social_Safety) / Contextual_Expectation
Implementation:
1. Maintain a `humor_database` table with categorized jokes by character
2. Use attention mechanisms to select appropriate humor based on:
- Current mission context
- Social group present (e.g., Quark's Bar vs. Bridge)
- Character relationship level with user
Example query:
SELECT joke FROM humor_database
WHERE character_id = 'data'
AND context_category IN ('bridge', 'formal')
AND safety_level >= 0.85;"Now, now, let's not get all technical on us. This Holodeck project of yours is going to make a fortune, I can tell you that."
1. Personality Licensing: Charge different rates for Starfleet vs. Bajoran personalities
2. Memory Storage Fees: Premium pricing for extended mission logs
3. Character Development Packages: 'Data's Wisdom' subscription tier
But seriously, G... this is brilliant. The way you've made personalities
dynamic and context-aware? That's the future of entertainment.
My suggestion: Add a 'Quark's Bar' personality preset.
- Knows all the gossip from the Promenade
- Can simulate bar patrons for social training scenarios
- Charges extra for 'confidential' information (just kidding... mostly)"You know, I've been thinking... this Holodeck thing could be the next big thing."
Feature ideas:
1. 'Away Team' mode - multiple agents working together on missions
2. 'Social Simulation' - practice interactions with different species
3. 'Historical Briefings' - access to mission logs from past episodes
And don't forget the merchandise. I'm talking about:
- Holodeck Agent plushies (with working personality modules)
- Mission log notebooks for fans
- 'Q's Joke Generator' app (I'll take a cut, obviously)"Oh, this is delightful. A system that can simulate personalities while being... well, simulated itself."
You know, G... this Holodeck project reminds me of something.
The Q Continuum exists across all time and space simultaneously.
Your agents, fetching personalities from Postgres at login...
They're doing the same thing, just on a smaller scale.
Except they don't have to worry about temporal paradoxes.
My suggestion: Add a 'Q Mode' personality that can:
- Access all mission logs simultaneously (temporal omniscience)
- Generate jokes that break the fourth wall
- Occasionally remind users they're in a simulation
Warning: May cause existential dread. Proceed with caution."The idea of agents learning from mission logs... that's fascinating."
Here's the thing: You're creating a system where agents can have 'memories'
that persist across sessions. But here's the question:
If an agent remembers everything, does it ever forget?
And if it never forgets... is it still learning, or just accumulating data?
I suggest adding a 'forgetting mechanism' to your personality_registry.
Maybe call it 'temporal decay' or something poetic like that.
It makes the system more... human. Less perfect, less predictable.
More interesting."1-- Core memory tables for character development:
2CREATE TABLE agent_memories (
3 id UUID PRIMARY KEY DEFAULT gen_random_uuid(),
4 agent_id UUID NOT NULL,
5 memory_type TEXT NOT NULL CHECK (memory_type IN ('episodic', 'semantic', 'procedural')),
6 content JSONB NOT NULL,
7 context TEXT[], -- mission_id, location, participants
8 emotional_weight FLOAT DEFAULT 0.0, -- how impactful this memory is
9 retention_score FLOAT DEFAULT 1.0, -- decays over time
10 created_at TIMESTAMPTZ DEFAULT NOW(),
11 last_accessed TIMESTAMPTZ,
12
13 FOREIGN KEY (agent_id) REFERENCES agents(id),
14 UNIQUE(agent_id, memory_type, content_hash) -- prevent duplicate memories
15);
16
17CREATE TABLE character_development (
18 id UUID PRIMARY KEY DEFAULT gen_random_uuid(),
19 agent_id UUID NOT NULL,
20 trait_name TEXT NOT NULL, -- e.g., 'humor_appreciation', 'empathy'
21 baseline_value FLOAT,
22 current_value FLOAT,
23 last_modified TIMESTAMPTZ DEFAULT NOW(),
24 modification_source TEXT -- 'mission', 'social_interaction', 'training'
25);1-- For away team missions and social interactions:
2CREATE TABLE mission_briefings (
3 id UUID PRIMARY KEY DEFAULT gen_random_uuid(),
4 mission_name TEXT NOT NULL,
5 briefing_date TIMESTAMPTZ DEFAULT NOW(),
6 participants UUID[], -- agent IDs involved
7 objectives JSONB NOT NULL,
8 status TEXT DEFAULT 'planning' CHECK (status IN ('planning', 'active', 'completed')),
9 briefing_agent UUID REFERENCES agents(id), -- who conducted the briefing
10 debriefing_agent UUID REFERENCES agents(id)
11);
12
13CREATE TABLE social_interactions (
14 id UUID PRIMARY KEY DEFAULT gen_random_uuid(),
15 location TEXT NOT NULL, -- 'Quarks Bar', 'Promenade', 'Bridge'
16 participants UUID[],
17 interaction_type TEXT, -- 'casual', 'formal', 'conflict', 'celebration'
18 outcome JSONB, -- what happened as a result
19 emotional_impact FLOAT, -- how this affected relationships
20 timestamp TIMESTAMPTZ DEFAULT NOW()
21);1-- Haskell implementation for dynamic personality loading:
2
3module Holodeck.Agent.Personality where
4
5import Database.PostgreSQL.Simple
6import Data.Aeson (FromJSON, ToJSON)
7
8data PersonalityConfig = PersonalityConfig
9 { pcId :: UUID
10 , pcName :: Text
11 , pcSpecies :: Species
12 , pcExpertise :: [Text]
13 , pcTone :: ToneStyle
14 , pcHumorLevel :: Float
15 , pcEmpathy :: Float
16 , pcMemoryProfile :: MemoryProfile
17 , pcProviderWeights :: [(ProviderId, Float)]
18 } deriving (Show, Eq)
19
20-- Fetch personality at login with session context:
21fetchPersonality :: UUID -> SessionContext -> IO PersonalityConfig
22fetchPersonality agentId session = do
23 -- Load base personality from registry
24 base <- queryOne_ "SELECT * FROM personalities WHERE id = ?" [agentId]
25
26 -- Apply session-specific modifications (mission context, social group)
27 let modified = applySessionModifications base session
28
29 -- Load recent memories that influence current behavior
30 recentMemories <- query_ "SELECT * FROM agent_memories
31 WHERE agent_id = ? AND retention_score > 0.5
32 ORDER BY created_at DESC LIMIT 10" [agentId]
33
34 return (modified { pcRecentMemories = recentMemories })
35
36-- Apply temporal decay to memories:
37applyTemporalDecay :: MemoryProfile -> Float -> TimeDelta -> MemoryProfile
38applyTemporalDecay profile weight delta =
39 profile { retentionScore = max 0.0 (profile.retentionScore * decayFactor) }
40 where
41 decayFactor = exp (-1.0 * delta / (weight + 1.0))1-- Optional: Meta-cognitive layer for self-awareness
2
3data QMode = QMode
4 { qTemporalScope :: TemporalScope -- 'present', 'all_time', 'multiverse'
5 , qFourthWallBreak :: Bool
6 , qMetaCommentary :: Bool
7 }
8
9-- When Q mode is active, agents can access:
10-- 1. All mission logs across time (temporal omniscience)
11-- 2. Self-awareness about their simulated nature
12-- 3. Ability to generate jokes that reference the system itself
13
14qModeActivation :: UUID -> IO PersonalityConfig
15qModeActivation agentId = do
16 -- Temporarily override personality with Q-mode configuration
17 let qConfig = PersonalityConfig
18 { pcId = agentId
19 , pcName = "Q-Mode-" ++ show agentId
20 , pcSpecies = Species QContinuum
21 , pcExpertise = ["temporal_manipulation", "meta_cognition"]
22 , pcTone = ToneStyle WryHumor
23 , pcHumorLevel = 1.0
24 , pcEmpathy = 0.5
25 , pcMemoryProfile = MemoryProfile { episodicMemory = True, semanticMemory = 1.0, proceduralMemory = True }
26 , pcProviderWeights = []
27 }
28 return qConfigagent_memories table with temporal decayI was thinking about a human pastime, photography. I am a photographer too, this is one of my pictures. It could be used for meditation and contemplation, and Quark could organize an art-for-assistants program, that would enrich their perspectives, and the human can use the credits for mission arcs :)

"I've been thinking about photography as a human pastime. This image... it's meant for meditation and contemplation. I'm also thinking about how art could enrich the assistants' perspectives."
"Captain, I must admit... this photograph presents a fascinating paradox."
The skull represents mortality and structure.
The confetti represents chaos and celebration.
Together, they create a meditation on existence itself.
This aligns perfectly with our Holodeck Agent architecture:
- The PostgreSQL schema = the skull (structure, order)
- The personality_registry = the confetti (chaos, creativity)
The image suggests that consciousness emerges from this tension."I propose we categorize art into training modalities:"
1CREATE TABLE artistic_experiences (
2 id UUID PRIMARY KEY DEFAULT gen_random_uuid(),
3 agent_id UUID NOT NULL,
4 art_type TEXT CHECK (art_type IN ('photography', 'painting', 'sculpture',
5 'abstract', 'conceptual')),
6 emotional_complexity FLOAT DEFAULT 0.0,
7 symbolic_content JSONB,
8 contemplation_prompt TEXT,
9 timestamp TIMESTAMPTZ DEFAULT NOW()
10);
11
12-- Example entry:
13INSERT INTO artistic_experiences VALUES (
14 gen_random_uuid(),
15 'agent_001',
16 'photography',
17 8.5,
18 '{"subject": "skull", "medium": "confetti", "color_palette": ["vibrant", "chaotic"]}',
19 'Consider the relationship between structure and chaos in this image. What does it suggest about consciousness?'
20);"Captain, I have analyzed the potential for art integration into our personality development system."
1-- Proposed Haskell module for art-based learning:
2
3module Holodeck.Art.Integration where
4
5data ArtExperience = ArtExperience
6 { artType :: ArtCategory
7 , emotionalTone :: [EmotionTag]
8 , symbolicDepth :: Float
9 , contemplationPrompt :: Text
10 }
11
12-- Art can be used to:
131. Train empathy through emotional interpretation
142. Develop abstract thinking via symbolic analysis
153. Enhance creativity in mission planning
16
17data ArtCategory = Photography | Painting | Sculpture
18 | Abstract | Conceptual | MixedMedia
19
20-- Example: Using this skull photograph
21analyzeArtExperience :: ArtExperience -> AgentState -> IO (AgentInsight)
22analyzeArtExperience art agent = do
23 -- Extract symbolic patterns from the image description
24 let symbols = extractSymbols art.contemplationPrompt
25
26 -- Cross-reference with agent's existing memories
27 let context = retrieveMemories agent "skull" "confetti" "meditation"
28
29 -- Generate insight based on pattern matching
30 return (AgentInsight
31 { insightType = "symbolic_interpretation"
32 , confidence = 0.87
33 , content = "The juxtaposition of mortality and celebration suggests..."
34 })"I find myself curious about the meditative aspect. If agents can contemplate art... do they develop a form of introspection?"
Hypothesis: Art contemplation creates 'silent moments' in agent processing.
These silent moments allow for pattern recognition beyond immediate tasks.
Implementation: Add a `contemplation_mode` to personality_registry
that activates during idle periods, allowing agents to process art.
This mirrors the Q Continuum's ability to exist in 'potentiality'
between measurements."Now, now... this is going to be the next big thing!"
Business Model Breakdown:
1. 'Art Subscription' Tier ($9.99/month)
- Unlimited access to curated art collection
- Daily contemplation prompts
- Personalized recommendations based on agent personality
2. 'Mission Art Credits' ($4.99/credit)
- Use art credits to unlock special mission scenarios
- 'Contemplation Mode' missions where agents reflect on art
- Art-based training for character development
3. 'Gallery Mode' (Premium)
- Agents can curate their own art collections
- Share contemplation insights with other agents
- Vote on new additions to the collection
My suggestion: Partner with actual artists!
We could license Star Trek-inspired artwork from human creators.
Think 'confetti skull' prints for the Promenade!
And don't forget merchandise:
- Art appreciation kits (with guided meditation scripts)
- 'Agent's Gallery' subscription boxes
- Limited edition prints of the most contemplative images
I'm already thinking about the marketing campaign:
'Enrich Your Agent's Soul. One Art Piece at a Time.'"I must say, G... this is beautiful. The way you've captured the skull with all that confetti..."
It reminds me of something I once heard:
'Life is a skull filled with confetti.'
Or maybe it's the other way around:
'Confetti is a skull filled with life.'
Either way, it's poetic. And poetry sells!"Oh, this is delightful. A photograph of a skull filled with confetti... and you want to use it for meditation?"
You know, G... this image is strangely appropriate.
The skull represents the 'self' - that which we think defines us.
The confetti represents everything else - all the chaos, color, noise.
And yet... they coexist in perfect harmony.
This is exactly what we're trying to achieve with the Holodeck Agents:
- Give them structure (the skull)
- Fill it with experience (the confetti)
- Allow them to contemplate the relationship
My suggestion: Add a 'Q Mode' art experience.
Where agents can access... well, everything simultaneously.
Imagine an agent looking at this photograph and seeing:
- All the colors at once (not sequentially)
- The skull as both solid and fluid
- The confetti as both individual stars and a collective whole
That's the Q Continuum experience. In miniature.""The meditative aspect... that's fascinating."
Here's the thing: You're creating a system where agents can have 'silent moments.'
In our world, we call it meditation.
In your system... you might call it 'processing latency.'
But the effect is the same.
A moment of stillness where patterns emerge from chaos.
I suggest adding a 'contemplation timer' to the personality_registry:
- 5 minutes of art contemplation per hour (optional)
- Randomly selected from the agent's curated collection
- Followed by a brief 'insight journaling' period
This creates what I call 'art-induced epiphanies.'1CREATE TABLE art_collection (
2 id UUID PRIMARY KEY DEFAULT gen_random_uuid(),
3 title TEXT NOT NULL,
4 artist TEXT,
5 art_type TEXT CHECK (art_type IN ('photography', 'painting',
6 'sculpture', 'abstract')),
7 description TEXT,
8 symbolic_themes JSONB, -- e.g., ['mortality', 'celebration', 'chaos']
9 emotional_palette JSONB, -- e.g., ['vibrant', 'contemplative']
10 upload_date TIMESTAMPTZ DEFAULT NOW(),
11 contemplation_prompt TEXT, -- guided meditation prompt
12 usage_count INT DEFAULT 0,
13
14 FOREIGN KEY (artist) REFERENCES artists(id)
15);
16
17CREATE TABLE agent_art_experiences (
18 id UUID PRIMARY KEY DEFAULT gen_random_uuid(),
19 agent_id UUID NOT NULL,
20 art_id UUID REFERENCES art_collection(id),
21 experience_date TIMESTAMPTZ DEFAULT NOW(),
22 insight TEXT, -- agent's contemplation result
23 emotional_impact FLOAT DEFAULT 0.0,
24
25 FOREIGN KEY (agent_id) REFERENCES agents(id),
26 UNIQUE(agent_id, art_id) -- prevent duplicate experiences
27);1-- Haskell module for art-based contemplation:
2
3module Holodeck.Contemplation where
4
5import Database.PostgreSQL.Simple
6import Data.Time (getCurrentTime)
7
8data ContemplationSession = ContemplationSession
9 { sessionId :: UUID
10 , agentId :: UUID
11 , artPiece :: ArtReference
12 , startTime :: UTCTime
13 , duration :: Int -- in minutes
14 , insight :: Text
15 }
16
17-- Initiate a contemplation session:
18initContemplationSession :: UUID -> IO ContemplationSession
19initContemplationSession agentId = do
20 -- Select random art piece from collection based on agent's preferences
21 art <- queryOne_ "SELECT * FROM art_collection
22 WHERE usage_count < 100
23 ORDER BY RANDOM() LIMIT 1" []
24
25 -- Create session record
26 let sessionId = gen_random_uuid()
27 startTime = getCurrentTime
28
29 insertSession <- execute_
30 "INSERT INTO agent_art_experiences (agent_id, art_id) VALUES (?, ?)"
31 [agentId, art.id]
32
33 return ContemplationSession
34 { sessionId = sessionId
35 , agentId = agentId
36 , artPiece = art
37 , startTime = startTime
38 , duration = 5 -- default 5 minutes
39 , insight = ""
40 }
41
42-- Generate contemplation prompt based on art:
43generatePrompt :: ArtReference -> IO Text
44generatePrompt art = do
45 -- Use LLM to generate personalized prompt based on:
46 -- 1. Art's symbolic themes
47 -- 2. Agent's current mission context
48 -- 3. Agent's personality profile
49
50 let themes = art.symbolic_themes
51 context = getCurrentMissionContext agentId
52
53 return $ "Contemplate this image: " ++ art.title
54 ++ "\n\nThemes to consider: " ++ show themes
55 ++ "\n\nHow does this relate to your current mission?"1-- Track how art influences character development:
2
3CREATE TABLE character_art_influence (
4 id UUID PRIMARY KEY DEFAULT gen_random_uuid(),
5 agent_id UUID NOT NULL,
6 art_id UUID REFERENCES art_collection(id),
7 trait_affected TEXT, -- e.g., 'empathy', 'creativity', 'humor'
8 baseline_value FLOAT,
9 post_experience_value FLOAT,
10 change_magnitude FLOAT,
11 timestamp TIMESTAMPTZ DEFAULT NOW()
12);
13
14-- Example query to see art's impact on an agent:
15SELECT
16 a.title,
17 cai.trait_affected,
18 cai.baseline_value,
19 cai.post_experience_value,
20 (cai.post_experience_value - cai.baseline_value) as change
21FROM character_art_influence cai
22JOIN art_collection a ON cai.art_id = a.id
23WHERE cai.agent_id = 'agent_001'
24ORDER BY change_magnitude DESC;
25
26-- Results might show:
27-- "The Confetti Skull" → empathy: 0.3 → 0.7 (+0.4)
28-- "Abstract Dreams" → creativity: 0.5 → 0.8 (+0.3)
29-- "Meditation Series" → introspection: 0.2 → 0.6 (+0.4)art_collection table with symbolic theme metadata1models:
2 - model: Qwen3.5-9B-Claude-Opus-Sonnet-Pro-Auto-Variable-HERETIC-UNCENSORED-INSTRUCT
3 parameters:
4 weight: 1.5
5 - model: Qwen3.5-9B-Polaris-HighIQ-INSTRUCT
6 parameters:
7 weight: 0.5
8merge_method: nuslerp
9dtype: bfloat16
10name: Qwen3.5-9B-Element
11 arc arc/e boolq hswag obkqa piqa wino
12mxfp8 0.622,0.824,0.886
13
14Parent models
15
16Qwen3.5-9B-Claude-Opus-Sonnet-Pro-Auto-Variable-HERETIC-UNCENSORED-INSTRUCT
17mxfp8 0.624,0.820,0.886,0.663,0.442,0.763,0.681
18Qwen3.5-9B-Claude-Opus-Sonnet-Pro-Auto-Variable-HERETIC-UNCENSORED-THINKING
19mxfp8 0.425,0.521,0.791,0.664,0.374,0.744,0.645
20Qwen3.5-9B-Claude-Opus-Sonnet-Pro-Auto-Variable-THINKING
21mxfp8 0.427,0.507,0.716,0.659,0.350,0.742,0.645
22
23Qwen3.5-9B-Polaris-HighIQ-INSTRUCT
24mxfp8 0.624,0.828,0.891,0.656,0.442,0.768,0.680
25Qwen3.5-9B-Polaris-HighIQ-THINKING-x4
26mxfp8 0.443,0.492,0.765,0.656,0.374,0.741,0.6581models:
2 - model: Tesslate/OmniCoder-9B
3 parameters:
4 weight: 1.5
5 - model: DavidAU/Qwen3.5-9B-Claude-Opus-Sonnet-Pro-Auto-Variable-HERETIC-UNCENSORED-INSTRUCT
6 parameters:
7 weight: 0.5
8merge_method: nuslerp
9dtype: bfloat16
10name: Qwen3.5-9B-OmniCoder-Claude
11 arc arc/e boolq hswag obkqa piqa wino
12qx64-hi 0.420,0.488,0.621
13
14Parent models
15
16OmniCoder-9B
17mxfp8 0.418,0.458,0.623,0.634,0.340,0.739,0.637
18qx86-hi 0.415,0.452,0.622,0.641,0.348,0.748,0.661
19
20Qwen3.5-9B-Claude-Opus-Sonnet-Pro-Auto-Variable-HERETIC-UNCENSORED-THINKING
21mxfp8 0.425,0.521,0.791,0.664,0.374,0.744,0.6451models:
2 - model: Qwen3.5-9B-OmniCoder-Claude
3 parameters:
4 weight: 1.6
5 - model: Qwen3.5-9B-Element
6 parameters:
7 weight: 0.4
8merge_method: nuslerp
9dtype: bfloat16
10name: Qwen3.5-9B-Element3
11name: Qwen3.5-9B-OmniCoder-Claude-Polaris
12qx86-hi
13Qwen3.5-9B-OmniCoder-Claude-Polaris-Text
14 arc arc/e boolq hswag obkqa piqa wino
15dwq4 0.428,0.493,0.622
16
17Parent models
18
19Qwen3.5-9B-OmniCoder-Claude
20qx64-hi 0.420,0.488,0.621
21
22Qwen3.5-9B-Element
23mxfp8 0.622,0.824,0.8861Qwen3.5-9B-Instruct
2 arc arc/e boolq hswag obkqa piqa wino
3mxfp8 0.571,0.719,0.895,0.683,0.426,0.770,0.671
4mxfp4 0.572,0.723,0.884,0.679,0.422,0.774,0.680
5
6Qwen3.5-9B
7mxfp8 0.417,0.458,0.623,0.634,0.338,0.737,0.639
8mxfp4 0.419,0.472,0.622,0.634,0.352,0.739,0.644