{"id":156883,"date":"2026-06-09T15:46:51","date_gmt":"2026-06-09T12:46:51","guid":{"rendered":"https:\/\/vpesports.com\/minecraft\/mods\/tinyme\/"},"modified":"2026-06-09T15:46:51","modified_gmt":"2026-06-09T12:46:51","slug":"tinyme","status":"publish","type":"mod","link":"https:\/\/vpesports.com\/minecraft\/mods\/tinyme\/","title":{"rendered":"TinyMe"},"content":{"rendered":"<p># TinyMe \u2014 Intelligent Adaptive Companion<\/p>\n<p>**TinyMe** is not a pet. It&#8217;s not a follower. It&#8217;s not scripted.<\/p>\n<p>**TinyMe** is an adaptive companion controlled by a custom decision engine.<\/p>\n<p>It can follow, fight, retreat, recover, use equipment, and adjust its behavior based on combat results.<\/p>\n<p>**How to tame:**<br \/>\nHold an iron sword or better \u2192 crouch near it \u2192 wait<\/p>\n<p>**How to interact:**<br \/>\nRight-click \u2192 sit \/ follow<\/p>\n<p>Give it weapons, armor, food, potions, totems.<\/p>\n<p>**TinyMe** decides when and how to use them.<\/p>\n<p>**Optional command:**<br \/>\n_`\/summon tinyme:tinyme`_<\/p>\n<p># TinyMe Beta Revamp 0.1.0<\/p>\n<p>This revamp focuses on stability, cleaner behavior flow, better movement handling, safer combat decisions, improved mimic behavior, food logic, recovery handling, and stronger internal checks.<\/p>\n<p>TinyMe is designed to feel like a small companion with its own reactions, not just a passive pet. It can follow, reposition, assist in fights, respond to threats, recover from bad situations, and use its systems without relying on external AI services.<\/p>\n<p>## Current Focus<\/p>\n<p>&#8211; More stable follow and movement behavior<\/p>\n<p>&#8211; Better decision consistency<\/p>\n<p>&#8211; Safer combat and threat response<\/p>\n<p>&#8211; Improved mimic and companion-like reactions<\/p>\n<p>&#8211; Better food and survival handling<\/p>\n<p>&#8211; Cleaner internal behavior structure<\/p>\n<p>&#8211; More runtime and behavior validation<\/p>\n<p>## Status<\/p>\n<p>This is a beta revamp build.<\/p>\n<p>**I would greatly appreciate any feedback you may have, as it would be extremely helpful.**<\/p>\n<details>\n<summary>Spoiler<\/summary>\n<p>**TinyMe is internally driven by a custom decision engine built around four functional layers.<br \/>\nEach layer has a fixed role in the decision pipeline, and the final behavior is produced only after the full pipeline is evaluated.**<\/p>\n<p>| Engine Layer            | Function                                                                                                                                                                   |<br \/>\n| &#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211; | &#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211; |<br \/>\n| Perception Layer        | Reads the current world state and converts it into structured context: owner state, threats, distance bands, health, movement state, resources, terrain, and active risks. |<br \/>\n| Intent Layer            | Scores the current situation and selects the dominant root intent: follow, protect, engage, retreat, recover, support, or hold.                                            |<br \/>\n| Tactical Planning Layer | Converts the selected intent into a concrete plan. This includes movement choices, combat actions, defensive actions, recovery behavior, and support behavior.             |<br \/>\n| Commitment Layer        | Stabilizes the result, prevents jitter, tracks recent failures, preserves tactical memory, and emits the final execution command.                                          |<\/p>\n<p>**TinyMe itself is not the decision-maker.<br \/>\nTinyMe is the executor.<br \/>\nBrainLab is the decision authority.**<\/p>\n<p>## Decision Flow<\/p>\n<p>| Stage                              | Description                                                                                                                                                   |<br \/>\n| &#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;- | &#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;- |<br \/>\n| 1. TinyMe reads the world          | TinyMe gathers raw Minecraft-side state: position, owner status, nearby entities, damage risk, items, terrain, and movement conditions.                       |<br \/>\n| 2. State is converted into weights | The raw state is transformed into weighted signals. These weights describe urgency, danger, distance, opportunity, resource condition, and tactical pressure. |<br \/>\n| 3. BrainLab evaluates the frame    | The engine receives the weighted frame, runs it through perception, intent scoring, tactical planning, and commitment.                                        |<br \/>\n| 4. BrainLab returns a command      | The output is not raw movement or vanilla behavior. It is a structured decision command.                                                                      |<br \/>\n| 5. TinyMe executes                 | TinyMe applies the command through its runtime systems: movement, combat, shielding, eating, teleport recovery, or support behavior.                          |<\/p>\n<p>## Executor \/ Decider Split<\/p>\n<p>| Component        | Role                                                                                                                                              |<br \/>\n| &#8212;&#8212;&#8212;&#8212;&#8212;- | &#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;- |<br \/>\n| TinyMe           | Executes behavior inside Minecraft. Handles entity state, animation, movement application, combat execution, UI, persistence, and runtime safety. |<br \/>\n| BrainLab         | Decides what TinyMe should do. It evaluates the situation, scores intent, builds tactical plans, and returns the final command.                   |<br \/>\n| Weight Bridge    | Converts Minecraft state into decision data. It does not decide. It only translates context.                                                      |<br \/>\n| Actuation Bridge | Converts engine commands into Minecraft-side execution. It does not plan. It only applies validated decisions.                                    |<\/p>\n<p>## Movement System<\/p>\n<p>**TinyMe does not rely on basic vanilla movement logic as its main behavior model.<br \/>\nVanilla navigation is treated as a low-level tool, not as the intelligence layer.**<\/p>\n<p>| Movement Area              | Technical Behavior                                                                                                                                                              |<br \/>\n| &#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211; | &#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;- |<br \/>\n| Distance Banding           | TinyMe does not simply walk toward the owner. It evaluates distance bands such as close, optimal, drifting, far, and emergency range.                                           |<br \/>\n| Follow Logic               | Following is controlled by weighted movement intent, not by constant direct chasing. The entity can hold position, resume movement, adjust spacing, or recover from bad routes. |<br \/>\n| Repath Control             | Movement is supervised. The system can refresh paths, detect bad movement, reject stale routes, and recover from path failure.                                                  |<br \/>\n| Stuck Handling             | TinyMe tracks movement progress and can trigger recovery instead of blindly continuing the same failed path.                                                                    |<br \/>\n| Teleport Failsafe          | Teleport is not the default movement answer. It is a fallback for broken distance, unsafe separation, dimension issues, or hard failure states.                                 |<br \/>\n| Mounted \/ Special Movement | Special movement states bypass normal ground assumptions when needed. This prevents vanilla-style conflicts.                                                                    |<\/p>\n<p>## Range and Look Control<\/p>\n<p>**TinyMe\u2019s range and look behavior are calculated separately from vanilla mob behavior.<br \/>\nIt uses controlled evaluation instead of simple proximity checks.**<\/p>\n<p>| System             | Description                                                                                                                                   |<br \/>\n| &#8212;&#8212;&#8212;&#8212;&#8212;&#8212; | &#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212; |<br \/>\n| Awareness Range    | TinyMe evaluates entities, threats, owner distance, and tactical relevance through structured scanning, not only vanilla aggro range.         |<br \/>\n| Threat Range       | Enemies are not treated equally. Range is weighted by danger, target relevance, owner risk, and current tactical state.                       |<br \/>\n| Combat Range       | Combat distance is adapted by weapon role, target type, owner condition, and active plan.                                                     |<br \/>\n| Look Control       | Looking is not random idle rotation. It is assigned by context: owner focus, threat focus, movement direction, combat target, or mimic state. |<br \/>\n| Owner Priority     | The owner remains the dominant reference point. Movement, threat selection, and recovery behavior are evaluated relative to owner safety.     |<br \/>\n| Vanilla Difference | Vanilla mobs usually follow fixed goals and simple distance conditions. TinyMe runs a weighted decision frame before action execution.        |<\/p>\n<p>## BrainLab Internal Layers<\/p>\n<p>| Layer             | Output                            |<br \/>\n| &#8212;&#8212;&#8212;&#8212;&#8212;&#8211; | &#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212; |<br \/>\n| Perception        | Structured world model            |<br \/>\n| Intent            | Selected root behavior direction  |<br \/>\n| Tactical Planning | Candidate plan or action sequence |<br \/>\n| Commitment        | Stable final command              |<\/p>\n<p>## Final Note<\/p>\n<p>**BrainLab will be open-sourced with the full release of TinyMe.**<\/p>\n<p>**TinyMe was not originally designed as a long-term live-service mod.<br \/>\nIt was primarily a technical experiment and a learning project: a testbed for building a custom decision engine, separating decision-making from execution, and studying how far a Minecraft companion entity can be pushed beyond ordinary vanilla behavior.**<\/p>\n<\/details>\n","protected":false},"excerpt":{"rendered":"<p>TinyMe.  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