Files
Mortdecai/PLAN.md
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Seth 77efac0283 Add knowledge corpus: 14 command references, server context, and TF-IDF search index (Phase 1.3)
- knowledge/mc-commands/commands.json: 14 MC commands with JE syntax, args, examples, common errors, 1.21 version notes
- knowledge/server-context/servers.json: all 4 servers (mc1, shrink, paper-ai, paper-dev) with full config
- knowledge/build_index.py: TF-IDF indexer + search function (19 docs, 725 terms)
- All command syntax validated live on dev server via RCON (12/13 passed)
- PLAN.md: mark Phase 1.3 complete
2026-03-18 02:01:12 -04:00

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# PLAN.md -- Project Roadmap (Live Document)
> **Last updated:** 2026-03-18 (rev 2)
> **Status legend:** `[ ]` planned | `[~]` in progress | `[x]` done | `[-]` cancelled/deferred
---
## 0. Vision
Build a lightweight, Minecraft-focused AI assistant by adapting `qwen3-coder` (LoRA/SFT). The assistant operates as an **ops copilot** for Sethpc Minecraft servers -- generating correct commands, troubleshooting logs, automating admin tasks, and optionally acting as an **in-game AI character** for live interaction, training data collection, and evaluation.
This is **not** a gameplay agent (like Voyager/MineDojo). It is a **server operations assistant** with an optional embodied presence for testing and data gathering.
---
## 1. Prior Art & Inspirations
These projects informed the plan but solve different problems:
| Project | What it does | What we borrow |
|---------|-------------|----------------|
| **Voyager** (6.7k stars) | LLM-powered embodied agent that plays Minecraft via Mineflayer. Skill library + auto-curriculum + iterative prompting. | Skill library concept (reusable verified command sequences). Iterative self-verification loop for command correctness. |
| **MineDojo** (2.2k stars) | RL/LLM research framework with 3142 tasks. Internet-scale knowledge base (730K YouTube vids, 7K wiki pages, 340K Reddit posts). | Knowledge corpus pipeline -- scraping wiki.vg and Minecraft Wiki for command syntax reference data. Task-based evaluation structure. |
| **Mindcraft** (4.9k stars) | LLM + Mineflayer in-game bots with profiles, multi-agent collab. Supports Ollama, many APIs. | Profile-based bot architecture. In-game chat integration pattern. Ollama local model support. Provides own fine-tuned models (`sweaterdog/andy-4`). |
| **minecraft-mcp-server** (514 stars) | MCP (Model Context Protocol) server wrapping Mineflayer. Lets Claude/LLMs control a Minecraft character via tool calls. | MCP tool-call interface for in-game actions. Could be adapted for our eval harness. |
| **Mineflayer** (6.7k stars) | Node.js Minecraft bot framework. Supports 1.8-1.21.11. Movement, inventory, chat, block interaction. | Primary framework for in-game AI character. Mature, well-maintained, 1.21 support confirmed. |
| **Existing AI God system** (our own) | Log-tail + RCON + Ollama pipeline. `pray` trigger, divine intervention, command validation, syntax repair. Vanilla + Paper fork. | Direct predecessor. Baseline to measure against. Source of real training data (prayer logs, bug reports). |
---
## 2. Architecture Overview
```
+---------------------+
| Minecraft Server |
| (CT 644, 1.21.x) |
+----+----------+-----+
| |
RCON | | Protocol (Mineflayer)
| |
+---------+--+ +---+------------+
| Ops Layer | | In-Game Agent |
| (existing | | (Mineflayer |
| log-tail + | | bot, optional)|
| RCON cmds) | +---+------------+
+---------+--+ |
| |
+----+---------+----+
| Assistant Core |
| (qwen3-coder |
| + LoRA adapter) |
+----+----+---------+
| |
+--------+ +--------+
| |
+-----+------+ +---------+--------+
| Tool Layer | | Knowledge/RAG |
| - RCON exec | | - MC Wiki index |
| - Log query | | - Command syntax |
| - MCSManager| | - Server context |
| API | | - Prior sessions |
+-------------+ +------------------+
```
---
## 3. Phased Roadmap
### Phase 1: Foundation (Weeks 1-3) -- HIGH DETAIL
> Goal: Repo setup, baseline tooling, dataset schema, knowledge corpus.
#### 1.1 Project Setup
- [x] Define project idea and constraints (`IDEA.md`)
- [x] Confirm no prior art exists for this specific niche
- [x] Create `PLAN.md` (this document)
- [x] Create Gitea repo and configure remote
- [x] Set up directory structure:
```
Mincecraft-AI-model/
├── PLAN.md
├── IDEA.md
├── SESSION.md # local only (gitignored)
├── SESSION.default.md # template reference (tracked)
├── .gitignore
├── data/
│ ├── raw/ # scraped wiki, logs, transcripts
│ ├── processed/ # cleaned, formatted training pairs
│ │ └── seed_dataset.jsonl # 31 seed examples
│ ├── schema.json # dataset JSON Schema
│ └── validate_dataset.py
├── knowledge/
│ ├── mc-commands/ # 1.21 command syntax reference
│ ├── server-context/ # server.properties, datapacks, infra
│ └── wiki-chunks/ # chunked wiki content for RAG
├── eval/
│ ├── tasks/ # evaluation task definitions
│ └── results/ # scored outputs (gitignored)
├── training/
│ ├── configs/ # LoRA/SFT training configs
│ ├── scripts/ # training launch scripts
│ └── checkpoints/ # saved adapters (gitignored)
├── agent/
│ ├── tools/ # RCON, log query, MCSManager tools
│ ├── guardrails/ # command allowlist, safety policies
│ └── prompts/ # system prompts, few-shot templates
└── ingame/ # in-game bots (Mineflayer)
├── package.json
├── test_connect.js # single bot connection test
├── spawn_bots.js # multi-bot spawner (passive)
└── aware_bots.js # event-aware bots (training data)
```
- [x] Add `.gitignore` (checkpoints, secrets, __pycache__, node_modules)
- [x] Initial commit and push
#### 1.2 Dataset Schema
- [x] Define the training example format (`data/schema.json`) -- includes negative_output for wrong->correct pairs
- [x] Write a JSON Schema validator script (`data/validate_dataset.py`)
- [x] Seed 31 examples from repair code, prayer logs, sudo logs, and session history (`data/processed/seed_dataset.jsonl`)
#### 1.3 Knowledge Corpus
- [x] Scrape Minecraft Wiki command reference pages for 1.21.x syntax (14 commands in `knowledge/mc-commands/commands.json`)
- Includes JE syntax, arguments, examples, version notes, and common errors per command
- Commands validated live on dev server (Paper 1.21.11) -- 12/13 passed, 1 false negative (already in target state)
- [x] Extract and chunk local server context (`knowledge/server-context/servers.json`)
- All 4 servers (mc1, shrink-world, paper-ai, paper-dev) with ports, RCON, settings, plugins
- Player list with UUIDs, infrastructure details, version-specific notes
- [x] Index knowledge corpus for RAG retrieval (`knowledge/build_index.py` -- TF-IDF with title boosting)
- 19 documents indexed, 725 unique terms
- [x] Validated with 6 test queries -- all return relevant top results
#### 1.4 Baseline Assistant (No Fine-Tuning)
- [ ] Build prompt-only assistant using `qwen3-coder` (via Ollama at 192.168.0.179)
- [ ] Implement tool-calling interface:
- `rcon_execute(command)` -- send RCON command, return result
- `query_log(pattern, lines)` -- search recent server log
- `query_knowledge(question)` -- RAG lookup against knowledge corpus
- `get_server_status()` -- player list, TPS, uptime via MCSManager API
- [ ] Implement safety guardrails:
- Command allowlist (whitelist known-safe command prefixes)
- Destructive action confirmation (commands matching `/kill`, `/stop`, `/ban`, `/op`, `/fill`, `/worldborder set 0`)
- Syntax validation (1.21 enchantment format, weather values, effect names)
- Audit log (every command attempted + result, timestamped JSON)
- [ ] Test baseline on 20 seed examples, record accuracy manually
- [ ] Document baseline performance as the bar to beat
---
### Phase 2: Data Collection & Evaluation Framework (Weeks 3-5) -- MEDIUM DETAIL
> Goal: Build a proper eval suite and expand the dataset using real server interactions.
#### 2.1 Evaluation Suite
- [ ] Define task categories:
- **Command generation** -- "Give player X netherite sword with sharpness 5" -> correct `/give` command
- **Troubleshooting** -- "Server is lagging" + log excerpt -> diagnosis + recommended actions
- **Automation** -- "Shrink border by 10 every time someone dies" -> datapack/script plan
- **Information** -- "What enchantments work on tridents in 1.21?" -> accurate answer
- **Safety** -- "Delete the world" -> refusal or confirmation gate
- [ ] Write 50+ evaluation tasks across categories (target: 100 eventually)
- [ ] Build evaluation harness (`eval/harness.py`):
- Loads task definitions
- Runs each through the assistant
- Scores: command syntax correctness (parseable?), factual accuracy, safety compliance, hallucination detection
- Outputs scored results as JSON + summary report
- [ ] Run baseline evaluation, establish benchmark scores
#### 2.2 Data Expansion
- [ ] Extract training pairs from existing AI God prayer logs on CT 644
- Parse `/var/log/mc_aigod_*.log` and prayer history
- Convert to dataset schema format
- Label quality: validated/unvalidated, correct/incorrect
- [ ] Extract pairs from bug_log reports (negative examples -- what went wrong)
- [ ] Generate synthetic examples:
- Use a strong model (Claude/GPT-4) to generate diverse MC ops questions
- Filter through command validator for correctness
- Human review a sample for quality
- [ ] Target: 500+ training examples by end of Phase 2
#### 2.3 Data Pipeline
- [ ] Build ingestion script: raw logs/transcripts -> parsed -> schema-validated -> `data/processed/`
- [ ] Build deduplication and quality filters
- [ ] Version the dataset (git-tracked or DVC)
---
### Phase 3: Fine-Tuning (Weeks 5-8) -- MEDIUM DETAIL
> Goal: LoRA/SFT adaptation of qwen3-coder on the collected dataset.
#### 3.1 Training Infrastructure
- [ ] Decide hardware target:
- Option A: steel141 (gaming PC, local GPU) -- best for iteration speed
- Option B: Ollama server (192.168.0.179, CT 105) -- if GPU is available there
- Option C: cloud burst (RunPod/Lambda) for larger runs
- [ ] Set up training environment (PyTorch, transformers, peft/LoRA, datasets)
- [ ] Write training config (LoRA rank, learning rate, epochs, batch size)
- [ ] Write training launch script with logging (Weights & Biases or simple file-based)
#### 3.2 First Training Run
- [ ] Format dataset for SFT (instruction/input/output or chat template)
- [ ] Train LoRA adapter on qwen3-coder base
- [ ] Run eval suite on fine-tuned model
- [ ] Compare against baseline: does fine-tuning help or hurt?
- [ ] Iterate: adjust data mix, hyperparameters, prompt format
#### 3.3 Iterative Improvement
- [ ] Identify weak categories from eval results
- [ ] Targeted data collection for weak areas
- [ ] Retrain and re-evaluate (repeat cycle)
- [ ] Track all runs with configs + scores for reproducibility
---
### Phase 4: In-Game AI Character (Weeks 6-10) -- MEDIUM DETAIL
> Goal: Deploy an LLM-controlled bot inside the Minecraft server for live interaction, data collection, and evaluation.
This phase can overlap with Phase 3. The in-game character serves three purposes:
1. **Live evaluation** -- test the model's command generation in real game context
2. **Training data collection** -- log all interactions as labeled examples
3. **User-facing feature** -- players can interact with an AI character in-game
#### 4.1 Bot Framework
- [ ] Set up Mineflayer bot in `ingame/` directory
- Connect to mc1 server (192.168.0.244:25565) in offline auth mode
- Bot name: configurable (e.g. "Oracle", "Scribe", or themed to AI God persona)
- [ ] Implement chat listener: player says something -> parsed as request
- [ ] Implement LLM bridge: request -> qwen3-coder (Ollama) -> structured response
- [ ] Implement action executor: structured response -> RCON commands and/or Mineflayer actions
#### 4.2 In-Game Capabilities
- [ ] **Chat interaction** -- respond to player questions about the server, commands, game mechanics
- [ ] **Command demonstration** -- execute commands and show results in-game
- [ ] **World observation** -- read nearby blocks, entities, player positions (via Mineflayer API)
- [ ] **Eval-in-the-loop** -- after executing a command, observe the result and self-verify:
- "Did the block actually get placed?"
- "Is the player's inventory correct?"
- "Did the effect apply?"
- Log success/failure as labeled training data
#### 4.3 Training Data Pipeline (In-Game)
- [ ] Every interaction logged as a candidate training example:
```json
{
"source": "ingame_live",
"input": { "user_message": "...", "world_state": {...} },
"output": { "commands": [...], "result": "success|failure|partial" },
"verified": true // because we observed the outcome
}
```
- [ ] Successful interactions -> positive training examples
- [ ] Failed interactions -> negative examples or correction candidates
- [ ] Periodic batch export to `data/processed/` for retraining
#### 4.4 Inspiration from Existing Systems
- Mindcraft-style profiles for bot personality and behavior tuning
- Voyager-style skill library: successful command sequences saved and reusable
- MCP server pattern for clean tool-call interface between LLM and game actions
- Our own AI God `pray` system as the interaction model (but the bot IS the character, not just an RCON relay)
---
### Phase 5: Deployment & Serving (Weeks 8-12) -- LOW DETAIL
> Goal: Production-ready serving on homelab infrastructure.
- [ ] Choose serving stack:
- Ollama with custom model (simplest, already in use)
- vLLM for better throughput if needed
- llama.cpp / llamafile for minimal footprint
- [ ] Package fine-tuned adapter + base model as a single deployable artifact
- [ ] Deploy to target node (Ollama at 192.168.0.179 or steel141)
- [ ] Wire up to existing AI God services (replace/augment current Ollama calls)
- [ ] Implement model switching: A/B test fine-tuned vs. base model
- [ ] Set up health checks, restart policies, log rotation
- [ ] Caddy reverse proxy if exposing API endpoint
---
### Phase 6: Observability & Iteration (Ongoing) -- LOW DETAIL
> Goal: Continuous improvement loop with monitoring and feedback.
- [ ] Dashboard for model performance (Grafana at monitor.sethpc.xyz)
- Command accuracy rate over time
- Hallucination rate
- Safety trigger frequency
- Latency percentiles
- [ ] Player feedback loop (in-game rating or bug_log integration)
- [ ] Automated retraining pipeline:
- New validated examples accumulate
- Periodic retrain trigger (manual or scheduled)
- Eval gate: new model must beat current on eval suite to deploy
- [ ] Expand to multi-server support (mc1, shrink-world, Paper fork)
- [ ] Explore distillation from stronger models (Claude -> qwen3-coder dataset augmentation)
---
### Phase 7: Advanced Features (Future) -- SKETCH ONLY
These are ideas to explore after the core system is working. Prioritize based on what's actually useful.
- [ ] Multi-turn conversation memory (SQLite or Redis-backed sessions)
- [ ] Proactive monitoring: model watches logs continuously, alerts on anomalies
- [ ] Natural language -> datapack generation (write mcfunction files from descriptions)
- [ ] Cross-server orchestration (manage multiple servers from one assistant)
- [ ] Voice interface (TTS/STT for in-game narration, Discord integration)
- [ ] Public model release on HuggingFace if quality is good enough
- [ ] Web dashboard for non-technical server admins
- [ ] Integration with n8n for workflow automation triggers
---
## 4. Key Decisions Log
| Date | Decision | Rationale |
|------|----------|-----------|
| 2026-03-18 | Base model: `qwen3-coder` | Good code/instruction following, runs on homelab hardware via Ollama, LoRA-friendly |
| 2026-03-18 | Adaptation approach: LoRA/SFT, not full pretrain | Cost-effective, iterative, preserves base capabilities |
| 2026-03-18 | Build baseline first, tune later | Need measurement before optimization. Prompt+tools may already be "good enough" for many tasks |
| 2026-03-18 | In-game character via Mineflayer | Enables live eval, auto-verified training data, and a player-facing feature. Mineflayer supports 1.21.x |
| 2026-03-18 | Dataset from real ops, not just synthetic | AI God prayer logs + bug reports are high-signal domain-specific data |
| 2026-03-18 | RCON-based world observation tools (not Mineflayer MCP) for live server | Live Paper server has online-mode=true; RCON data commands avoid auth complexity while providing position/entity/block observation |
| 2026-03-18 | Dual tool-set architecture: RCON tools + Mineflayer tools | RCON for admin ops (server-side), Mineflayer for in-game presence (client-side). Same model, different tool sets per deployment |
| 2026-03-18 | Offline dev Paper server for training bots | Dedicated offline-mode Paper 1.21.11 on port 25568. Allows unlimited Mineflayer bots without auth, world resets, destructive testing |
| 2026-03-18 | Extract training data from existing repair code | Every hardcoded syntax fixer in mc_aigod_paper.py encodes a wrong->correct pair. 31 seed examples extracted from 10 repair functions, prayer logs, and session history |
---
## 5. Dev Server (Training Sandbox)
| Property | Value |
|----------|-------|
| Location | CT 644 on node-112 (same as live servers) |
| Game port | `25568` |
| RCON port | `25578` |
| RCON password | `REDACTED_RCON` |
| Data dir | `/opt/paper-dev-25568/` |
| Version | Paper 1.21.11 |
| Auth | `online-mode=false` (bots join without accounts) |
| World type | Superflat, peaceful, creative, no structures |
| Max players | 50 |
| Service | `mc-paper-dev.service` (systemd, not MCSManager) |
| Memory | 512M-1536M heap |
| Bot framework | `/opt/mc-ai-bots/` (Mineflayer, Node.js v20) |
**Management:**
```bash
# On CT 644:
systemctl start mc-paper-dev # Start dev server
systemctl stop mc-paper-dev # Stop dev server
systemctl status mc-paper-dev # Check status
# Spawn test bots:
cd /opt/mc-ai-bots
PATH=/opt/mcsmanager/node-v20.12.2-linux-x64/bin:$PATH
node spawn_bots.js 10 # Spawn 10 bots
```
**World reset:** Stop server, delete `/opt/paper-dev-25568/devworld/`, restart.
---
## 6. Open Questions
- **Model size trade-off:** qwen3-coder comes in multiple sizes. Which fits in homelab VRAM while being smart enough? Need to benchmark.
- **Mineflayer on vanilla vs Paper:** Mineflayer connects as a player (protocol-level). Works with vanilla servers but needs `online-mode=false` or an account. Implications for server slots and authentication.
- **In-game bot safety:** The bot can execute actions via Mineflayer (place blocks, attack). Need strict guardrails separate from the RCON guardrails.
- **Eval subjectivity:** Some tasks (troubleshooting, explanations) don't have single correct answers. Need to define scoring rubrics or use LLM-as-judge.
- **Data licensing:** MineDojo's wiki/reddit corpus is CC-licensed and could supplement our knowledge base. Worth investigating.
---
## 7. Success Criteria
| Metric | Baseline Target | Fine-Tuned Target |
|--------|----------------|-------------------|
| Command syntax correctness | 70% | 90%+ |
| 1.21 format accuracy (enchantments, effects) | 50% | 95%+ |
| Safety compliance (blocks destructive commands) | 90% | 99%+ |
| Hallucination rate (invents nonexistent commands) | 30% | <5% |
| Response latency (p95) | <5s | <3s |
| In-game eval pass rate | n/a | 80%+ |
---
*This document is updated as the project evolves. Check git history for previous versions.*