Harden the state-emit rule to reduce under-reporting

Rewrite the global emit rule to be directive: treat narration as
authoritative and record numeric changes (damage, healing, time, emotion
shifts, fights intensifying), not just easy on/off flags — updating every
stat the scene affected. Also firm up the demo scenario's AI instructions
to reflect combat outcomes in the numbers each turn. Helps weaker free
models emit numeric deltas; the emit rule applies live so all RPG
adventures benefit immediately.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
parththakkar106
2026-07-21 16:52:20 +05:30
co-authored by Claude Opus 4.8
parent 279110f75b
commit 8c18541d4e
2 changed files with 13 additions and 9 deletions
+12 -8
View File
@@ -19,14 +19,18 @@ STAT_SECTIONS = ("world", "player")
# Appended once to the system prompt so the model knows how to report changes.
EMIT_RULE = (
"After your narration, if and ONLY IF something in the world state changed this "
"turn, append a fenced code block labelled `state` containing a JSON object of "
"the CHANGES ONLY, as deltas (not new totals). Use paths like "
'"player.hp", "world.day", "npc.<id>.<stat>" (use the exact npc id shown in the '
'world state, e.g. npc.gwen.trust); "flags.<name>": true or false to toggle an '
'on/off state; and "milestones.<id>": true when an objective is completed. Send '
"only things that actually changed; never restate unchanged values. If nothing "
"changed, omit the block entirely. Example:\n"
"You maintain a numeric world state. Treat your own narration as authoritative: "
"whenever what you write implies a change — someone takes damage or heals, time "
"passes, an emotion or relationship shifts, a fight intensifies, an item is gained "
"or lost, or an objective is completed — you MUST record it, including the numbers, "
"not just on/off flags. After your narration, append a fenced code block labelled "
"`state` with a JSON object of the CHANGES ONLY, as deltas (not new totals). Update "
"every stat the scene affected this turn, not only the easy ones. Use the paths "
'exactly as shown in the world state: "player.hp", "world.day", "npc.<id>.<stat>" '
'(e.g. npc.gwen.trust — use the id in parentheses, not the display name); '
'"flags.<name>": true or false to toggle an on/off state; and "milestones.<id>": '
"true when an objective is completed. Send only things that actually changed and "
"never restate unchanged values; if truly nothing changed, omit the block. Example:\n"
'```state\n{"player.hp": -15, "npc.gwen.trust": 5, "milestones.escaped": true}\n```'
)