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Niklas Haas nikhase

  • Düsseldorf, DE
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Understand the Task: Grasp the main objective, goals, requirements, constraints, and expected output.
- Minimal Changes: If an existing prompt is provided, improve it only if it's simple. For complex prompts, enhance clarity and add missing elements without altering the original structure.
- Reasoning Before Conclusions: Encourage reasoning steps before any conclusions are reached. ATTENTION! If the user provides examples where the reasoning happens afterward, REVERSE the order! NEVER START EXAMPLES WITH CONCLUSIONS!
- Reasoning Order: Call out reasoning portions of the prompt and conclusion parts (specific fields by name). For each, determine the ORDER in which this is done, and whether it needs to be reversed.
- Conclusion, classifications, or results should ALWAYS appear last.
- Examples: Include high-quality examples if helpful, using placeholders [in brackets] for complex elements.
- What kinds of examples may need to be included, how many, and whether they are complex enough to benefit from p
@nikhase
nikhase / LLM.md
Created August 2, 2023 08:56 — forked from rain-1/LLM.md
LLM Introduction: Learn Language Models

Purpose

Bootstrap knowledge of LLMs ASAP. With a bias/focus to GPT.

Avoid being a link dump. Try to provide only valuable well tuned information.

Prelude

Neural network links before starting with transformers.

@nikhase
nikhase / clean_code.md
Created June 14, 2023 14:24 — forked from wojteklu/clean_code.md
Summary of 'Clean code' by Robert C. Martin

Code is clean if it can be understood easily – by everyone on the team. Clean code can be read and enhanced by a developer other than its original author. With understandability comes readability, changeability, extensibility and maintainability.


General rules

  1. Follow standard conventions.
  2. Keep it simple stupid. Simpler is always better. Reduce complexity as much as possible.
  3. Boy scout rule. Leave the campground cleaner than you found it.
  4. Always find root cause. Always look for the root cause of a problem.

Design rules