Name every stat in the guide by the path the AI has to write
The referee refused `npc.<id>.status` on a character that has a status stat under another name, and the refusal was right: the model was reaching for a path the guide never gave it. The guide is the fixed list of everything a scenario tracks, and it named stats in prose. A player stat and a world stat both read as a bare name, and an NPC's stats read as the display name plus the stat — "Trainer Milo active_status". The model had to turn that back into `npc.milo.active_status` itself, and in the Pokemon demo five other characters carry a stat called `status`, so the path it built was `npc.milo.status`. The live values do state the paths, but only for the NPCs a scene has mentioned, so an NPC off screen was addressable only by guesswork. Each line now leads with the path: `player.potions`, `npc.milo.active_status`, `flags.sandstorm_active`. An NPC's header is written even when it has no description, because it is the one line that ties a display name to its id. `EMIT_RULE` points at the guide for paths rather than at the live values alone. A free-text stat is marked `(free text)` beside its path, which is the wording `EMIT_RULE` already used to describe it — the guide had been writing "free text" at the end of the line instead. Such a stat now also gets a line when it has no description, where before it was dropped and the model was left to send a number for a stat that holds a string. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_017imUKVPhqophVUZZwJK7ST
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@@ -33,8 +33,9 @@ EMIT_RULE = (
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"while a large change — or reaching a stat's minimum or maximum — is reserved for a "
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"genuinely pivotal, defining moment (a passing remark shifts a relationship a little; a "
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"lasting act of loyalty or betrayal shifts it a lot). Do not move a value across most of "
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'its range in a single ordinary turn. Use the paths exactly as shown in the world state: '
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'"player.<stat>", '
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'its range in a single ordinary turn. Every stat is listed by its exact path in the '
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'stat guide and again beside its live value — copy a path from there rather than '
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'building one out of a name. The shapes are "player.<stat>", '
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'"world.<stat>", "npc.<id>.<stat>" (use the id in parentheses, e.g. npc.gwen.trust, '
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'not the display name); "flags.<name>": true or false to toggle an on/off state; and '
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'"milestones.<id>": true when an objective is completed. Some stats marked (free text) in '
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@@ -854,20 +855,31 @@ def render_state_section(world_state: dict, stat_schema: dict,
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def _describe_stat(name: str, d: dict) -> str | None:
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"""Returns one reference line for a stat.
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"""Returns one reference line for a stat, named by the path the AI writes.
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`name` is that path. The guide is the model's only complete list of what
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exists, so a stat named any other way leaves it to work the path out from
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the live values, and those cover only what is on screen this turn.
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The description and the band ladder are independent, and each is included
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only when present, so a stat may have either, both, or neither.
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"""
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is_text = d.get("type") == "text"
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# `EMIT_RULE` sends the model here to find out which stats take a whole
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# value instead of a change, and it names this marker, so the two have to
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# be written the same way.
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label = f"{name} (free text)" if is_text else name
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bits: list[str] = []
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desc = d.get("desc")
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if isinstance(desc, str) and desc.strip():
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# Fragments are joined with "; " and end with a single ".", so remove
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# any trailing period the author put on the description.
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bits.append(desc.strip().rstrip("."))
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if d.get("type") == "text":
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bits.append("free text")
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return f"{name} — {'; '.join(bits)}." if bits else None
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if is_text:
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# Free text has no range and no bands, so the marker is the whole
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# entry. It still earns a line without a description, because the
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# marker is what stops the model sending a delta.
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return f"{label} — {'; '.join(bits)}." if bits else f"{label}."
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lo, hi = d.get("min"), d.get("max")
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if isinstance(lo, (int, float)) and isinstance(hi, (int, float)):
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bits.append(f"range {lo}–{hi}")
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@@ -879,7 +891,7 @@ def _describe_stat(name: str, d: dict) -> str | None:
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)
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if ladder:
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bits.append(f"bands: {ladder}")
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return f"{name} — {'; '.join(bits)}." if bits else None
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return f"{label} — {'; '.join(bits)}." if bits else None
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def render_reference(stat_schema: dict) -> str:
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@@ -893,7 +905,7 @@ def render_reference(stat_schema: dict) -> str:
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for section in STAT_SECTIONS:
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for name, d in (stat_schema.get(section) or {}).items():
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if isinstance(d, dict):
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row = _describe_stat(name, d)
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row = _describe_stat(f"{section}.{name}", d)
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if row:
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lines.append(row)
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for npc_key, ndef in (stat_schema.get("npcs") or {}).items():
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@@ -901,18 +913,27 @@ def render_reference(stat_schema: dict) -> str:
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continue
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name = npc_name(ndef, npc_key)
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desc = ndef.get("desc")
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if isinstance(desc, str) and desc.strip():
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lines.append(f"NPC {name} ({npc_key}) — {desc.strip().rstrip('.')}.")
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# The header is written even for an NPC with no description, because it
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# is the only line that ties a display name to the id the AI has to
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# address. The live values state it too, but only for the NPCs a scene
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# has mentioned, so without this an NPC off screen can only be guessed
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# at — and a guess is refused as a character or a stat that does not
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# exist.
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head = f"NPC {name} (npc.{npc_key})"
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lines.append(
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f"{head} — {desc.strip().rstrip('.')}."
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if isinstance(desc, str) and desc.strip() else f"{head}."
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)
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for sname, sdef in (ndef.get("stats") or {}).items():
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if isinstance(sdef, dict):
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row = _describe_stat(f"{name} {sname}", sdef)
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row = _describe_stat(f"npc.{npc_key}.{sname}", sdef)
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if row:
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lines.append(row)
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for name, d in (stat_schema.get("flags") or {}).items():
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if isinstance(d, dict):
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desc = d.get("desc")
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if isinstance(desc, str) and desc.strip():
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lines.append(f"{name} (flag) — {desc.strip().rstrip('.')}.")
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lines.append(f"flags.{name} — {desc.strip().rstrip('.')}.")
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if not lines:
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return ""
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return "Stat guide (fixed reference):\n" + "\n".join(f"- {ln}" for ln in lines)
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