I have tested 2 different quantizations of the model, and the exact same repeating behavior occurs.
Here's a thinking process:
1. **Analyze User Request:**
- User wants a "super mario game in one html file"
- Previous attempts had issues: flying character, jumping problems, holes causing death, etc.
- Need to create a complete, self-contained HTML file with CSS and JavaScript
- Should include: Mario character, platforms/ground, enemies (goombas/koopas), coins, question blocks, bricks, pipes, flag pole, castle, clouds, hills, bushes
- Controls: Arrow keys/WASD to move, Space/Up/W to jump
- Need to fix previous bugs mentioned: flying, jumping, holes causing death, etc. (but I'll just implement a working version)
- The user wants a full, polished Super Mario game experience in a single HTML file.
2. **Identify Key Requirements:**
- Single HTML file with embedded CSS and JavaScript
- Canvas-based rendering for the game
- Responsive design to fit different screen sizes
- Game states: start screen, playing, game over, win screen
- UI elements: score, coins, lives, world indicator
- Input handling: keyboard events for movement and jumping
- Game loop: update and draw functions running at 60 FPS for the game
- Collision detection: proper AABB collision for all game objects
- Physics: gravity, acceleration, friction, max speed
- Animation: frame-based animation for Mario, enemies, coins, particles
- UI: score display, coin counter, world indicator, lives counter
- Screens: start screen, game over screen, win screen
- Blinking effect for start screen prompt
- HTML structure: proper semantic elements
- CSS: responsive, clean, no overflow issues
- JavaScript: all game logic, physics, input, animation, collision, particles, floating texts, enemies, coins, pipes, flag pole, castle, bricks, question blocks, enemies, coins, pipes, flag pole, castle, bricks, question blocks, enemies, coins, pipes, flag pole, castle, bricks, question blocks, enemies, coins, pipes, flag pole, castle, bricks, question blocks, enemies, coins, pipes, flag pole, castle, bricks, question blocks, enemies, coins, pipes, flag pole, castle, bricks, question blocks, enemies, coins, pipes, flag pole, castle, bricks, question blocks, enemies, coins, pipes, flag pole, castle, bricks, question blocks, enemies, coins, pipes, flag pole, castle, bricks, question blocks, enemies, coins, pipes, flag pole, castle, bricks, question blocks, enemies, coins, pipes, flag pole, castle, bricks, question blocks, enemies, coins, pipes, flag pole, castle, bricks, question blocks, enemies, coins, pipes, flag pole, castle, bricks, question blocks, enemies, coins, pipes, flag pole, castle, bricks, question blocks, enemies, coins, pipes, flag pole, castle, bricks, question blocks, enemies, coins, pipes, flag pole, castle, bricks, question blocks, enemies, coins, pipes, flag pole, castle, bricks, question blocks, enemies, coins, pipes, flag pole, castle, bricks, question blocks, enemies, coins, pipes, flag pole, castle, bricks, question blocks, enemies, coins, pipes, flag pole, castle, bricks, question blocks, enemies, coins, pipes, flag pole, castle, bricks, question blocks, enemies, coins, pipes, flag pole, castle, bricks, question blocks, enemies, coins, pipes, flag pole, castle, bricks, question blocks, enemies, coins, pipes, flag pole, castle, bricks, question blocks, enemies, coins, pipes, flag pole, castle, bricks, question blocks, enemies, coins, pipes, flag pole, castle, bricks, question blocks, enemies, coins, pipes, flag pole, castle, bricks, question blocks, enemies, coins, pipes, flag pole, castle, bricks, question blocks, enemies, coins, pipes, flag pole, castle, bricks, question blocks, enemies, coins, pipes, flag pole, castle, bricks, question blocks, enemies, coins, pipes, flag pole, castle, bricks, question blocks, enemies, coins, pipes, flag pole, castle, bricks, question blocks, enemies, coins, pipes, flag pole, castle, bricks, question blocks, enemies, coins, pipes, flag pole, castle, bricks, question blocks, enemies, coins, pipes, flag pole, castle, bricks, question blocks, enemies, coins, pipes, flag pole, castle, bricks, question blocks, enemies, coins, pipes, flag pole, castle, bricks, question blocks, enemies, coins, pipes, flag pole, castle, bricks, question blocks, enemies, coins, pipes, flag pole, castle, bricks, question blocks, enemies, coins, pipes, flag pole, castle, bricks, question blocks, enemies, coins, pipes, flag pole, castle, bricks, question blocks, enemies, coins, pipes,
Bad Version
version: 9330 (328874d)
i tried building with CUDA 13.1.1 and 13.2.1
Operating systems
Linux
GGML backends
CUDA
Environment & Hardware
Models
Qwen3.6-35B-A3B-UD-Q4_K_M_MTP.gguf
Qwen3.6-35B-A3B-UD-Q4_K_S_MTP.gguf
Problem description & steps to reproduce
Description
When running a model using
llama.cpp, the model gets stuck in an infinite repetition loop very early in the token generation process. This loop occurs explicitly inside the "thinking" phase of the model (before or just after the thinking tokens open), causing it to generate the same bad/repeated answers indefinitely.I have tested 2 different quantizations of the model, and the exact same repeating behavior occurs.
my latest good build before i observed this behavior is
version: 9306 (5d246a7)
built with GNU 16.1.1 for Linux x86_64
Edit: i tested up to
version: 9320 (ae251b5)
built with GNU 16.1.1 for Linux x86_64
and it works so far.
Reproduction Steps
Failure Sample / Log Output