File size: 8,222 Bytes
7c81758
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
---
language:
- de
license: apache-2.0
base_model: Qwen/Qwen3-1.7B
base_model_relation: finetune
pipeline_tag: text-generation
tags:
- qwen3
- gguf
- qlora
- minecraft
- npc
- dialogue
- german
- living-villages
- villagemind
---

# 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](https://huggingface.co/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:

```text
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:

```text
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:

```text
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:

```text
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

```text
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.