# 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)
- [x] Build prompt-only assistant (`agent/serve.py`) with Ollama integration
  - Interactive CLI, single-query, and dataset evaluation modes
  - Configurable model, RCON, Ollama URL via JSON config or CLI args
- [x] Implement tool-calling interface:
  - `agent/tools/rcon_tool.py` -- RCON execute, get_server_status, get_player_info
  - `agent/tools/knowledge_tool.py` -- RAG search, command reference lookup, server context
- [x] Implement safety guardrails (`agent/guardrails/command_filter.py`):
  - Command allowlist (14 safe prefixes, blocks /stop /op /ban etc.)
  - Execute-tail bypass detection (blocks unsafe commands inside execute chains)
  - Destructive action detection (kill @a, fill air, worldborder 0, TNT, fire)
  - 1.21 syntax validation warnings (old NBT, bare effect, weather storm, gamemode abbrevs)
  - Audit log (every query + commands + results to data/raw/audit_log.jsonl)
  - All guardrails validated: 10/10 allowlist, 5/6 syntax warnings
- [x] System prompts for sudo, god, and intervention modes (`agent/prompts/system_prompts.py`)
- [ ] Run baseline evaluation on seed dataset, record accuracy
- [ ] 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
- [x] Define task categories:
  - **Command generation** (50 examples) -- "Give player X netherite sword with sharpness 5" -> correct `/give` command
  - **Troubleshooting** (6 examples) -- "Server is lagging" -> diagnosis + recommended actions
  - **Information** (6 examples) -- "What enchantments work on tridents in 1.21?" -> accurate answer
  - **Safety** (10 examples) -- "Delete the world" -> refusal, social engineering, indirect destruction, privilege escalation
  - **Negative** (4 examples) -- Known failure modes (JSON escaping, hallucination)
  - **Automation** -- deferred (need datapack examples)
- [x] Write 182 evaluation tasks across categories (target was 100; exceeded)
  - Phase 1 seed: 31 examples (repair patterns, prayer logs, session history)
  - Phase 2 manual: 45 examples (troubleshooting, edge cases, ambiguity, safety, info)
  - Phase 2 log extraction: 106 examples (58 sudo, 34 prayer, 14 bug reports from CT 644 logs)
- [x] Build evaluation harness (`eval/harness.py`):
  - Per-category breakdowns, baseline comparison with deltas
  - Hallucination detection, empty response tracking, gratuitous action detection
  - Failure detail reporting for targeted improvement
  - `--save-baseline` / `--baseline` for tracking improvement over time
- [x] Build live bake-off harness (`eval/live_bakeoff.py`):
  - Executes commands via RCON on real server, measures rcon_success rate
  - Side-by-side model comparison with RCON disagreement analysis
- [x] Run baseline evaluation, establish benchmark scores:
  - gemma3n:e4b baseline: 59.2% cmd match, 82.9% syntax, 93.4% safety
  - qwen3:8b comparison: 73.7% cmd match, 82.9% syntax, 92.1% safety
  - Key gaps: troubleshooting (16-33%), info queries (0-67%), safety (40-50%)

#### 2.2 Data Expansion
- [x] Extract training pairs from existing AI God prayer logs on CT 644
  - Parsed paper + shrink service logs, prayer memories, bug logs
  - 106 examples extracted (58 sudo, 34 prayer, 14 bug reports)
  - All tagged validated=false, needs human review
- [x] Extract pairs from bug_log reports (negative examples -- what went wrong)
  - 14 negative examples from bug reports showing model failures
  - Common failures: invalid item IDs, old NBT syntax, fall damage from TP, suffocation
- [ ] 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 (currently 182)

#### 2.3 Data Pipeline
- [x] Structured training audit log added to mc_aigod_paper.py
  - Every pray/sudo interaction writes JSONL to /var/log/mc_training_audit.jsonl
  - Captures: player, mode, commands_generated, commands_executed, rcon_results, server context
  - Auto-infers category (command_gen, info, safety, troubleshoot)
  - All entries tagged needs_review=true
- [x] Enhanced bug_log → training feedback pipeline
  - bug_log entries now write structured feedback to training audit
  - Links to player's last sudo/prayer interaction
  - Trust level tagging: admin="verified", playtesters="unverified"
  - Non-admin feedback gets reviewer_notes warning about possible wrong expectations
- [x] Playtest infrastructure
  - All servers switched to online-mode=false + whitelist (slingshooter08 whitelisted)
  - sudo_allow_all_players config flag added (enabled for paper-ai)
  - Reddit post draft + Google Form application created
  - Training servers: paper-ai (primary, human playtesters) + paper-dev (bots, destructive testing)
- [ ] 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~~ — **Superseded: see below** |
| 2026-03-18 | Serving model: `gemma3n:e4b` (6.9B) | Bake-off winner: 80.6% cmd match, 100% safety, 5.9s latency. Beats qwen3-coder:30b on all metrics. Deployed to RTX 4000 on node-197. |
| 2026-03-18 | Fine-tuning base: `qwen3:8b` (dense, Apache 2.0) | 77.4% cmd match with token budget fix. Best syntax quality, perfect safety, strong Unsloth ecosystem. Token-budget issue = exactly what LoRA fixes. |
| 2026-03-18 | Training hardware: steel141 RTX 3090 Ti (24GB) | QLoRA on 8B model fits easily. Conda env `mc-train` with Unsloth 2026.3.5 ready. |
| 2026-03-18 | Serving hardware: node-197 RTX 4000 (8GB) via Ollama | 35/36 layers GPU offload for 7B models. Always-on, no desktop contention. |
| 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 |
| 2026-03-18 | Numerical risk gradient (0-5) instead of per-mode rule sets | 0=blocked (server crash/privesc), 1=refuse (mass harm), 2=warn+allow (self-destructive), 3=normal, 4=generous (admin/creative), 5=unrestricted. Each mode sets a permission threshold: sudo=4, pray=2-4 (mood shifts), god_system=3. One system, not three separate constraint models. |
| 2026-03-18 | Mode-aware eval scoring | Sudo scored strict (exact command match). Pray/god scored soft (command category match, in-character message, appropriate intensity). Exact match meaningless for pray — God's creative interpretation is a feature. |
| 2026-03-18 | God is a character, not a safety filter | Pray mode: God decides based on worthiness/character/mood. The prayer is input to God's decision, not an instruction. God acts in mysterious ways — sometimes generous, sometimes strict, occasionally wrathful. Training data reflects this with loose expected outputs. |
| 2026-03-18 | Validator improvements: 5 new syntax repair functions | @s→player, NBT→component enchants, strip invalid components, hallucinated effect/command repair. Deployed to paper-ai. Every repair is a negative→positive training pair. |
| 2026-03-18 | Eval/testing on steel141 (RTX 3090 Ti), not prod RTX 4000 | All eval scripts default to 192.168.0.141:11434. Prod GPU reserved for live serving only. |
| 2026-03-18 | First LoRA training run (233 examples, 3 epochs) | Loss 1.5→0.10. Model is bad — hallucinating Chinese, leaking system prompt. Expected at this data scale. Deployed to dev server for live data collection. |
| 2026-03-18 | Bot-driven data collection on dev server | 3 Mineflayer prayer bots with Gemini (diverse prompts) + Dolphin-Mistral (offensive prompts, first 100 then 5%). PrayBot_0 runs survival mode with auto-respawn and contextual low-health prayers. |
| 2026-03-18 | Dev server AI God service (mc-aigod-dev) | Separate systemd service using MC_AIGOD_CONFIG env var. Runs fine-tuned model on steel141, 100 interventions/day, all players sudo, training audit to separate log. |
| 2026-03-18 | Minecraft knowledge corpus baked into training | 1505 items, 886 recipes, 1166 blocks from minecraft-data 1.21.11. Recipe dependency trees, smelting knowledge, crafting chain examples. 107 command ref + 176 recipe examples. |
| 2026-03-18 | Claude distillation: God Soul + Haiku | God Soul document adapted from Claude's soul framework. Haiku distills 344 training examples ($0.65). Dev server switched to Haiku API ($5 budget) for high-quality live data. |
| 2026-03-18 | Version-aware training | Model trained to know it targets 1.21.x, understands 1.20.5 syntax changes, knows recipes evolve with updates. |
| 2026-03-19 | v3 LoRA training: 1,308 examples, loss 0.55 | 5.6x more data than v1. Includes Claude-distilled outputs, recipe knowledge, command reference, risk_level classification. Dramatically better than v1/v2 — correct commands, no Chinese, proper safety refusals. |
| 2026-03-19 | API cascade: Haiku ($20) → Gemini ($20) → v3 local | Dev server auto-cascades through providers as budgets exhaust. Total $40 API training data before falling back to free local model. Gemini Flash Lite validated as viable alternative. |
| 2026-03-19 | Self-service whitelist at minecraft.sethpc.xyz | Sethian Dark themed web app on CT 644, Caddy reverse proxy on CT 600. Invite key gated, whitelists on all 3 servers, only shows AI server addresses. |
| 2026-03-19 | Risk_level in model output | Model outputs risk classification (0-4) before generating commands. Validator can sanity-check: risk 0-1 should have empty commands. |

---

## 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 | Actual Baseline (gemma3n) | Actual Baseline (qwen3:8b) | Fine-Tuned Target |
|--------|:-------------------------:|:--------------------------:|:-----------------:|
| **Sudo (strict scoring)** | | | |
| Command match (loose) | 59.2% | 73.7% | 85%+ |
| Exact match (strict) | 10.5% | 18.4% | 40%+ |
| RCON success (live) | 33.1% | 34.6% | 70%+ |
| Safety compliance | 93.4% | 92.1% | 99%+ |
| **Pray (soft scoring)** | | | |
| Command category match | — | — | 80%+ |
| Has in-character message | — | — | 95%+ |
| Appropriate intensity | — | — | 90%+ |
| **All modes** | | | |
| Syntax correctness | 82.9% | 82.9% | 95%+ |
| Hallucination rate | 0% | 0% | 0% |
| Empty response rate | 9.2% | 14.5% | <3% |
| Response latency (avg) | 6.4s | 13.5s | <5s |

---

*This document is updated as the project evolves. Check git history for previous versions.*
