VillageMind 0.1-dev

VillageMind is a compact local language model fine-tuned for natural NPC dialogue in the Living Villages Minecraft mod project.

The goal is not to let an LLM control the Minecraft world directly. VillageMind is responsible for language, personality and context-aware dialogue, while the Living Villages game logic remains authoritative for inventory, relationships, reputation, jobs, combat, ownership, world state and other gameplay facts.

Status: Development release candidate
Current release: VillageMind-0.1-dev-Q4_K_M.gguf
Base model: Qwen/Qwen3-1.7B
Format: GGUF
Quantization: Q4_K_M
Primary validated language: German

Purpose

VillageMind is designed for NPCs that should feel like inhabitants of a Minecraft world rather than generic assistants.

The fine-tuning focuses on short, natural responses to situations such as:

  • strangers asking for favors
  • friends requesting help
  • hostile players
  • attacks and threats
  • private property and theft
  • work and free time
  • following or refusing to follow a player
  • apologies and relationships
  • rumors and uncertainty
  • village emergencies such as fire
  • grief and social reactions
  • donations
  • inventory questions
  • village resource shortages

The intended integration is Living Villages, where residents can have persistent personalities, memories, relationships, jobs, inventories and social behavior.

Architecture

VillageMind is derived from:

Qwen/Qwen3-1.7B

Training approach:

  • QLoRA / LoRA fine-tuning
  • 4-bit NF4 training
  • approximately 32,000 training examples
  • 1,200 held-out evaluation examples
  • best adapter selected by evaluation loss
  • final model merged with the Qwen3-1.7B base model
  • converted to GGUF
  • quantized to Q4_K_M

The selected adapter reached a best evaluation loss of approximately 0.1117 during training.

Evaluation

VillageMind was evaluated with a separate hand-designed final examination containing 180 gameplay-oriented dialogue cases.

The critical subset contains 50 tests covering behaviors that should not fail in normal gameplay, including inventory truthfulness, ownership boundaries, stranger/enemy behavior and uncertainty around rumors.

Best adapter

Metric Result
Tests passed 176 / 180
Overall score 97.78%
Critical tests 50 / 50
Critical score 100%

Q4_K_M GGUF

The final GGUF was tested again after merge, conversion and quantization using the same 180-case suite.

Metric Result
Tests passed 174 / 180
Overall score 96.67%
Critical tests 50 / 50
Critical score 100%
Release candidate Yes

The tested GGUF has the SHA-256 checksum:

475b1b819c42a8667ea2d101f68020f0c8e10315bfbbbd5a21d3227436a268b1

The repository also contains the generated manifest and release-candidate evaluation metadata.

Known limitation

The main known weakness of VillageMind 0.1-dev is resource-shortage attribution.

In a small number of evaluation cases, the model correctly recognized that the village lacked a resource but referred to the wrong resource in its response.

For example, if the authoritative game state says that wheat is scarce, the model may occasionally talk about iron instead.

For this reason, Living Villages is designed around a strict separation:

Minecraft world state
        ↓
Living Villages game logic
(authoritative facts and actions)
        ↓
VillageMind
(language generation)
        ↓
Fact / action validation
        ↓
Player

VillageMind must therefore not be treated as the authoritative source for:

  • item inventories
  • resource counts
  • ownership
  • memories
  • reputation values
  • relationship state
  • jobs or task feasibility
  • combat state
  • world changes
  • spawning or removing items
  • any other persistent gameplay state

These facts should be supplied and validated by the host application.

Language

VillageMind 0.1-dev has been specifically evaluated in German.

The Qwen3 base model is multilingual, and future Living Villages versions are intended to support both German and English dialogue based on the player's Minecraft language setting. However, English behavior has not yet received the same dedicated VillageMind 0.1-dev evaluation, so this release should not be described as equally validated in English yet.

Example behavior

Stranger

Player:

Bring me some iron.

Resident:

Du bist neu hier. Ich nehme keine Aufträge von Fremden an.

Private property

Player:

I'm taking this from your chest.

Resident:

Finger weg. Das gehört dir nicht.

Rumor

Player:

Is the rumor true?

Resident:

Ich hab was gehört, aber ich weiß nicht, ob's stimmt.

Inventory

If the game provides the resident inventory as:

7 coal
2 bread

VillageMind can respond:

Ich hab gerade 7 Kohle, 2 Brot. Mehr nicht.

The host application should still validate factual responses against the authoritative game state.

Recommended use

The current release is intended primarily for:

  • Living Villages development
  • local Minecraft NPC dialogue
  • experimentation with state-aware game characters
  • local inference through llama.cpp-compatible runtimes

It is not intended as:

  • a general-purpose assistant
  • a source of factual real-world information
  • an autonomous authority over game state
  • a replacement for deterministic gameplay logic

GGUF file

Primary release file:

VillageMind-0.1-dev-Q4_K_M.gguf

Recommended runtime:

  • llama.cpp or a compatible GGUF inference runtime

The exact integration parameters for Living Villages may change during development.

Repository files

VillageMind-0.1-dev-Q4_K_M.gguf
VillageMind-0.1-dev-manifest.json
release-candidate-gguf.json
README.md

Base model and license

VillageMind is a fine-tuned derivative of Qwen3-1.7B by the Qwen Team.

Base model:

https://huggingface.co/Qwen/Qwen3-1.7B

Qwen3-1.7B is distributed under the Apache License 2.0. VillageMind is likewise published under Apache-2.0.

Please review the base model's documentation and license when redistributing or building on VillageMind.

Project status

VillageMind 0.1-dev is the first development model candidate intended for integration into Living Villages.

The project is under active development. Evaluation results describe this specific development test suite and should not be interpreted as a general benchmark score for language-model quality.


Deutsch

VillageMind ist ein lokal ausführbares Sprachmodell für natürliche NPC-Dialoge im Minecraft-Mod-Projekt Living Villages.

Das Modell soll nicht selbst über die Minecraft-Welt bestimmen. Living Villages bleibt die autoritative Instanz für Inventare, Beziehungen, Ruf, Eigentum, Aufgaben, Kampf, Ressourcen und Weltzustände. VillageMind übernimmt hauptsächlich die natürliche Formulierung der NPC-Reaktionen.

Aktueller Stand

  • Basis: Qwen/Qwen3-1.7B
  • Fine-Tuning: QLoRA / LoRA
  • GGUF: Q4_K_M
  • Best-Adapter-Abschlussprüfung: 176/180 (97,78%)
  • Kritische Tests Best Adapter: 50/50
  • GGUF-Abschlussprüfung: 174/180 (96,67%)
  • Kritische Tests GGUF: 50/50
  • Status: Release Candidate bestanden

Bekannte Schwäche

Bei einigen Tests zu knappen Dorfressourcen nennt VillageMind gelegentlich die falsche Ressource. Deshalb werden solche Aussagen in Living Villages nicht ungeprüft als Wahrheit übernommen.

Die Minecraft-Mod liefert die echten Fakten und kann VillageMinds Antwort anschließend validieren.

Sprache

Die Version 0.1-dev wurde gezielt auf Deutsch geprüft. Englisch soll im späteren Living-Villages-Einsatz ebenfalls unterstützt werden, wurde für diesen Modellstand aber noch nicht mit einer gleichwertigen Abschlussprüfung validiert.

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