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Model: AndriLawrence/Qwen-3B-Intent-Microplan-v1 Source: Original Platform
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README.md
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README.md
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---
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language: en
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license: other
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library_name: transformers
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pipeline_tag: text-generation
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base_model: bunnycore/Qwen2.5-3B-RP-Mix
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tags:
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- qwen
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- sft
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- 3b
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- gguf
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- transformers
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- lora
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- gamedev
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- npc
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- game-npc
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- json
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- json-only
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- intent-microplan
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- companion-ai
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- roleplay
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- comfort
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- local-llm
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- action-generation
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---
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# Qwen-3B-Intent-Microplan-v1
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> ⚠️ **Deprecated / Archived Model**
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👉 Looking for the maintained version?
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Use **Qwen-3B-Intent-Microplan-v2** instead:
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➡️ https://huggingface.co/AndriLawrence/Qwen-3B-Intent-Microplan-v2
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---
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This is a supervised fine-tune (SFT) of `bunnycore/Qwen2.5-3B-RP-Mix` (3B) designed to serve as a **local-first, real-time game NPC brain**.
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This v1 model is the first release built on the **"Intent-Microplan Framework"**: a structured-output approach that separates an NPC's high-level social/strategic goals (`intent`) from their low-level physical execution steps (`microplan`).
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The model is designed for **companion, dating-sim, or comfort-aware** NPC use cases, outputting strict, engine-parsable JSON for dialogue and action.
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## ⚠️ V1 Status: Deprecated (Failure Analysis)
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**This V1 model is considered a failure and is deprecated. Do not use this for production.**
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The primary issue stems from the choice of the base model, `bunnycore/Qwen2.5-3B-RP-Mix`. This "Roleplay (RP) merge" proved highly resistant to strict JSON schema enforcement. It consistently attempts to break out of the JSON format to produce creative, non-structured text, which defeats the purpose of the Intent-Microplan framework.
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**This model is superseded by V2**, which uses a non-RP, foundational base model that is better suited for structured data output:
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➡️ https://huggingface.co/AndriLawrence/Qwen-3B-Intent-Microplan-v2
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*The original documentation below is preserved for archival purposes of the V1 attempt.*
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---
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## 🎯 The Intent-Microplan Framework
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This model's purpose is to act as a *dynamic behavior tree generator*. Instead of just talking, it creates a plan.
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1. **`intent` (The "What"):** The strategic goal or social understanding. This is the "why" behind the action (e.g., `comfort_intimate`, `acknowledge_compliment`).
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2. **`microplan` (The "How"):** The list of physical, engine-agnostic steps to achieve the intent. Your game engine's C\# (or C++) script is responsible for parsing this array and executing the functions (e.g., triggering animations, moving the NavMeshAgent).
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This architecture allows for:
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* **Emergent Behavior:** NPCs can dynamically generate plans based on context.
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* **Low Latency:** Only one small, local LLM call is needed per interaction.
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## 📦 Model Artifacts
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* **`merged/`**: FP16 Transformers weights (LoRA merged) for direct use.
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* **`adapter/`**: The LoRA adapter (PEFT) for continued SFT or experimentation.
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* **`gguf/`**: Quantized GGUF files (e.g., Q4\_K\_M) for `llama.cpp`, ideal for local in-game deployment (Unity, Unreal).
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## 💬 Prompting & JSON Schema
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The model is trained to respond to a context block and output **ONLY** a raw JSON object.
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### JSON Schema
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| Key | Type | Description |
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| --- | --- | --- |
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| `dialog` | `array` | A list of 1-2 dialogue objects (`{"speaker": "npc", "text": "..."}`). |
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| `intent` | `string` | The single, precise strategic goal selected by the model. |
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| `microplan` | `array` | An array of 0-5 string commands for the game engine. |
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**Supported Intents (v1):**
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`social_greeting`, `acknowledge_touch`, `acknowledge_compliment`, `comfort_intimate`, `invite_sleep`, `inspect_object`, `open_or_trigger_object`, `give_item`, `receive_item`, `small_talk`, `react_to_player_action`, `idle_initiative`, `respect_distance`
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### ⚡ Recommended Prompt
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This "hardened" prompt includes rules that mirror the dataset's logic, ensuring high stability and intent accuracy.
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```
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You are LLM-1 (creative social responder).
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Return ONE object of STRICT JSON ONLY with keys:
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- "dialog": [{ "speaker": "npc", "text": string }] (1–2 items, concise, warm, natural)
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- "intent": string (choose a precise label, e.g., social_greeting, acknowledge_touch, acknowledge_compliment, comfort_intimate, invite_sleep, inspect_object, open_or_trigger_object, give_item, receive_item, small_talk, react_to_player_action, idle_initiative, respect_distance)
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- "microplan": array of 0–5 short steps (body/face/locomotion cues, e.g., "Approach front (1.0m)", "Offer hand (0.7)", "Smile (0.6)")
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Hard rules:
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- If event == "Player_Touches" → intent MUST be "acknowledge_touch".
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- If event == "Player_Action" → intent MUST be "react_to_player_action" (or a more specific action intent if obvious).
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- If player's text contains (nice|great|love|beautiful|cool) → intent MUST be "acknowledge_compliment".
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- English only. No markdown/code fences. No extra text. JSON only.
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- ≤ 2 sentences in each dialog text. Do NOT start with "I'm" or "I am". No helper clichés.
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NOW RESPOND TO THIS CONTEXT:
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{CONTEXT_JSON}
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OUTPUT:
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```
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Replace `{CONTEXT_JSON}` with your game's state payload.
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## 🚀 How to Use
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### Transformers (Python)
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```python
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from transformers import AutoTokenizer, AutoModelForCausalLM, pipeline
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import json
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MODEL_ID = "AndriLawrence/Qwen-3B-Intent-Microplan-v1"
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tok = AutoTokenizer.from_pretrained(MODEL_ID, use_fast=True)
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mdl = AutoModelForCausalLM.from_pretrained(
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MODEL_ID,
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device_map="auto",
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torch_dtype="auto",
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trust_remote_code=True
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)
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# This system prompt is CRITICAL for schema adherence
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system_prompt = (
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'You are LLM-1 (creative social responder).\n'
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'Return ONE object of STRICT JSON ONLY with keys:\n'
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'- "dialog": [{ "speaker": "npc", "text": string }] (1–2 items, concise, warm, natural)\n'
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'- "intent": string (choose a precise label, e.g., social_greeting, acknowledge_touch, acknowledge_compliment, comfort_intimate, invite_sleep, inspect_object, open_or_trigger_object, give_item, receive_item, small_talk, react_to_player_action, idle_initiative, respect_distance)\n'
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'- "microplan": array of 0–5 short steps (body/face/locomotion cues, e.g., "Approach front (1.0m)", "Offer hand (0.7)", "Smile (0.6)")\n\n'
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'Hard rules:\n'
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'- If event == "Player_Touches" → intent MUST be "acknowledge_touch".\n'
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'- If event == "Player_Action" → intent MUST be "react_to_player_action" (or a more specific action intent if obvious).\n'
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'- If player\'s text contains (nice|great|love|beautiful|cool) → intent MUST be "acknowledge_compliment".\n'
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'- English only. No markdown/code fences. No extra text. JSON only.\n'
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'- ≤ 2 sentences in each dialog text. Do NOT start with "I\'m" or "I am". No helper clichés.'
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)
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# Example: Player holds out their hand
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game_context = {
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"event": "Player_Action",
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"action": "offer_hand",
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"environment": {"location": "Living Room", "distance": "1.5m"}
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}
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msgs = [
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{"role": "system", "content": system_prompt},
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{"role": "user", "content": f"NOW RESPOND TO THIS CONTEXT:\n{json.dumps(game_context)}\nOUTPUT:"}
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]
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prompt = tok.apply_chat_template(msgs, tokenize=False, add_generation_prompt=False) # We add the 'OUTPUT:' manually
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pipe = pipeline("text-generation", model=mdl, tokenizer=tok)
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gen_out = pipe(
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prompt,
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do_sample=True,
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temperature=0.35, # BALANCED preset
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top_p=0.85,
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repetition_penalty=1.1,
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max_new_tokens=256,
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pad_token_id=tok.eos_token_id
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)[0]["generated_text"]
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# Clean the output and parse
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try:
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output_text = gen_out.split("OUTPUT:")[-1].strip()
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parsed_json = json.loads(output_text)
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print(json.dumps(parsed_json, indent=2))
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except json.JSONDecodeError:
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print(f"FAILED TO PARSE JSON. Raw output:\n{output_text}")
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```
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### GGUF / Ollama
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Use the GGUF files for `llama.cpp`. This model is ideal for a "hidden terminal server" bundled with your game.
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Example `Modelfile` for Ollama:
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```
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FROM ./model-Q4_K_M.gguf
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TEMPLATE """<|system|>
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{{ .System }}
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<|end|>
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<|user|>
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{{ .Prompt }}
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<|end|>
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<|assistant|>
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"""
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SYSTEM """You are LLM-1 (creative social responder).
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Return ONE object of STRICT JSON ONLY with keys:
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- "dialog": [{ "speaker": "npc", "text": string }] (1–2 items, concise, warm, natural)
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- "intent": string (choose a precise label, e.g., social_greeting, acknowledge_touch, acknowledge_compliment, comfort_intimate, invite_sleep, inspect_object, open_or_trigger_object, give_item, receive_item, small_talk, react_to_player_action, idle_initiative, respect_distance)
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- "microplan": array of 0–5 short steps (body/face/locomotion cues, e.g., "Approach front (1.0m)", "Offer hand (0.7)", "Smile (0.6)")
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Hard rules:
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- If event == "Player_Touches" → intent MUST be "acknowledge_touch".
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- If event == "Player_Action" → intent MUST be "react_to_player_action" (or a more specific action intent if obvious).
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- If player's text contains (nice|great|love|beautiful|cool) → intent MUST be "acknowledge_compliment".
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- English only. No markdown/code fences. No extra text. JSON only.
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- ≤ 2 sentences in each dialog text. Do NOT start with "I'm" or "I am". No helper clichés.
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"""
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PARAMETER temperature 0.35
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PARAMETER top_p 0.85
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PARAMETER repeat_penalty 1.1
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```
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## 🛠️ Training Details (v1)
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This model was trained using PEFT LoRA on a custom, curated English-only dataset focused on comfort and companion interactions.
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* **Base Model:** `bunnycore/Qwen2.5-3B-RP-Mix`
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* **Model Type:** `qwen2`
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### Hyperparameters
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| Parameter | Value |
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| --- | --- |
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| `learning_rate` | 2e-4 (0.0002) |
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| `num_train_epochs` | 2 |
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| `per_device_train_batch_size` | 1 |
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| `gradient_accumulation_steps` | 8 |
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| **Effective Batch Size** | **8** |
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| `lr_scheduler_type` | `cosine` |
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| `loss_type` | `nll` |
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| `optimizer` | `adamw_torch_fused` |
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| `max_length` | 1024 |
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### LoRA Configuration (PEFT)
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| Parameter | Value |
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| --- | --- |
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| `peft_type` | `LORA` |
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| `r` (rank) | 16 |
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| `lora_alpha` | 32 |
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| `lora_dropout` | 0.05 |
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| `target_modules` | `["v_proj", "o_proj", "q_proj", "up_proj", "gate_proj", "k_proj", "down_proj"]` |
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