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How it uses Jev

Jev receives structured observations of the Minecraft world and chooses one bounded action, such as a movement pulse, turn, aim, mine, place, inspect, or wait. Mineflayer executes that primitive; ordinary code prepares candidates and enforces collision and target checks.

What Jev decides

Choose a lumber-run actionExample answers · not a recorded Jev response · Source ↗
Question 1 · movement
YOUR APP
INSTRUCTION

Choose the next Minecraft action to collect 10 new logs and return home. Use task progress, observed candidates, and recent outcomes. Return home once task.collected >= task.target. Otherwise collect reachable dropped logs, or choose a reachable log to harvest; explore if neither exists. A missing or null candidate makes that action unavailable. Avoid repeating failed actions.

STATE

Tested requestFor example with state {goal: explore}; its high-level request offers the fixed lumber actions for harvesting the nearest or alternate log, collecting a dropped log, exploring, returning home, or waiting.

JEV · CHOICE
  1. harvest_nearest
  2. harvest_alternative
  3. pickup
  4. explore
  5. return_home
  6. wait

App workflow

  1. Observe world state

    Connect to the configured Minecraft world and observe nearby entities, blocks, inventory, and task progress.

  2. Prepare eligible actions

    Build a bounded action menu from eligible targets and the current scenario.

  3. Choose and execute one action

    Ask Jev for one action and execute the selected primitive with Mineflayer.

  4. Repeat toward completion

    Refresh state and repeat until the blueprint is complete or the run stops.

Why it is interesting

The direct controller makes Jev’s boundary visible: it selects from observed eligible actions while the application validates and executes each action separately.