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Neural Minecraft agent that learns to build blueprints through physical construction, survival-aware planning, scaffolding, repair, and reinforcement learning.

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Archie

Archie is a research platform for an embodied neural agent that physically constructs exact blueprints in Minecraft Bedrock. Obsidian is its live perception, debugging, and model-telemetry interface.

Current status

Working

  • Canonical relative block-level blueprints, including block states
  • Procedural lines/walls via the wall generator
  • Deterministic move → select → place → observe → verify loop
  • Retry handling, exact final verification, and structured telemetry
  • Survival-ready agent state with optional health, hunger, threats, and time
  • Bounded, configurable first-person frame records synchronized with privileged labels
  • Native Obsidian brain graph with color-coded live objective selection, honest privileged-state features, and sequential placement-controller branches
  • Dependency-free simulation demo and focused unit tests
  • Verified Minecraft Preview first-block run: Archie physically moved, placed stone, observed it, and reported exact completion
  • Verified Minecraft Preview 3×3 wall run: nine physical placements with per-block observation, retries, progress, and final structure verification
  • Headless expert-trajectory collection from Preview content logs, with concise in-game messages
  • PyTorch Objective Selector V0 trained by behavioral cloning across 15,024 valid wall states; 100% validity-masked held-out accuracy
  • Live Preview telemetry can drive the Obsidian brain graph and simultaneously record a crash-safe training trajectory
  • V0.5.9 sends the actual Bedrock Objective Selector H1/H2 activations, valid-action set, chosen action, and selected logit to Obsidian; the graph no longer reconstructs a guessed neural state after the decision
  • V0.5.10 adds bounded jump-to-see recovery for upper planar cells: after grounded re-aim fails, Archie raises its eye line, aims while rising, places near the jump apex, and verifies the result
  • V0.5.11 waits for a stable landing after jump placement and uses a tight upper-lane arrival radius, restoring lateral movement before selecting the next top-row target
  • V0.6.0 replaces the failed scaffolding-block climb with physical dirt pillaring: look down, jump, place beneath Archie's feet, land, repeat, then break the pillar top-down to descend. Direct top-face aiming and a three-tick settle reduce avoidable placement retries.
  • V0.7.2 adds a repeatable navigation curriculum with three staggered barriers, privileged-expert route telemetry, a bounded route window, and automatic replanning after live obstacle edits; the validated course completed its 3×3 build exactly without pausing
  • Visual Encoder V0 training pipeline: compact CNN, 128-dimensional embedding, and masked progress/action/placement supervision
  • Vision-fused V1 policy scaffold: the proven privileged selector is frozen as a safe base while a gated visual residual learns from episode-held-out data
  • First trained fused checkpoint: 100% masked accuracy on 38 actions from an entirely held-out rainy episode, with measurable image-conditioned logit changes and no inherited-policy regression
  • Hierarchical placement controller beneath the objective selector, branching through approach, place, verify, reposition, retry, advance, and abort
  • Authenticated live V1 inference gate with synchronized-frame checks, stale-decision rejection, validity masking, and bounded privileged fallback
  • Verified live Vision-Fused V1 run: 10/10 external decisions applied with zero fallbacks, followed by exact 9/9 physical completion
  • Validated player-supplied blueprint patterns for named 1-5 by 1-5 supported structures in the current learned construction plane
  • Readiness-driven movement and placement verification, replacing the fixed per-block delays that dominated live build time
  • Dependency-free Bedrock .mcstructure ingestion with validated spatial plans up to 5×5×5 and a local /connect loader
  • Camera-aware layer inspection viewpoints that step back, aim at completed work, and retain synchronized frames for future learned visibility checks
  • Compact live Obsidian graph labels with one illuminated execution node advancing through planning, control, observation, and completion
  • Construction-strategy ranking across ground, jump, existing-support, and temporary-scaffold access, with explicit travel, camera, material, and trapping costs
  • A physical six-block interaction reach gate and experimental scaffold executor that places, climbs, and removes temporary access blocks
  • Persistent placement recovery that re-aims and reobserves before pausing a confused subtask in place; paused episodes can resume without respawning Archie
  • Configurable built-state dropout and evaluation ablation for measuring how strongly the fused policy still depends on privileged progress state

Experimental

  • A packageable Bedrock Preview behavior pack uses GameTest SimulatedPlayer for actual navigation, looking, inventory selection, placement, and observation. Its first physical placement was verified in Preview on 2026-09-22. See docs/BEDROCK_V0.md.

Planned

  • Multi-episode visual dataset covering varied lighting, weather, viewpoints, and placement failures
  • Randomized obstacle layouts and a learned motor policy trained from navigation expert trajectories
  • Physical validation and recovery tuning for planner-selected temporary scaffolding
  • Expert trajectories and a PyTorch visual/construction policy

Quick start

Requires Python 3.11+.

python -m venv .venv
.venv\Scripts\python -m pip install -e .
.venv\Scripts\python -m unittest discover -s tests -v
.venv\Scripts\archie-neural-graph --vault "C:\path\to\your\ObsidianVault"

Open Obsidian's native Graph View, then run the Archie command in Minecraft Preview. The stable Live node points to the currently executing model or controller stage. In a planar Objective Selector run, the brightest H1/H2 nodes are real activations emitted by the in-game model. Spatial .mcstructure runs are labeled as deterministic planner activity and do not claim neural activations. The listener also records the episode under data/generated/trajectories. Pass --source demo for an offline model visualization.

Telemetry is written to artifacts/v0-telemetry.jsonl and excluded from Git.

The versioned experimental record, quantitative results, failures, limitations, and paper-development checklist are maintained in docs/RESEARCH_LOG.md.

Architecture

Blueprint is translated to absolute target voxels. DeterministicBuilder chooses one target at a time, asks an Environment to move/select/place, observes the block, and verifies it. The environment boundary keeps Minecraft implementation details out of construction and future ML code.

Vision is a parallel observation stream. Each real JPEG/PNG frame is synchronized with privileged player, blueprint, world, survival, target, action, and placement-result labels. Recording is opt-in, sampled, and bounded; privileged labels are training/debug ground truth, not a permanent policy dependency. Training splits whole episodes so adjacent frames cannot leak into validation, and removes Preview's top debug strip before pixels reach the model.

The intended live Bedrock implementation uses Microsoft's experimental GameTest SimulatedPlayer. This is Bedrock-native but currently requires preview/experimental support; the stable player API can observe input but cannot synthesize full player movement and item use.

Roadmap

  1. Physically execute planner-selected jump and temporary-scaffold strategies.
  2. Generalize the learned 25-action planar objective selector to rank spatial targets and construction strategies.
  3. Run controlled privileged-input ablations while preserving physical safety masks.
  4. Train scaffold placement, climbing, cleanup, and recovery curricula.
  5. Expand visual data across structures, viewpoints, mobs, failures, and worlds.

About

Neural Minecraft agent that learns to build blueprints through physical construction, survival-aware planning, scaffolding, repair, and reinforcement learning.

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