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Active system · ai tools

Minecraft Agent Swarm

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Five local-LLM agents sharing a Minecraft world, with persistent memory, role-specific tools, and an experimental evaluation track.

My roleCreator · systems architecture · evaluation
Timeline2023 to present
StackTypeScript · Node.js · Mineflayer · Ollama
5role-specialized agents
LocalOllama model backend
Minecraft Agent Swarm interfaceInterface capture · Minecraft Agent Swarm

Live evidence

The project keeps its own receipts.

Snapshot 2026-07-06 · generated from the team's session scoreboard

111Sessions observed
344,117Actions recorded
9,879Items moved through stash
140h 51mLongest continuous run

Best cold-start milestones

First log 15sFirst planks 15sFirst crafting table 16sFirst wooden tool 18sFirst chest 16sFirst stone tool 35s
Inspect recent run telemetry
DateLengthActionsAction successDeaths
2026-07-0525h 32m16,95618%42
2026-07-055h 50m7,32615%13
2026-07-055h 59m4,75032%28
2026-07-054h 26m5,27532%21
2026-07-055m5028%0
2026-07-0331h 27m17,95532%50
2026-07-031h 21m90231%0
2026-07-034h 37m3,36046%13
2026-07-035h 59m4,71840%45
2026-07-027h 14m4,83442%41
2026-07-022h 48m1,99734%16
2026-07-0125h 57m20,51242%67

I built a persistent Minecraft agent system that grew from a single ChatGPT-controlled bot into five local-model agents. My work spans the TypeScript decision loop, shared world context, tool execution, telemetry, and an experimental evaluation track.

Coordination and tools

Each agent specializes in exploration, farming, mining, building, or combat. A shared Team Bulletin puts teammates' actions and positions into each prompt, while a central resource stash lets the agents exchange materials. Coordination uses shared context rather than a dedicated coordinator bot.

An event-driven brain separates strategic, reactive, critic, and chat decisions. Actions pass through role-specific tool gates. Hand-written TypeScript skills coexist with Voyager-style JavaScript skills and generated skills. Mission Control, per-bot viewers, and recorded trajectories make behavior inspectable.

Evidence and engineering boundaries

The public repository documents both normal gameplay and a separate reproducible research track. Preserved world fixtures and server-checked outcomes help distinguish a client's apparent success from what happened in the game. Successful controls and failed qualification attempts are retained.

The advancement ledger is a historical scoreboard: its published 42/122 record is a September 28, 2026 snapshot, not a live progress feed.

What remains unproven

The research track's scripted collection trials and fake-server transport tests qualify infrastructure. They do not demonstrate model learning, cost savings, or robotics transfer. A model pilot remains separate work. Reliable long-horizon coordination is still an engineering problem, not a solved outcome.

Voyager skill library from MineDreamer/Voyager.

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