Say what the app is now, everywhere it is published

The README, the project page and the engineering guide all describe a linear
story. The tree shipped two days ago. Every published surface is a phase
behind, and the guide is not merely behind — it is wrong in a way that costs a
reader time.

Its 2.2 was "Two coordinate systems, and the bug class they create", and it
explained the codebase through position_of_index, note_action_removed and
settled_story_actions. All three were deleted in SP3. 2.3 explained retry
through Action.variants and state_before. Somebody reading either would go
looking for machinery that is not there, which is worse than a gap.

So 2.2 is now "The story is a tree", written at the depth 1.2 and 1.3 are
written at: the seven bugs that turned out to be one bug, the lineage clause
and the two properties that make fork count free, why takes group by parent_id
rather than by coordinate, cursors becoming anchors, and a closing list of what
the design is honest about. 2.3 is rewritten around state_after and takes, and
1.1 and 1.5 follow, because the pipeline no longer snapshots before the call
and the memory bank no longer holds an action back.

The numbers were simply old: 151 tests where there are 440, 37 migrations where
there are 64, twelve phases where there are fourteen. They appear in four
places across the README, the project page's stat tiles and the guide's results
table. The measured branch cost — 103 B, and 1.007x the page load of the same
story flat — is added beside the egress and turn-cost figures it belongs with,
since it is the number that answers "what does branching cost me".

Three screenshots, on a new tools/shots_fixture.py: the Bandit Camp demo driven
through eight written turns with written deltas, three discarded takes forked
onto branches of their own, one off a branch so the map has to nest. Same
reason tree_fixture.py is committed — the shots have to be reproducible and the
frontend still has no test runner. play-world-state.jpg is reshot because it
predates the entire tree UI; the map and the branches panel are new.

Note for next time: docs/guide.html is hand-written, not generated from the
Markdown, so every guide edit is two edits in two vocabularies. Both files were
checked for tag balance and both pages rendered locally before this landed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DfMCsN1KBLsTqMkj5hSgrY
This commit is contained in:
parththakkar106
2026-08-20 04:19:53 +05:30
co-authored by Claude Opus 5
parent c8e081e9d6
commit 40d2555f84
10 changed files with 995 additions and 163 deletions
+36 -12
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@@ -25,13 +25,23 @@ model are all runtime settings, and OpenRouter's free-tier models make the whole
![The play screen, with the world-state rail open](docs/images/play-world-state.jpg)
*The play screen. The left rail is live world state — the AI proposes changes each turn and a
Python engine decides what actually sticks. The chip under the narration reports what changed.*
Python engine decides what actually sticks. The chip under the narration reports what changed.
The `‹ 2/2 ›` under a turn steps between the takes it has; writing below one that isn't the
live one is what starts a new branch.*
## Features
- **The full play loop** — Do / Say / Story / Continue actions, streamed AI responses (SSE),
retry, undo, and edit. Reasoning models supported: "thinking" streams into a collapsible 💭
panel with its own token budget.
- **A branching story tree** — the story is a tree, not a list. Any turn can hold more than one
**take**; `‹ 2/4 ›` steps between them, and stepping is free — the story below simply empties,
and the server is told nothing. **Writing below a take that isn't the live one is what makes a
branch.** Branches borrow their ancestors' turns instead of copying them, so a fork costs about
100 bytes and a 20-fork story loads within 1% of the same story flat; switching restores that
line's world state, script state and cooldown clocks. A branch panel switches, renames and
deletes; **⌗ See the tree** draws every line against the story's own clock
(`backend/app/tree.py`, `backend/app/context/lineage.py`).
- **An RPG world-state engine** — a scenario can declare stats, flags, milestones and a named
cast; the adventure carries their live values. The design is **the AI proposes deltas and a
Python engine referees them**: it clamps to range, enforces per-turn caps and cooldowns, keeps
@@ -53,10 +63,13 @@ Python engine decides what actually sticks. The chip under the narration reports
pulls old-but-relevant facts back into context, with similarity scores visible in Insights
(`backend/app/memorybank.py`).
- **Undo and retry that actually rewind** — undo and retry roll back the world state and script
state to a per-action snapshot, not just the text, and prune the memories that covered the
removed turns. Retries are kept as browsable variants (`‹ 2/3 ›`) rather than thrown away.
state to a per-node snapshot, not just the text, and prune the memories that covered the
removed turns. Nothing a retry replaces is thrown away: the old attempt stays as another take
of that turn, and is one keystroke and one click from being a branch of its own.
- **Import/export** — AI Dungeon-compatible formats for scripts and scenarios; JSON for
everything.
everything. An adventure exports as `ai-dnd-adventure-v2`, which carries the whole tree —
every branch, every take, and the fork points, because those were chosen rather than computed.
Files saved in the old single-line format still import.
- **Optional accounts for hosted deployments** — by default the app is single-user with zero
auth friction; set `AIDND_MULTI_USER=1` and visitors play instantly as guests (signed
session cookie), can register (email + password) at any point to keep their data, and each
@@ -72,6 +85,8 @@ Python engine decides what actually sticks. The chip under the narration reports
| **Insights** — the exact prompt for the next turn, broken into components with token counts and the trigger word that pulled each story card in. | **Authoring** — stats with ranges, per-turn caps, cooldowns and word-labelled bands; NPCs the AI addresses by id. |
| ![Script editor](docs/images/script-editor.jpg) | ![Home](docs/images/home.jpg) |
| **Scripting** — the three AI Dungeon hooks with shared persistent `state`, run in a quickjs sandbox. | **Home** — continue a story in progress or start from a scenario. |
| ![The branch map](docs/images/branch-map.jpg) | ![The branches panel](docs/images/branches-panel.jpg) |
| **The tree** — one lane per line, from the moment it left its parent to the moment it ends. The horizontal axis is the story's own clock, so a short branch reads as short. | **Branches** — every line the story has taken, and the three things you can do to one. A line the one you're reading was forked from can't be deleted, and says so. |
## Quick start
@@ -122,7 +137,7 @@ player input
→ onInput script modifier
→ assemble context: [narrator prompt] + [world state + stat guide] + [AI instructions]
+ [plot essentials] + [story summary] + [retrieved memories]
+ [triggered story cards] + [story history, token-budgeted]
+ [triggered story cards] + [history along this branch, token-budgeted]
+ [author's note] + [player action]
→ onModelContext script modifier
→ snapshot context (Insights)
@@ -137,14 +152,17 @@ player input
```
frontend/ React + Vite SPA ──HTTP/SSE──► backend/ FastAPI
├─ routers/ auth, scenarios, adventures, story cards, scripts, chat, settings, debug
├─ models.py SQLAlchemy: User, Scenario, Adventure, Action, StoryCard, Script, Settings, Memory
├─ migrations.py hand-rolled, versioned via PRAGMA user_version (37 and counting)
├─ models.py SQLAlchemy: User, Scenario, Adventure, Branch, Action, StoryCard, Script, Settings, Memory
├─ migrations.py hand-rolled, versioned via PRAGMA user_version (64 and counting)
├─ auth.py guest/registered users, sessions, shared demo key
├─ security.py password hashing, cookie signing, API-key encryption
├─ context/ prompt assembly under a token budget + windowed history queries
├─ tree.py forking, promotion, and where a node is placed
├─ attempts.py the takes of one turn, grouped by parent
├─ context/ prompt assembly under a token budget + lineage/history windowing
├─ worldstate/ the stat engine: clamps, cooldowns, bands, milestones
├─ scripting/ quickjs sandbox + AI Dungeon API surface
├─ memorybank.py auto-summarization + embedding retrieval
├─ bundle.py the export/import formats, v2 (tree) and a v1 reader
├─ providers/ OpenAI-compatible adapter, streaming
└─ data.db SQLite (path overridable via AIDND_DB_PATH)
```
@@ -154,7 +172,7 @@ development Vite proxies `/api` to FastAPI.
## Tests
151 backend tests — unit plus full HTTP integration through the real quickjs scripting engine,
440 backend tests — unit plus full HTTP integration through the real quickjs scripting engine,
with the LLM provider mocked. CI runs them on every push, alongside the frontend lint/build and
a Docker image build.
@@ -178,6 +196,11 @@ the most interesting engineering in the repo:
— 839 KB of reads at turn 200. `backend/app/context/history.py` now serves tails and slices
from SQL and measures what it fetched; the same turn costs 129 KB and stops growing at around
turn 50.
- **Branching that doesn't cost anything to read.** A branch stores no turns — it stores where it
left its parent, and borrows everything above that. A 40-turn story forked twenty times loads in
31,652 B against 31,433 B for the same story flat: **1.007×**, or about 103 B per branch. Reads
stay cheap because the lineage is windowed like the history is, so the number of SQL clauses is
bounded by the context window rather than by the number of forks.
## Deploy (Render)
@@ -199,9 +222,10 @@ is worth.
## Repo notes
- `plan/` — the phased implementation plan this was built from, kept as a build log. All twelve
phases are complete; the later files (11, 12) double as design notes for the state-revert and
world-state work.
- `plan/` — the phased implementation plan this was built from, kept as a build log. All fourteen
phases are complete; the later files (11, 12, 14) double as design notes for the state-revert,
world-state and story-tree work. [`plan/STATUS.md`](plan/STATUS.md) is the running thread —
what shipped, what was measured, and what is owed next.
- [`docs/GUIDE.md`](docs/GUIDE.md) — design notes: how each subsystem works and why it was built
that way, with the measurements behind the decisions. Also rendered as a
[reading page](https://parththakkar106.github.io/AI-DnD/guide.html).