tell me baby, what's your story

Manuel Camejo retweeted
LLMs now make critical decisions in hospitals, defense, banks, and governments. Yet nobody can verify which model actually ran, or whether the output was tampered with. A provider or middleman can swap weights, silently requantize the model, alter decoding, inject hidden prompts, do supply chain attacks, or change the deployment surface without the user knowing. This problem is already serious. It will become critical. We think this needs a practical solution, not just a theoretically clean one. CommitLLM is designed to be deployable on existing serving stacks now: the provider keeps the normal GPU serving path, does not need a proving circuit, does not need a kernel rewrite, and does not generate a heavy proof for every response. In practice, two families of approaches dominated the conversation before this work: fingerprinting, which can be gamed, and proof-based systems, which are theoretically strong but too expensive for production inference. We built CommitLLM to target the middle ground. The core idea is to keep the verification discipline of proof systems, but specialize it to open weight LLM inference. The cryptographic core is simple: Freivalds style randomized checks for the large linear layers, plus Merkle commitments for the traced execution. Then a lot of engineering work is needed to make that line up with real GPU inference. The key trick is this. A provider claims `z = W × x` for a massive weight matrix. Normally you would verify that by redoing the multiply. Instead, the verifier samples a secret random vector `r`, precomputes `v = rᵀ × W`, and later checks whether `v · x = rᵀ · z`. Two dot products instead of a full matrix multiply. In the current implementation, a wrong result passes with probability at most `1 / (2^32 - 5)` per check. A full matrix multiply, audited with two dot products. Most of the transformer can then be checked exactly or canonically from committed openings. Nonlinear operations such as activations and layer norms are canonically re executed by the CPU verifier. The one honest caveat is attention: native FP16/BF16 attention is not bit reproducible across hardware. CommitLLM verifies the shell around attention exactly, then independently replays attention and checks that the committed post attention output stays within a measured INT8 corridor. So attention is bounded and audited, not proved exactly. That means the protocol already gives very strong exact guarantees on the parts that matter operationally most. If an audited response used the wrong model, the wrong quantization/configuration, or a tampered input/deployment surface, the audit catches that exactly. That includes things like model swaps, silent requantization, and provider side prompt or system prompt injection. Today the implementation and measurements are strongest on Qwen and Llama. But the protocol itself is not meant to be Qwen or Llama specific: we expect it to generalize across open weight decoder only families. What still has to be done is the engineering work to integrate and validate more families explicitly, and we are already working on that. On the measured path, online generation overhead is about 12 to 14% with the provider staying on the normal GPU serving path. The heavier receipt finalization cost is separate and can be deferred off the user facing path. The main systems costs are RAM and bandwidth, not proof generation. The full response is always committed, but only a random fraction of responses are opened for audit. Individual audits are much larger, roughly 4 MB to 100 MB depending on audit depth. The important number is the amortized one: under a reasonable audit policy, the added bandwidth averages to roughly 300 KB per response. After too many weeks without sleep, I’m proud to show what I built with @diego_aligned: CommitLLM. Thanks Diego for your patience. I've been calling you at random hours. The code and paper still need some cleaning and formalization. We’re already in talks with multiple providers and teams that have cryptography related ideas on how to improve it even more. We’re really excited about this and we will continue doubling down on building products in AI, cryptography and security with my company @class_lambda. If governments, hospitals, defense and financial systems are going to run on LLMs, verifiable inference is not optional. It is infrastructure. I will be explaining this in more details in the days to come and I will show how to test it and run it.
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Manuel Camejo retweeted
Balatro proved poker could be a rogue like. I'm proving Air hockey can too. #indiedev #indiegame #indie #gamedev #game #indiegamedev
Balatro proved poker could be a roguelike. I’m proving chess can too. #indiedev #indiegame #indie #gamedev #game #indiegamedev
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Back in my hometown for the holidays. 32°C+ every day… Hell mode enabled 🔥
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🎄🎄🎄🎄🎄
🎄Hi friends, Today we're deploying the last build of the year, as we go into a holiday break until January 5th. It includes some minor bug fixes and, importantly, a significant iteration on the rooms of the New Forest biome! This year we started building in public by uploading our progress to itch.io twice every week, and it has been very exciting to share that process with you, see your reactions, comments and feedback that helps us improve. After our much needed break, we will come back with fresh energy to continue growing and (soon) publish the final product! We have many ideas and enthusiasm for what's to come. We hope you have enjoyed our game and continue to be with us in 2026 as we create the game we've been dreaming of. Your feedback is and will continue to be invaluable to help us be the best we can be! So, a big warm thank you and happy holidays from the Lambda Forge team!! 🕯️🎁🔔
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Manuel Camejo retweeted
run with the colors of the wind 🍃🦋
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Finished Path of Pain in Hollow Knight. Mostly patience, repetition, and refusing to quit 🫡🫡 Despite the insane difficulty, the whole journey felt strangely calm, almost like a safe space
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Manuel Camejo retweeted
Boss fight wip!
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Rule 1: Don’t die Rule 2: Never trust plants
don't just stand there!
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Manuel Camejo retweeted
We published a new devlog which goes into how we do art for enemies! Link below 👇
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Manuel Camejo retweeted
Here’s a pic we took while we were getting ready to showcase Randel’s Quest at a great venue in Buenos Aires: Palermo Wine Club! 🫂 (There was also the awesome Kenzu by @gamesbyforge! Have you tried their demo yet?)
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First Advent of Code of my life, I forgot to start on day 1, so now I’m catching up (currently on day 4). D1P2 was rough with the edge cases, but the rest feels like the exercises I used to give in Algorithms and Programming 1, wdyt?
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I’m doing it in bash… not sure it was the best choice 🤣🤣
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Manuel Camejo retweeted
A new release of our metroidvania is out! 🍃 We developed a new biome, which included not only making concepts and assets for the backgrounds 🍃 We changed how we draw terrain: we were using Tilemap assets which the artists found difficult to work with to get the results they wanted, and we switched to 9-slice which is much more intuituve for the team to create beautiful hand-painted terrain. 🍃 We created new enemies and platforms for this biome. In order to progress more quickly, we're taking advantage of opportunities to reuse animations for similar enemies. After all, other games like Blasphemous have enemy variations that only change color palettes. So far we decorated just a few rooms of the biome as a test. The others are raw, without art. Try to discover the nice ones! 🍃 Game saves. With this new update, you'll be able to save your game on Itch! We'll be testing it but please let us know if you experience any issues. 🍃 Custom keybinds. Today we're adding customizable keybindings only for the main keys: - Jump - Attack - Parry We're sorry for the delay in making fully customizable keybindings, which we plan to deliver early next week. 🍃 Asset quality improvements We improved how assets are loaded so that they don't show up pixelated. And that's it! We hope you enjoy the new biome as it develops. Please leave a rating and comment if you like it, it helps us a lot! Thank you as always, The Dev Team 😸
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Something I’ve learned over time (and across projects) is that going live completely reshapes what a project really needs. When you spend too long developing without releasing, urgency becomes abstract. Production sets the priorities for you, the real ones.
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Hope you’re ready, because biome 2 is going to be wild (wild ’cause it’s a forest, cuak)
When we made this background art for our metroidvania we were really proud. It was aesthetic, dreamy, and colorful like we wanted. But yesterday we made these trees much less visible. Why? Because when we placed the level design in front of this background, it confused players
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We left the art team alone in the office for one day… Now there are Kenzus everywhere 😹😹
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Kenzu pipon is my favorite
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Who does it remind you of?
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