A project exploring procedural Minecraft world generation using a two-stage pipeline: a VQ-VAE to tokenize 3D voxel space into a compressed codebook of structural signatures, followed by a GPT-style transformer to learn the spatial grammar of terrain. Key challenges addressed include 3D data scarcity (solved by extracting chunks from a self-run Minecraft instance), extreme class imbalance (solved with weighted cross-entropy loss), and dead codebook embeddings. The model successfully generates recognizable terrain features including caves, coastlines, snow-capped peaks, and tree structures across a grid of chunks.

9m read timeFrom towardsdatascience.com
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Table of contents
The Challenge of 3D Generative ModelingData PreprocessingArchitecture OverviewRaw Voxel Problem and Tokenizing 3D SpaceFurther DetailsBrick by BrickResultsReflections and Future WorkCitations and LinksA Note on the Dataset

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