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  ---
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- base_model: unsloth/qwen2.5-coder-7b-instruct-bnb-4bit
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- tags:
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- - text-generation-inference
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- - transformers
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- - unsloth
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- - qwen2
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- - trl
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  license: apache-2.0
 
 
 
 
 
 
 
 
 
 
 
 
 
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  language:
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- - en
 
 
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  ---
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- # Uploaded model
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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- - **Developed by:** SaltShakerStudio
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- - **License:** apache-2.0
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- - **Finetuned from model :** unsloth/qwen2.5-coder-7b-instruct-bnb-4bit
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- This qwen2 model was trained 2x faster with [Unsloth](https://github.com/unslothai/unsloth)
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- [<img src="https://raw.githubusercontent.com/unslothai/unsloth/main/images/unsloth%20made%20with%20love.png" width="200"/>](https://github.com/unslothai/unsloth)
 
 
 
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  ---
 
 
 
 
 
 
 
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  license: apache-2.0
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+ base_model: unsloth/Qwen2.5-Coder-7B-Instruct
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+ tags:
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+ - godot
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+ - godot4
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+ - gdscript
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+ - game-development
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+ - lora
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+ - qlora
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+ - unsloth
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+ - code
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+ - saltshakerstudio
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+ datasets:
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+ - glaiveai/godot_4_docs
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  language:
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+ - en
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+ library_name: peft
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+ pipeline_tag: text-generation
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  ---
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+ # Qwen2.5-Coder-7B-Instruct β€” Godot 4 / GDScript LoRA
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+
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+ A LoRA adapter for [unsloth/Qwen2.5-Coder-7B-Instruct](https://huggingface.co/unsloth/Qwen2.5-Coder-7B-Instruct), fine-tuned on Godot 4 documentation Q&A to improve knowledge of modern Godot 4 GDScript syntax and APIs.
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+
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+ **Motivation:** Most open GDScript fine-tunes (e.g. godot-dodo, 2023) were trained on Godot 3 code and produce outdated syntax. Even current code models frequently mix Godot 3 and Godot 4 patterns. This adapter is a first attempt at nudging a modern 7B coder model toward Godot 4 conventions, trained locally on a single consumer GPU.
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+
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+ ## Training details
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+
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+ | | |
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+ |---|---|
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+ | Base model | unsloth/Qwen2.5-Coder-7B-Instruct |
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+ | Method | QLoRA (4-bit), via Unsloth Fine-tuning Studio |
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+ | Dataset | [glaiveai/godot_4_docs](https://huggingface.co/datasets/glaiveai/godot_4_docs) (~3,490 Q&A pairs generated from Godot 4 documentation) |
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+ | Epochs | 2 |
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+ | Learning rate | 2e-4, linear schedule |
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+ | LoRA rank / alpha / dropout | 16 / 16 / 0 |
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+ | Target modules | q_proj, k_proj, v_proj, o_proj, gate_proj, up_proj, down_proj |
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+ | Batch size | 2 (gradient accumulation 4, effective 8) |
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+ | Optimizer | AdamW 8-bit, weight decay 0.001 |
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+ | Max sequence length | 4096 |
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+ | Hardware | Single RTX 4080 (16 GB), Windows 11 |
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+ | Training time | ~45 minutes |
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+
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+ Eval loss fell from ~0.83 to ~0.775 and plateaued. Runs at 1, 2, and 3 epochs showed 2 epochs to be the sweet spot for this dataset: 1 epoch left eval loss still declining, 3 epochs overfit (eval loss climbed after epoch 2 and chat-test quality regressed).
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+
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+ ## What it improves
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+
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+ Compared to the base model in side-by-side chat tests, the adapter more consistently produces some Godot 4 conventions, for example the `@export` annotation:
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+
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+ ```gdscript
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+ @export var speed: int = 300 # Godot 4 βœ…
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+ # instead of:
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+ export var speed = 300 # Godot 3 ❌
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+ ```
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+
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+ Responses also tend to be more concise and code-focused, reflecting the Q&A style of the training data.
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+
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+ ## Known limitations β€” read before using
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+
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+ **This adapter does not fully solve the Godot 3 β†’ 4 problem.** In testing, both the base model and this fine-tune still frequently produce Godot 3 patterns, especially:
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+
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+ - **Signal connections** β€” often writes the old form `button.connect("pressed", self, "_on_pressed")` instead of the Godot 4 form `button.pressed.connect(_on_pressed)`
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+ - **Character movement** β€” may use `Sprite2D` or `KinematicBody2D` instead of `CharacterBody2D`, and `move_and_slide(velocity)` instead of `move_and_slide()`
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+
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+ The training dataset is derived from Godot 4 documentation and appears to be thin on these common game-programming patterns, so the model had little opportunity to learn them. Treat generated code as a draft and verify against the [current Godot documentation](https://docs.godotengine.org/en/stable/).
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+ Other caveats:
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+
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+ - Trained and tested in English only
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+ - Not evaluated on Godot C#, shaders (GDShader), or Godot 3 back-compatibility questions
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+ - No safety or alignment tuning beyond what the base model provides
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+
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+ ## Usage
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+
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+ Load the adapter on top of the base model with PEFT:
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+
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+ ```python
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+ from transformers import AutoModelForCausalLM, AutoTokenizer
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+ from peft import PeftModel
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+
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+ base = AutoModelForCausalLM.from_pretrained(
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+ "unsloth/Qwen2.5-Coder-7B-Instruct",
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+ load_in_4bit=True,
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+ device_map="auto",
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+ )
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+ tokenizer = AutoTokenizer.from_pretrained("unsloth/Qwen2.5-Coder-7B-Instruct")
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+ model = PeftModel.from_pretrained(base, "YOUR_USERNAME/YOUR_REPO_NAME")
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+ ```
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+
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+ Or merge and export to GGUF for local runners (llama.cpp, Ollama, LM Studio) β€” Unsloth Fine-tuning Studio provides an Export to GGUF option.
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+
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+ ## Intended use
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+ Hobbyist / experimental. A starting point for anyone interested in local Godot 4 coding assistants β€” including eventual use alongside a Godot MCP server, where better Godot 4 knowledge should translate into more correct tool calls. Contributions of better Godot 4 training data (especially signals, movement, and node-setup examples) would likely help more than additional training epochs on the current dataset.
 
 
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+ ## Acknowledgements
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+ - Base model: Qwen team / Unsloth quantization
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+ - Dataset: Glaive AI's godot_4_docs
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+ - Training: Unsloth Fine-tuning Studio