ItsHotdogFred/kevin-v1-dataset
Kevin V1 — NPC Conversation Dataset Synthetic player↔NPC conversations for training game NPC dialogue models. Generated with a 3-role pipeline (context / player / NPC) plus a judge that verifies every NPC reply is grounded (no hallucinated facts) and in-character. Format One conversation per row (JSON Lines). Each row: { "id": "conv_00042", "area_id": "01_emberpeak_forge", "npc": {"role": "blacksmith", "name": "...", "offers": [...], "knows_about": [...]}… See the full description on the dataset page: https://huggingface.co/datasets/ItsHotdogFred/kevin-v1-dataset.
Kevin V1 — NPC Conversation Dataset
Synthetic player↔NPC conversations for training game NPC dialogue models. Generated with a 3-role pipeline (context / player / NPC) plus a judge that verifies every NPC reply is grounded (no hallucinated facts) and in-character.
Format
One conversation per row (JSON Lines). Each row:
{
"id": "conv_00042",
"area_id": "01_emberpeak_forge",
"npc": {"role": "blacksmith", "name": "...", "offers": [...], "knows_about": [...]},
"player_archetype": "min_maxer",
"player_mood": "terse",
"length": 3,
"messages": [
{"role": "player", "content": "...", "noised": false},
{"role": "npc", "content": "..."}
],
"meta": {"player_model": "...", "npc_model": "...", "is_boundary_test": false}
}area_contexts.json holds the area/NPC definitions (including grounded_facts, the only concrete facts an NPC is allowed to state).
Stats (192 rows)
Conversation length
Player archetypes
Notes
- ~30% of normal player turns carry injected typos/noise (
"noised": true); thegibberish_masherarchetype produces keyboard-mash, and ~5% of conversations are boundary-testers trying to make the NPC break character. - This is a V1 / 10% sample. Synthetic data — review before training.
