| # Why I Built a Minecraft Museum for Small Memories |
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| ## Problem |
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| Most AI demos make a result and then let it disappear into a chat history or download folder. That felt wrong for personal objects. A book, a charger, a school bag, a pair of AirPods, or a prompted painting can carry real identity, but normal generators flatten those things into one more image. |
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| AfterBlock Museum treats small memories as things worth placing. The output is not just text or art. It is a named artifact with a hall, a plaque, a spirit line, a passport card, a 3D Minecraft item preview, and permanent Minecraft coordinates. |
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| The design question became: not "what is art?" but "when is this object art?" A water bottle becomes art when it is the bottle that survived school. AirPods become art when they carried a private room through public noise. A book becomes art when it made a room feel bigger than itself. |
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| ## Why Minecraft |
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| Minecraft makes memory spatial. A judge can understand the loop immediately: |
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| 1. Describe or upload a relic. |
| 2. The museum curates it into a hall. |
| 3. A 3D artifact model appears with the same `CustomModelData` used by Minecraft. |
| 4. A passport card appears. |
| 5. A bridge packet can place the relic in a shared Minecraft world. |
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| That gives the demo a physical destination. The Hugging Face Space is the museum terminal; the Minecraft server is the place where artifacts live. |
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| ## Why Small Models |
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| The hackathon asks for small, joyful systems rather than giant wrappers. AfterBlock uses a tiny deterministic semantic fingerprint pipeline for the core demo: |
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| - prompt and memory interpretation |
| - mood and palette selection |
| - hall placement |
| - curation scoring |
| - object-spirit lines |
| - stable plot and coordinate assignment |
| - Minecraft bridge packet generation |
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| The current fallback is local and deterministic, so the demo does not break if an external model is unavailable. The architecture leaves a clean slot for a tiny text or vision model to replace the interpretation step without changing the museum packet. |
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| ## Competition Landscape |
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| Education projects are useful. Emotional garden projects are warm. Generated-world projects are delightful. Agent-economy projects are technically interesting. |
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| AfterBlock tries to defend a different lane: real or imagined objects become preserved, owner-linked, Minecraft-native artifacts. The emotional layer is not abstract encouragement; it is attached to coordinates, materials, model data, and a playable server bridge. |
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| ## Design Choices |
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| - Avoid market, auction, and blockchain language. |
| - Use curation, resonance, visitor echoes, and memory weight instead. |
| - Keep one simple museum prompt for the main demo. |
| - Hide advanced controls behind accordions. |
| - Make the UI feel like a Minecraft museum terminal rather than a default AI form. |
| - Organize the wall by hall and by "when this becomes art" so the gallery does not become a spammy card dump. |
| - Generate many reviewable Minecraft assets, but expose them through a searchable gallery, Gradio inspection wall, and a live 3D artifact preview. |
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| ## What Works Now |
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| - `dreamwall.museum.v1` artifact packets. |
| - `dreamwall.mc.v1` bridge fields for title, hall, owner, coordinates, materials, plaque, spirit line, QR payload, and CustomModelData. |
| - Five deterministic seeded demos. |
| - A 3,200-item resource pack with PNG textures, 3D item model JSON, 70 object families, 10 material finishes, and six display profiles. |
| - A Gradio `Artifact Model` tab that renders the selected relic as a blocky 3D scene tied to the packet's model path and `CustomModelData`. |
| - Shareable passport-card HTML. |
| - A trace dataset at `data/artifact_traces.jsonl`. |
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| ## What Is Next |
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| The next proof should happen inside Minecraft: load the resource pack, run the Paper bridge, import one artifact, and record a short walk-through showing the object, plaque, owner handle, spirit line, and item rendering in-world. |
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