This seems to be a good example because things like the menu, high score boards etc are common, but the games are distinct. Then there's the artwork which requires decisions on look, and for coordinating.
The Qwen 4B model is multimodal so part of the AC is to view the output - I've a robust anti AI-look QA chain for that I've been using elsewhere, e.g. no floating parts, consistency, obvious missing fingers etc etc.
The longer term plan is to do some llama.cpp refactors specifically for some target hardware I have and implementing slightly different novel architectures I'd like to try (one I did already targeted CPU inference, which I did using 3 agents with specific roles; main planner, QA for planner, and benchmarking/environment handling)
The implementation was 85% of the speed of the original maxed out on my hardware but performance scaled with CPU core count whereas the original implementation plateaued. Unfortunately the break even mark seemed to be around 30 - non HT - threads.
I suppose I should look at that one again, since the increase in cores did not linearly drop off performance e.g. due to memory contention.
> Qwen 3.8 27b is the supervisor
>
> Qwen 3.5 4b are the 6-15 minions it controls
>
> Gemma 4 e4b is the validator for the supervisor.
I just use Opus 5.5 and don't think about it?- Cold starts impact, context length issues, task lifecycle management
- Inefficiencies in delegation, necessitating workflow patterns for small projects (big AIs hide this problem until you scale and they hit the same issues).
- Limits of the AI would be harder to find or notice (e.g. where time - and cost - is being spent needlessly).
Some people are resource constrained.