--- 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.