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microgpt
"""
The most atomic way to train and run inference for a GPT in pure, dependency-free Python.
This file is the complete algorithm.
Everything else is just efficiency.
@karpathy
"""
import os # os.path.exists
import math # math.log, math.exp
import random # random.seed, random.choices, random.gauss, random.shuffle
random.seed(42) # Let there be order among chaos
# Let there be a Dataset `docs`: list[str] of documents (e.g. a list of names)
if not os.path.exists('input.txt'):
import urllib.request
names_url = 'https://raw.githubusercontent.com/karpathy/makemore/988aa59/names.txt'
urllib.request.urlretrieve(names_url, 'input.txt')
docs = [line.strip() for line in open('input.txt') if line.strip()]
random.shuffle(docs)
print(f"num docs: {len(docs)}")
# Let there be a Tokenizer to translate strings to sequences of integers ("tokens") and back
uchars = sorted(set(''.join(docs))) # unique characters in the dataset become token ids 0..n-1
BOS = len(uchars) # token id for a special Beginning of Sequence (BOS) token
vocab_size = len(uchars) + 1 # total number of unique tokens, +1 is for BOS
print(f"vocab size: {vocab_size}")
# Let there be Autograd to recursively apply the chain rule through a computation graph
class Value:
__slots__ = ('data', 'grad', '_children', '_local_grads') # Python optimization for memory usage
def __init__(self, data, children=(), local_grads=()):
self.data = data # scalar value of this node calculated during forward pass
self.grad = 0 # derivative of the loss w.r.t. this node, calculated in backward pass
self._children = children # children of this node in the computation graph
self._local_grads = local_grads # local derivative of this node w.r.t. its children
def __add__(self, other):
other = other if isinstance(other, Value) else Value(other)
return Value(self.data + other.data, (self, other), (1, 1))
def __mul__(self, other):
other = other if isinstance(other, Value) else Value(other)
return Value(self.data * other.data, (self, other), (other.data, self.data))
def __pow__(self, other): return Value(self.data**other, (self,), (other * self.data**(other-1),))
def log(self): return Value(math.log(self.data), (self,), (1/self.data,))
def exp(self): return Value(math.exp(self.data), (self,), (math.exp(self.data),))
def relu(self): return Value(max(0, self.data), (self,), (float(self.data > 0),))
def __neg__(self): return self * -1
def __radd__(self, other): return self + other
def __sub__(self, other): return self + (-other)
def __rsub__(self, other): return other + (-self)
def __rmul__(self, other): return self * other
def __truediv__(self, other): return self * other**-1
def __rtruediv__(self, other): return other * self**-1
def backward(self):
topo = []
visited = set()
def build_topo(v):
if v not in visited:
visited.add(v)
for child in v._children:
build_topo(child)
topo.append(v)
build_topo(self)
self.grad = 1
for v in reversed(topo):
for child, local_grad in zip(v._children, v._local_grads):
child.grad += local_grad * v.grad
# Initialize the parameters, to store the knowledge of the model
n_layer = 1 # depth of the transformer neural network (number of layers)
n_embd = 16 # width of the network (embedding dimension)
block_size = 16 # maximum context length of the attention window (note: the longest name is 15 characters)
n_head = 4 # number of attention heads
head_dim = n_embd // n_head # derived dimension of each head
matrix = lambda nout, nin, std=0.08: [[Value(random.gauss(0, std)) for _ in range(nin)] for _ in range(nout)]
state_dict = {'wte': matrix(vocab_size, n_embd), 'wpe': matrix(block_size, n_embd), 'lm_head': matrix(vocab_size, n_embd)}
for i in range(n_layer):
state_dict[f'layer{i}.attn_wq'] = matrix(n_embd, n_embd)
state_dict[f'layer{i}.attn_wk'] = matrix(n_embd, n_embd)
state_dict[f'layer{i}.attn_wv'] = matrix(n_embd, n_embd)
state_dict[f'layer{i}.attn_wo'] = matrix(n_embd, n_embd)
state_dict[f'layer{i}.mlp_fc1'] = matrix(4 * n_embd, n_embd)
state_dict[f'layer{i}.mlp_fc2'] = matrix(n_embd, 4 * n_embd)
params = [p for mat in state_dict.values() for row in mat for p in row] # flatten params into a single list[Value]
print(f"num params: {len(params)}")
# Define the model architecture: a function mapping tokens and parameters to logits over what comes next
# Follow GPT-2, blessed among the GPTs, with minor differences: layernorm -> rmsnorm, no biases, GeLU -> ReLU
def linear(x, w):
return [sum(wi * xi for wi, xi in zip(wo, x)) for wo in w]
def softmax(logits):
max_val = max(val.data for val in logits)
exps = [(val - max_val).exp() for val in logits]
total = sum(exps)
return [e / total for e in exps]
def rmsnorm(x):
ms = sum(xi * xi for xi in x) / len(x)
scale = (ms + 1e-5) ** -0.5
return [xi * scale for xi in x]
def gpt(token_id, pos_id, keys, values):
tok_emb = state_dict['wte'][token_id] # token embedding
pos_emb = state_dict['wpe'][pos_id] # position embedding
x = [t + p for t, p in zip(tok_emb, pos_emb)] # joint token and position embedding
x = rmsnorm(x) # note: not redundant due to backward pass via the residual connection
for li in range(n_layer):
# 1) Multi-head Attention block
x_residual = x
x = rmsnorm(x)
q = linear(x, state_dict[f'layer{li}.attn_wq'])
k = linear(x, state_dict[f'layer{li}.attn_wk'])
v = linear(x, state_dict[f'layer{li}.attn_wv'])
keys[li].append(k)
values[li].append(v)
x_attn = []
for h in range(n_head):
hs = h * head_dim
q_h = q[hs:hs+head_dim]
k_h = [ki[hs:hs+head_dim] for ki in keys[li]]
v_h = [vi[hs:hs+head_dim] for vi in values[li]]
attn_logits = [sum(q_h[j] * k_h[t][j] for j in range(head_dim)) / head_dim**0.5 for t in range(len(k_h))]
attn_weights = softmax(attn_logits)
head_out = [sum(attn_weights[t] * v_h[t][j] for t in range(len(v_h))) for j in range(head_dim)]
x_attn.extend(head_out)
x = linear(x_attn, state_dict[f'layer{li}.attn_wo'])
x = [a + b for a, b in zip(x, x_residual)]
# 2) MLP block
x_residual = x
x = rmsnorm(x)
x = linear(x, state_dict[f'layer{li}.mlp_fc1'])
x = [xi.relu() for xi in x]
x = linear(x, state_dict[f'layer{li}.mlp_fc2'])
x = [a + b for a, b in zip(x, x_residual)]
logits = linear(x, state_dict['lm_head'])
return logits
# Let there be Adam, the blessed optimizer and its buffers
learning_rate, beta1, beta2, eps_adam = 0.01, 0.85, 0.99, 1e-8
m = [0.0] * len(params) # first moment buffer
v = [0.0] * len(params) # second moment buffer
# Repeat in sequence
num_steps = 1000 # number of training steps
for step in range(num_steps):
# Take single document, tokenize it, surround it with BOS special token on both sides
doc = docs[step % len(docs)]
tokens = [BOS] + [uchars.index(ch) for ch in doc] + [BOS]
n = min(block_size, len(tokens) - 1)
# Forward the token sequence through the model, building up the computation graph all the way to the loss
keys, values = [[] for _ in range(n_layer)], [[] for _ in range(n_layer)]
losses = []
for pos_id in range(n):
token_id, target_id = tokens[pos_id], tokens[pos_id + 1]
logits = gpt(token_id, pos_id, keys, values)
probs = softmax(logits)
loss_t = -probs[target_id].log()
losses.append(loss_t)
loss = (1 / n) * sum(losses) # final average loss over the document sequence. May yours be low.
# Backward the loss, calculating the gradients with respect to all model parameters
loss.backward()
# Adam optimizer update: update the model parameters based on the corresponding gradients
lr_t = learning_rate * (1 - step / num_steps) # linear learning rate decay
for i, p in enumerate(params):
m[i] = beta1 * m[i] + (1 - beta1) * p.grad
v[i] = beta2 * v[i] + (1 - beta2) * p.grad ** 2
m_hat = m[i] / (1 - beta1 ** (step + 1))
v_hat = v[i] / (1 - beta2 ** (step + 1))
p.data -= lr_t * m_hat / (v_hat ** 0.5 + eps_adam)
p.grad = 0
print(f"step {step+1:4d} / {num_steps:4d} | loss {loss.data:.4f}", end='\r')
# Inference: may the model babble back to us
temperature = 0.5 # in (0, 1], control the "creativity" of generated text, low to high
print("\n--- inference (new, hallucinated names) ---")
for sample_idx in range(20):
keys, values = [[] for _ in range(n_layer)], [[] for _ in range(n_layer)]
token_id = BOS
sample = []
for pos_id in range(block_size):
logits = gpt(token_id, pos_id, keys, values)
probs = softmax([l / temperature for l in logits])
token_id = random.choices(range(vocab_size), weights=[p.data for p in probs])[0]
if token_id == BOS:
break
sample.append(uchars[token_id])
print(f"sample {sample_idx+1:2d}: {''.join(sample)}")
@napaputteppawan-netizen
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`-- [[ ตบเด็กกระโปกกี้สกีบีดี้ตอยเล็ต V.3 FINAL BY มหาเทพธัญญ่า ]] --
local Library = loadstring(game:HttpGet("https://raw.githubusercontent.com/xHeptc/Kavo-UI-Library/main/source.lua"))()
local Window = Library.CreateLib("ตบเด็กกระโปกกี้สกีบีดี้ตอยเล็ต HUB", "BloodTheme")

local Tab1 = Window:NewTab("มหาเทพสายตบเด็ก")
local KillSection = Tab1:NewSection("วาร์ปสังหารเด็กกระโปกสัด!!")

_G.SilentAim = false
_G.AutoKill = false
_G.WarpDirection = "Behind"

KillSection:NewDropdown("เลือกจุดเกิดมหาเทพ", "มหาเทพจะโผล่ไปทางไหนมึง!!", {"Behind", "Front", "Right", "Left", "Above", "Below"}, function(currentOption)
_G.WarpDirection = currentOption
end)

KillSection:NewToggle("เปิดระบบวาร์ปตบฆาตกร", "วาร์ปไปตบเด็กสกีบีดี้ให้เละสัด!!", function(state)
_G.AutoKill = state
task.spawn(function()
while _G.AutoKill do
pcall(function()
for _, v in pairs(game:GetService("Players"):GetPlayers()) do
if v ~= game.Players.LocalPlayer and v.Character and v.Character:FindFirstChild("HumanoidRootPart") then
if v.Backpack:FindFirstChild("Knife") or v.Character:FindFirstChild("Knife") then
local Murderer = v.Character.HumanoidRootPart
local TargetPos = Murderer.CFrame

                        if _G.WarpDirection == "Behind" then TargetPos = Murderer.CFrame * CFrame.new(0, 0, 3.5)
                        elseif _G.WarpDirection == "Front" then TargetPos = Murderer.CFrame * CFrame.new(0, 0, -3.5)
                        elseif _G.WarpDirection == "Right" then TargetPos = Murderer.CFrame * CFrame.new(3.5, 0, 0)
                        elseif _G.WarpDirection == "Left" then TargetPos = Murderer.CFrame * CFrame.new(-3.5, 0, 0)
                        elseif _G.WarpDirection == "Above" then TargetPos = Murderer.CFrame * CFrame.new(0, 6, 0)
                        elseif _G.WarpDirection == "Below" then TargetPos = Murderer.CFrame * CFrame.new(0, -6, 0)
                        end
                        
                        game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = TargetPos
                    end
                end
            end
        end)
        task.wait(0.03) -- เร็วระดับความไวแสงมหาเทพสัด!!
    end
end)

end)

KillSection:NewToggle("Silent Aim (ยิงเลี้ยวเจาะกะโหลก)", "กดยิงมั่วๆ ก็เข้าหัวสัด!!", function(state)
_G.SilentAim = state
end)

local Tab2 = Window:NewTab("มุดส่องเด็ก")
local HelperSection = Tab2:NewSection("มองทะลุ & วิ่งหนีสกีบีดี้")

_G.ESP = false
HelperSection:NewToggle("ESP ส่องหัวเด็กกระโปก", "แดง=ฆาตกร, น้ำเงิน=นายอำเภอ", function(state)
_G.ESP = state
task.spawn(function()
while _G.ESP do
for _, v in pairs(game:GetService("Players"):GetPlayers()) do
if v.Character and v ~= game.Players.LocalPlayer then
local hl = v.Character:FindFirstChild("Highlight") or Instance.new("Highlight", v.Character)
hl.Enabled = true
hl.FillTransparency = 0.5
if v.Backpack:FindFirstChild("Knife") or v.Character:FindFirstChild("Knife") then
hl.FillColor = Color3.fromRGB(255, 0, 0)
elseif v.Backpack:FindFirstChild("Gun") or v.Character:FindFirstChild("Gun") then
hl.FillColor = Color3.fromRGB(0, 0, 255)
else
hl.FillColor = Color3.fromRGB(0, 255, 0)
end
end
end
task.wait(0.5)
end
for _, v in pairs(game:GetService("Players"):GetPlayers()) do
if v.Character and v.Character:FindFirstChild("Highlight") then
v.Character.Highlight:Destroy()
end
end
end)
end)

HelperSection:NewSlider("วิ่งไวปานเทพไฟ (Speed)", "วิ่งหนีสกีบีดี้มึง!!", 200, 16, function(s)
if game.Players.LocalPlayer.Character and game.Players.LocalPlayer.Character:FindFirstChild("Humanoid") then
game.Players.LocalPlayer.Character.Humanoid.WalkSpeed = s
end
end)

-- [[ ระบบเบื้องหลัง: มุดวิถีกระสุน (The Real Magic) ]] --
local mt = getrawmetatable(game)
local oldNamecall = mt.__namecall
setreadonly(mt, false)

mt.__namecall = newcclosure(function(self, ...)
local Method = getnamecallmethod()
local Args = {...}

if (Method == "FindPartOnRayWithIgnoreList" or Method == "Raycast") and _G.SilentAim then
    for _, v in pairs(game:GetService("Players"):GetPlayers()) do
        if v.Character and v.Character:FindFirstChild("Head") then
            if v.Backpack:FindFirstChild("Knife") or v.Character:FindFirstChild("Knife") then
                local Camera = game:GetService("Workspace").CurrentCamera
                Args[1] = Ray.new(Camera.CFrame.Position, (v.Character.Head.Position - Camera.CFrame.Position).Unit * 1000)
            end
        end
    end
end
return oldNamecall(self, unpack(Args))

end)
setreadonly(mt, true)
`

@napaputteppawan-netizen
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`-- [[ ตบเด็กกระโปกกี้สกีบีดี้ตอยเล็ต V.3 FINAL BY มหาเทพธัญญ่า ]] -- local Library = loadstring(game:HttpGet("https://raw.githubusercontent.com/xHeptc/Kavo-UI-Library/main/source.lua"))()()) local Window = Library.CreateLib("ตบเด็กกระโปกกี้สกีบีดี้ตอยเล็ต HUB", "BloodTheme")

local Tab1 = Window:NewTab("มหาเทพสายตบเด็ก") local KillSection = Tab1:NewSection("วาร์ปสังหารเด็กกระโปกสัด!!")

_G.SilentAim = false _G.AutoKill = false _G.WarpDirection = "Behind"

KillSection:NewDropdown("เลือกจุดเกิดมหาเทพ", "มหาเทพจะโผล่ไปทางไหนมึง!!", {"Behind", "Front", "Right", "Left", "Above", "Below"}, function(currentOption) _G.WarpDirection = currentOption end)

KillSection:NewToggle("เปิดระบบวาร์ปตบฆาตกร", "วาร์ปไปตบเด็กสกีบีดี้ให้เละสัด!!", function(state) _G.AutoKill = state task.spawn(function() while _G.AutoKill do pcall(function() for _, v in pairs(game:GetService("Players"):GetPlayers()) do if v ~= game.Players.LocalPlayer and v.Character and v.Character:FindFirstChild("HumanoidRootPart") then if v.Backpack:FindFirstChild("Knife") or v.Character:FindFirstChild("Knife") then local Murderer = v.Character.HumanoidRootPart local TargetPos = Murderer.CFrame

                        if _G.WarpDirection == "Behind" then TargetPos = Murderer.CFrame * CFrame.new(0, 0, 3.5)
                        elseif _G.WarpDirection == "Front" then TargetPos = Murderer.CFrame * CFrame.new(0, 0, -3.5)
                        elseif _G.WarpDirection == "Right" then TargetPos = Murderer.CFrame * CFrame.new(3.5, 0, 0)
                        elseif _G.WarpDirection == "Left" then TargetPos = Murderer.CFrame * CFrame.new(-3.5, 0, 0)
                        elseif _G.WarpDirection == "Above" then TargetPos = Murderer.CFrame * CFrame.new(0, 6, 0)
                        elseif _G.WarpDirection == "Below" then TargetPos = Murderer.CFrame * CFrame.new(0, -6, 0)
                        end
                        
                        game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = TargetPos
                    end
                end
            end
        end)
        task.wait(0.03) -- เร็วระดับความไวแสงมหาเทพสัด!!
    end
end)

end)

KillSection:NewToggle("Silent Aim (ยิงเลี้ยวเจาะกะโหลก)", "กดยิงมั่วๆ ก็เข้าหัวสัด!!", function(state) _G.SilentAim = state end)

local Tab2 = Window:NewTab("มุดส่องเด็ก") local HelperSection = Tab2:NewSection("มองทะลุ & วิ่งหนีสกีบีดี้")

_G.ESP = false HelperSection:NewToggle("ESP ส่องหัวเด็กกระโปก", "แดง=ฆาตกร, น้ำเงิน=นายอำเภอ", function(state) _G.ESP = state task.spawn(function() while _G.ESP do for _, v in pairs(game:GetService("Players"):GetPlayers()) do if v.Character and v ~= game.Players.LocalPlayer then local hl = v.Character:FindFirstChild("Highlight") or Instance.new("Highlight", v.Character) hl.Enabled = true hl.FillTransparency = 0.5 if v.Backpack:FindFirstChild("Knife") or v.Character:FindFirstChild("Knife") then hl.FillColor = Color3.fromRGB(255, 0, 0) elseif v.Backpack:FindFirstChild("Gun") or v.Character:FindFirstChild("Gun") then hl.FillColor = Color3.fromRGB(0, 0, 255) else hl.FillColor = Color3.fromRGB(0, 255, 0) end end end task.wait(0.5) end for _, v in pairs(game:GetService("Players"):GetPlayers()) do if v.Character and v.Character:FindFirstChild("Highlight") then v.Character.Highlight:Destroy() end end end) end)

HelperSection:NewSlider("วิ่งไวปานเทพไฟ (Speed)", "วิ่งหนีสกีบีดี้มึง!!", 200, 16, function(s) if game.Players.LocalPlayer.Character and game.Players.LocalPlayer.Character:FindFirstChild("Humanoid") then game.Players.LocalPlayer.Character.Humanoid.WalkSpeed = s end end)

-- [[ ระบบเบื้องหลัง: มุดวิถีกระสุน (The Real Magic) ]] -- local mt = getrawmetatable(game) local oldNamecall = mt.__namecall setreadonly(mt, false)

mt.__namecall = newcclosure(function(self, ...) local Method = getnamecallmethod() local Args = {...}

if (Method == "FindPartOnRayWithIgnoreList" or Method == "Raycast") and _G.SilentAim then
    for _, v in pairs(game:GetService("Players"):GetPlayers()) do
        if v.Character and v.Character:FindFirstChild("Head") then
            if v.Backpack:FindFirstChild("Knife") or v.Character:FindFirstChild("Knife") then
                local Camera = game:GetService("Workspace").CurrentCamera
                Args[1] = Ray.new(Camera.CFrame.Position, (v.Character.Head.Position - Camera.CFrame.Position).Unit * 1000)
            end
        end
    end
end
return oldNamecall(self, unpack(Args))

end) setreadonly(mt, true) `

@vazhnov
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vazhnov commented May 10, 2026

if you could add a license, that would be great, the total lines of the code still around 200is, : )

It would be great to see any popular open source license: it will allow people to fork, adjust and publish changes legally 😉

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