Project Roadmap & Goals
Our immediate goal is to demonstrate a stable "NPC Tool-Loop"—a system where a Minecraft NPC can perceive its environment, make decisions using an LLM, and execute those decisions reliably.
The Minimal Viable Proof
We are building a scenario where two NPCs, NPC_A and NPC_B, must interact to solve a simple problem:
- Perception:
NPC_Aobserves the world and seesNPC_B. - Decision:
NPC_Adecides to approachNPC_Band ask a question. - Social Awareness: If
NPC_Bis busy (e.g., crafting),NPC_Amust decide whether to wait or try again later. - Conclusion:
NPC_Arecords the result in its memory and the session transcript is saved.
Core Tool Set
To keep the initial research focused, we use a minimal set of validated tools:
observe(): Gather data about surroundings.move_to(target): Navigate to a specific actor or coordinate.say(target, text): Communicate with another NPC.wait(duration): Pause for a short period.remember(note): Store a key fact in local memory.
Future Milestones
Once the basic tool-loop is proven stable, we plan to expand into:
- Shared Economy: NPCs managing shared chests and crafting dependencies.
- Role-Based Societies: Clear divisions of labor (e.g., Gatherers vs. Crafters).
- Survival Challenges: Introducing scarcity and hostile entities to observe emergent cooperation.
- Dynamic Skill Generation: Allowing NPCs to "learn" new complex behaviors over time.
Success Criteria
A simulation run is considered successful when:
- Multiple bots join and stay connected to a headless server.
- The transcript shows logical turn-taking and tool usage.
- The agents successfully navigate social state (e.g., waiting for a busy partner).
- A structured data artifact is produced for every run.