Add Phase 0B local validation findings and recommendation

Validates the three finalists by clone, build, test run and live local
Ollama inference, then answers the fork question with measurements rather
than static review.

Recommendation: fork AI-DnD, confidence high. The Phase 0A call holds, but
it was wrong that AI-DnD's undo is non-destructive — retry preserves the
replaced take, undo hard-deletes it. A follow-up spike fixed that in 3
files (+130/-31): undo now moves a head cursor, redo round-trips, writing
below a moved-back head forks and keeps the abandoned line, branch-scoped
memory isolation survives, suite 627/632 with all 5 failures asserting the
deleted-row behaviour that was replaced.

Findings that change the plan:
- AI-DnD cannot take a turn air-gapped as shipped; tiktoken fetches its
  encoding from a CDN. Proven on an internal Docker network, proven fixed
  by vendoring the file.
- ai-adventure needs zero code for Ollama — two config lines — and its
  turn/head/checkpoint schema is the target model to build to.
- Open Dungeon has zero automated tests and a positional summary
  watermark, making its branch retrofit larger than Phase 0A costed.
- The world-state referee takes relative deltas; a 3B model sent absolute
  values under full context, so a wounded player ended at full health.
  Validation cannot catch this, so prefer ai-adventure's typed-event
  vocabulary when generalising narrative state.
- Export/import recomputes head depth, so a round-trip silently undoes an
  undo. Must be fixed alongside the undo work.

Docs only; no production code. Working tree from the runs stays untracked
under phase0b/.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015gUPLuxLs8wypxZPEmccJu
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# Phase 0B — Local Validation Findings and Recommendation
**Date:** 2026-09-01
**Status:** Complete, and updated after the follow-up undo/redo spike.
Stop condition reached; no production work started.
**Method:** Clean clones, pinned SHAs, documented installs, full test runs, real
local Ollama inference, and targeted disposable experiments.
> **Update — the recommended spike was run and it passed.** Section E previously
> recommended proving non-destructive Undo/Redo in AI-DnD before committing to
> the fork. That spike is now complete: 3 files, +130/-31 lines, undo deletes
> zero rows, redo round-trips exactly, writing below a moved-back head forks and
> preserves the abandoned line, branch-scoped memory isolation survives, and the
> suite goes 627/632 with all 5 failures asserting the deleted-row behavior that
> was deliberately replaced. Section E has been rewritten accordingly, and the
> open questions it resolved are marked in section F. Full detail:
> `reports/PHASE-0B-UNDO-SPIKE.md`.
>
> **Update 2 — four follow-up checks run.** The world-state referee was exercised
> against local models for the first time, and export/import, story-card lineage
> safety and Postgres removability were settled. One new defect found (a
> round-trip silently undoes an undo) and one design conclusion that changes what
> we should build (§H). Detail: `reports/PHASE-0B-FOLLOWUP-CHECKS.md`.
Pinned commits (cloned 2026-09-01):
| Repo | SHA | Last commit |
|---|---|---|
| AI-DnD | `d72f7c1bda0f34fccd84afb7a25c34eb01c901de` | 2026-08-31 |
| Open Dungeon | `b0a79f96bf852be7b4e53908dff6a7f7c179da23` | 2026-07-06 |
| ai-adventure | `873ea9180d5b611576cddb155921fc16a17ae88b` | 2026-07-21 |
Inference used for every live test: Ollama in Docker, `qwen2.5:0.5b` and
`qwen2.5:3b-instruct` for narration, `nomic-embed-text` for embeddings.
CPU only, no GPU.
---
## A. Executive Recommendation
**Fork AI-DnD as the production base. Confidence: high.**
**The Phase 0A recommendation held up, but for partly different reasons than it
gave, and it was wrong about one important thing.**
What held: AI-DnD really does implement the expensive correctness work, and it
survived every entanglement test Phase 0A worried about. The RPG machinery is
optional, the scripting sandbox is removable, and the branch-scoped memory
isolation — the single hardest requirement in the specification — works
correctly against real local embeddings.
What did not hold: **Phase 0A's claim that AI-DnD's undo is non-destructive is
false.** `POST /undo` hard-deletes rows. Retry is non-destructive; undo is not.
There is no Redo. This is a direct conflict with `DECISIONS/005-branch-preserving-history.md`
and specification §4.
That discovery does not change the decision, because the comparison is relative:
AI-DnD needs one bounded change at a chokepoint that every read already passes
through. Open Dungeon needs the entire non-destructive history subsystem built
from nothing, under a 3,991-line component, with **zero automated tests**.
**That "one bounded change" is no longer an estimate.** The follow-up spike
implemented it in 3 files and +130/-31 lines, and it works: undo deletes nothing,
redo restores exactly, the abandoned tail becomes an ordinary branch, and memory
isolation holds. Confidence in the fork decision moves from "high on the evidence"
to "high and demonstrated".
The decision gate from `reports/PRELIMINARY-RECOMMENDATION.md` said to select
AI-DnD unless a blocker is confirmed. All four were tested and none is a blocker:
| Phase 0A blocker | Result |
|---|---|
| Branching/state inseparable from RPG mechanics | **No.** A scenario-less adventure with empty world state played, branched, and retrieved memories correctly. |
| Removing hosted/scripting destabilizes many tests | **No.** 19 of 632 (3%), and every one fails for instrumentation reasons, not coupling. |
| Local-only still needs external services | **Partly — but both are packaging fixes.** `tiktoken` downloads its encoding from a Microsoft CDN; the SPA fetches Google Fonts. |
| Dependency/security burden worse than expected | **No.** 80 packages total vs Open Dungeon's 335 with 6 high-severity advisories. |
---
## B. What We Learned About Each Candidate
### AI-DnD — recommended base
**What worked**
- `632 passed` in 236s, first try, no fixes needed.
- Docker image builds clean; `docker compose` path is real.
- Default model endpoint is already `http://localhost:11434/v1`. Connection test
and model discovery against Ollama worked with no code change.
- Streamed a full multi-turn story over SSE against local Ollama.
- **Genre-neutrality is real.** An adventure created with `scenario_id: null`
gets an empty world state and no RPG scaffolding, and plays normally. Noir
prose, no fantasy code paths, no stats.
- **Retry is genuinely non-destructive.** Retrying kept the replaced attempt as a
sibling take at the same coordinate (rows 6 and 7 both present; both listed by
`/variants`).
- **Forking is genuinely non-destructive.** Adding an alternate take at a passed
turn created branch 2 while every row of branch 1 survived, with
`parent_branch_id` and `fork_depth` recorded.
- **Branch-scoped memory isolation is correct.** Two memories were written on
branch 1 (depths 5 and 11) from real `nomic-embed-text` embeddings. On branch 2,
retrieval returned `used: []` and none of `brass key`, `revolver`, `lockbox`,
`ashtray` or `bullets` appeared anywhere in the assembled prompt. The negative
control passed: switching back to branch 1 returned both memories with
similarity scores (0.8087) and the abandoned facts reappeared. Retrieval is
working *and* correctly scoped.
- **Prompt transparency is already there.** The context endpoint returns labeled
sections with token costs: `narrator 57, ai_instructions 9, persona 15,
plot_essentials 24, history 988, used_memories 143, length_hint 46`.
**What failed**
- **Undo hard-deletes.** Measured: rows 7 → 4, deleting ids 5, 6 **and 7** — that
is, both the player action, the live AI take, *and the alternate take the
earlier retry had preserved*. `delete_turn` also calls `memorybank.forget_node`.
A retry's preserved alternative does not survive a later undo. There is no Redo
endpoint. **Resolved in the follow-up spike** — see section G.
- **Fails offline on a clean install.** First turn in a network-isolated container
died with `NameResolutionError` for
`openaipublic.blob.core.windows.net/encodings/cl100k_base.tiktoken`. `tiktoken`
fetches its BPE encoding on first use. Seeding the 1.7 MB file into the image
made a full turn generate with no internet at all. Packaging fix, not
architecture — but a hard blocker until fixed, and static review missed it.
- **Runtime remote asset.** The built SPA still requests Google Fonts; the CSP
explicitly allows `fonts.googleapis.com` and `fonts.gstatic.com`.
**Strongest reusable pieces**
Immutable parent-linked story tree with lineage entries; alternate takes; branch
fork/switch/rename/delete; per-node world-state and script-state snapshots;
branch-scoped memories with local embeddings; the Insights prompt snapshot;
`ai-dnd-adventure-v2` whole-tree export; the 632-test suite; SSE streaming.
**Major architectural problems**
Destructive undo and no redo. No named checkpoints (branch names are the nearest
thing). Multi-user/hosted concerns are spread across ten modules. `netguard.py`
is the *inverse* of what we need — it blocks non-public endpoints in hosted mode
and does nothing locally; we want a warning on non-loopback endpoints.
**Adaptation required**
Bounded and mostly subtractive. The one genuinely additive change is
non-destructive undo/redo, now measured at 3 files and +130/-31 lines (section G).
### Open Dungeon — not recommended as base
**What worked**
Installed and ran on first try. Plays a real story against Ollama through its
"custom" OpenAI-compatible provider. Clean browser UX. No runtime Google Fonts
(`next/font` self-hosts at build time). Local SQLite, local image generation,
character portrait continuity.
**What failed**
- **Every history operation is destructive, confirmed by measurement.**
- Edit is an in-place `UPDATE messages SET content = ?`. After editing, the
original text `brass key from the ashtray` was **gone from every column of
every table**.
- Retry and Erase both call `DELETE /messages/{id}?after=1`, which runs
`DELETE FROM messages WHERE chat_id = ? AND (created_at > ? OR ...)`. Measured
rows 5 → 4, with no archive anywhere.
- The database has exactly four tables — `chats`, `messages`, `characters`,
`app_settings`. No parent pointer, no branch, no take, no checkpoint.
- **Zero automated tests.** No `test` script, and no test framework in
`devDependencies` at all. Phase 0A listed this as "BUILD/VERIFY"; it is zero.
- **The local provider hard-codes a five-model Gemma 4 allowlist**
(`src/lib/text-models.ts`). Arbitrary local Ollama models are only reachable
through the "custom" OpenAI-compatible path.
- Next.js telemetry is on by default and printed its notice on first start.
- 335 npm packages, 6 high-severity advisories.
**Cost of the branch retrofit — the Experiment B answer**
Larger than Phase 0A estimated, because of a dependency Phase 0A did not identify:
1. `messages` needs `parent_id`, `branch_id`, `depth`, and a live/take flag.
2. Of 20 exported `db.ts` functions, the four history ones need rewriting, and
`getChat` must stop returning a flat list and become a lineage query.
3. `story-prompt.ts` windows history by **array index** (`messages.slice(dropped)`,
`messages.length - 1`). All of it becomes an ancestry walk.
4. **The rolling summary watermark is positional.** `chats.story_summary_count`
means "how many of the chat's oldest messages the summary already covers", and
`route.ts` compares `evicted.length > stored.coveredCount`. On a branch, "the
first N messages" has no meaning. Summaries must be re-anchored to a turn id
and made per-lineage. **Phase 0A did not identify this.**
5. `page.tsx` is a single 3,991-line component holding retry/erase/edit as array
slicing, and there is no take stepper, branch panel, or tree view to extend.
6. All of the above lands with no test suite underneath it.
**Worth reusing as reference:** the reading UI, inline scene images, the
character-portrait-as-reference-image continuity idea, and the scene/media
architecture. None of it ports directly — Open Dungeon is Next.js and AI-DnD is
React + FastAPI.
### ai-adventure — not the base, but promote it to the architectural reference
**What worked — this is the strongest result of the round**
- `Ran 76 tests ... OK` in 1.9s.
- **The Ollama "adapter" is zero code.** `LMStudioBackend` is a generic
OpenAI-compatible client hitting `/v1/chat/completions` and `/v1/models`. I
changed two lines of `world.toml` — `base_url` and model `name` — and the
doctor reported `[PASS] LM Studio reachable: http://127.0.0.1:11434` and
`[PASS] Configured model visible: qwen2.5:3b-instruct`. A real turn then
committed to the database with `status='committed'`, zero validation errors,
and a `model_calls` row recording backend, model and attempt. **Phase 0A's
"MODIFY — LM Studio primary provider" was wrong; it is a config change.**
- **Its history model is exactly what the specification asks for.** Verified
independently, not just by trusting its tests:
- Undo deleted **0 rows**, rolled `has_brass_key` back from `False` to `True`,
and the abandoned turn was still in the database.
- Branching from the restored point produced `gate_open` on the branch and
**did not leak it into the original session**.
- Checkpoint restore rolled state back with the later turn still present.
- Total turns in the database never decreased.
- Schema is the target data model: `turns.parent_turn_id`, `status`,
append-only `state_events`, `state_cache` keyed by `head_turn_id`,
`model_calls` with request/response hashes, `named_checkpoints`, `summaries`
anchored by `through_turn_id`, and lore in FTS5.
- **The cleanest privacy posture by a wide margin.** Exactly one outbound call
site in the entire codebase (`lm_studio.py`'s `urlopen`), no hardcoded remote
host anywhere, and **one** third-party dependency (`pydantic`). It is the only
candidate that already warns when `model.base_url` is not loopback — which is
specification §12, implemented.
**What failed**
- With `qwen2.5:0.5b` the turn failed validation and **nothing was saved**. That
is the model-proposes/app-validates discipline working correctly, but it means
the typed-event contract needs a reasonably capable model; the freeform-prose
candidates tolerate a weak one. `qwen2.5:3b-instruct` succeeded.
- Product distance is real and large: terminal only, worlds authored as
hand-written TOML and Markdown files rather than set up in-app, no streaming,
no embeddings/semantic memory, no media, no import of user documents.
**Adaptation required:** building essentially the entire product on top of a
correct core.
---
## C. Key Technical Findings
| Requirement | AI-DnD | Open Dungeon | ai-adventure |
|---|---|---|---|
| History/undo model | Tree + takes; **undo deletes**, no redo (both fixed in the spike, §G) | Flat list; **retry/edit/erase all destroy** | **Parent-linked, head pointer, undo deletes nothing** |
| State rollback | Per-node snapshots, verified | None | **Event replay, verified** |
| Memory isolation across branches | **Verified correct, with negative control** | N/A (no branches) | **Verified correct** |
| Local Ollama | Default endpoint; verified streaming | Verified via "custom" provider; local provider allowlists 5 Gemma builds | **Verified, zero code change** |
| Offline | **Blocked by tiktoken CDN fetch** until vendored; then fully offline | Runtime clean; build needs network; Next telemetry on by default | **Verifiably clean — 1 outbound call site, 1 dependency** |
| Browser suitability | React SPA + FastAPI, already there | Next.js, already there | **None** |
| Prompt inspection | **Per-action snapshot with labeled sections and token costs** | Not exposed | Prompt hashes; `store_prompts` off by default |
| Imported knowledge | Story cards (keyword-triggered) — closest starting point | None | **Local FTS5 lore, deterministic** |
| Named checkpoints | Absent (branch names only) | Absent | **Present** |
| Future media | Absent | **Present and working** | Absent |
| Tests | **632** | **0** | 76 |
---
## D. Important Surprises
Ordered by how much they should change the plan.
1. **AI-DnD's undo is destructive, and it destroys retry's preserved
alternatives too.** `reports/PRELIMINARY-RECOMMENDATION.md` and
`REUSE-MATRIX.md` both credit AI-DnD with non-destructive rollback. Retry
earns that; undo does not. Measured: undo deleted the player action, the live
take, and the sibling take a prior retry had kept. The follow-up spike has
since replaced it with a head-cursor undo and added Redo (§G), so this is a
corrected planning assumption rather than an outstanding defect.
2. **AI-DnD cannot take a single turn on an air-gapped machine as shipped.**
`tiktoken` fetches `cl100k_base` from a Microsoft CDN on first use. Proven by
running it on a Docker `--internal` network, and proven fixed by seeding the
file.
3. **ai-adventure needs no Ollama adapter at all.** Two config lines. The
"LM Studio" name is a misnomer for a generic OpenAI-compatible client.
4. **Open Dungeon has zero automated tests** — not few, none, and no framework
installed.
5. **Open Dungeon's summary watermark is positional**, which adds a summary
redesign to its branch retrofit that Phase 0A did not cost.
6. **Open Dungeon's "local" provider only offers five Gemma 4 QAT builds.** A
genre-agnostic app that lets the user pick any installed Ollama model needs
that lifted.
7. **AI-DnD fetches Google Fonts at runtime** and its CSP is written to allow it,
violating specification §12's "no remote fonts".
8. **AI-DnD's `netguard` is the opposite of our requirement** — it protects a
hosted deployment from SSRF and is inert locally. ai-adventure has the
loopback warning we actually want.
9. Repo maturity differs sharply: AI-DnD is 172 commits / 3 authors, Open Dungeon
45 / 1, ai-adventure 20 / 1. All three are young. Since we fork, this matters
less than it would for a dependency, but there is no upstream to lean on.
---
## E. Recommendation for Next Step
**Fork AI-DnD and begin the controlled strip-down.** The blocking uncertainty is
gone: the spike this section previously asked for has been run and passed
(section G).
Recommended order, cheapest and most load-bearing first:
1. **Close the two offline blockers.** Vendor the `tiktoken` encoding and
self-host the three font families, then re-run the air-gapped test. Until this
is done the application does not satisfy specification §2, and it is a day's
work.
2. **Strip the hosted surface.** Remove multi-user/auth, the demo key, analytics,
`render.yaml`, the Postgres path, and the quickjs sandbox. Re-instrument the
~19 tests that use JS hooks to observe state, moving them onto the
`world_state_after` snapshots that already exist.
3. **Land the undo/redo work properly**, promoting the spike from a proof to a
feature: fix the four rough edges it left (undo floor at the opening node,
retry/`add_take` while behind the head, marking abandoned turns disposable,
and the frontend Redo control and branch labelling) — **and add `headDepth` to
the export bundle in the same change**, or a round-trip silently undoes every
undo (§H).
4. **Add named checkpoints**, using ai-adventure's
`named_checkpoints(session_id, turn_id, name)` as the model. With an explicit
head that can sit anywhere, a checkpoint is now just a named head position.
5. **Add the loopback-endpoint warning**, modeled on ai-adventure's
`_endpoint_warnings`.
6. **Then** imported knowledge, and only after that, media.
Treat **ai-adventure as the written specification for state and history
semantics** throughout. Its schema is the target shape and its 76 tests are the
behavioral contract worth copying — the spike already reproduced its central
property (undo that moves a head instead of deleting) and benefited from having
that reference to aim at. §H extends this: when generalizing AI-DnD's world state
into genre-neutral narrative state, take ai-adventure's **typed-event vocabulary**
rather than AI-DnD's relative-delta vocabulary, because the delta protocol has a
failure mode that validation cannot catch and that worsens as context grows.
One addition to the ordering above: whatever narrative-state engine we build must
be **exercised at realistic context length against the models users will actually
run**, not only in a clean harness. That is where the referee's weakness showed
up, and it would not have appeared in a unit test.
Do not merge repositories. Open Dungeon remains a UX and media reference only.
## F. Open Questions
**Resolved by the undo/redo spike (§G):**
- ~~Does capping `Path.clause` by head depth break the memory and summary
cursors?~~ **No.** `test_memory_settling`, `test_memory_nodes`,
`test_memory_retrieval`, `test_memory_rewrite` and `test_history_window` all
passed unchanged, and memory retrieval was verified end-to-end against real
embeddings with a control.
- ~~How should named checkpoints sit on top of takes and branches?~~ **Largely
answered.** The spike introduces a head that can sit behind the tip, so a
checkpoint becomes a named `(branch_id, depth)` position. Still needs a
decision on whether restoring one forks immediately or on first write — the
spike chose "on first write" for undo, and consistency argues for the same.
**Resolved by the follow-up checks (§H):**
- ~~What is the model capability floor?~~ **Characterized, not a blocker.** The
delta protocol is within a 3B model's reach in a clean prompt (3/3 correct) but
degraded to absolute values under the full application context. `0.5b` cannot
do it at all. See §H for the design consequence.
- ~~Can `psycopg`/Postgres be dropped cleanly?~~ **Yes.** Three places, no
blockers: one branch in `database.py`, two migration helpers, one import inside
analytics.
- ~~Do story cards become imported knowledge, or is a new table needed?~~
**A new table.** `StoryCard` carries no `branch_id`/`depth`, so it is not
lineage-scoped and inherits neither branch nor undo isolation.
- ~~Does the export format survive the history rework?~~ **No — and this is now a
known defect to fix, not a question.** See §H.
**Still open:**
1. **When does abandoned history get cleaned up?** Nothing marks it disposable
yet, and undone turns now accumulate rather than being deleted. This is the
intended trade, but it needs a retention story.
2. **Is Open Dungeon's image path portable at all?** It is Next.js calling a local
FLUX worker over HTTP. The worker protocol may be reusable even though none of
the UI is.
3. **What is the real model recommendation for users?** The probe establishes a
floor and a failure mode, not a ranking. A proper capability matrix across the
models a user would actually run belongs in the build phase, measured at
realistic context length.
4. **Not tested in any round:** import/export round-trip *behavior* beyond the
head-depth defect found by reading, multi-hour long-story context behavior, or
any concurrency beyond the single-turn lock.
## G. Follow-Up Spike: Non-Destructive Undo/Redo — Passed
Run after the main round, on a disposable copy of AI-DnD `d72f7c1b`. Full detail
in `reports/PHASE-0B-UNDO-SPIKE.md`.
**The change is three files, +130 / -31 lines**, roughly a fifth of it comments:
| File | Change | What |
|---|---|---|
| `context/lineage.py` | +26 / -3 | Read an uncapped lineage entry as capped at `self.tip` (the head), in `clause` and `contains`; add `uncapped()`. |
| `routers/adventures/takes.py` | +74 / -27 | `undo_turn` moves `head_depth` instead of deleting; new `redo_turn`. |
| `routers/adventures/turns.py` | +30 / -1 | `fork_if_behind_head` calls the existing `tree.branch_at` when a write lands below the head. |
It is this small because the pieces already existed: every read funnels through
`lineage.path_of()`, `adventures.head_depth` was already a stored head, and
`tree.branch_at` already created a branch that leaves a path at a depth without
touching the line it leaves.
**Results against the success criteria:**
| Criterion | Result |
|---|---|
| Undo deletes zero rows | **Pass.** 6 → 6 rows across three undos; separately, 11 consecutive undos on a 23-action story with 23 actions still present. Clears the "at least five, unlimited preferred" requirement. |
| Abandoned tail stays reachable as a branch | **Pass.** Undo-then-write forked branch 2 at fork depth 3; branch 1 kept all six of its rows, live and readable, and the branch switcher reaches it. |
| Redo restores | **Pass.** Three redos returned the head from -1 to 5 and the transcript to all six actions, exactly. |
| Branch-scoped memory isolation holds | **Pass, with control.** An embedded memory at depth 5 was retrieved at the tip (similarity 0.689), returned `used: []` once the head moved to depth 3, and became eligible again on redo — without being deleted. None of seven terms unique to the hidden turns appeared in the assembled prompt. |
| Suite stays green apart from delete-behavior tests | **Pass.** `627 passed, 5 failed` (0.8%). All five assert deleted rows or pruned memories. The state assertions inside those same tests still pass — `assert adv.script_state == {"gold": 0}` succeeds in both `test_state_revert` failures, and the fork-boundary guard in `test_undo_stops_at_the_fork` is untouched. |
**Rough edges left for the real implementation** (none architectural): undo can
walk past a user-written opening to an empty transcript; retry and `add_take`
were not routed through the fork check; abandoned turns are not yet marked
disposable; and the frontend has no Redo control.
**What this changes about the recommendation:** nothing about the choice, and the
one thing about the plan — the strip-down can start now rather than after another
investigation.
## H. Follow-Up Checks — Referee, Export, Cards, Postgres
Run after the spike. Detail in `reports/PHASE-0B-FOLLOWUP-CHECKS.md`.
### The finding that changes what we build
AI-DnD's world-state referee asks the model for **relative deltas**
(`new = old + delta`, then clamped). Playing the seeded RPG scenario with
`qwen2.5:3b-instruct`, the model sent **absolute values** — `{"player.hp": 92}`
meaning "hp is now 92". The engine read `+92`, clamped to `+35`, then to the
ceiling of 100:
```
player.hp 100 -> 100 "did not move. It is already at its maximum of 100"
```
**The player took an arrow to the shoulder and finished the turn at full health.**
The referee did its job — nothing was corrupted, and it fed corrective text back.
But no validator can catch this, because `+92` is a legal proposal. The
application stayed authoritative while the authoritative state silently stopped
tracking the narration. That is the exact divergence specification §2 exists to
prevent.
An isolated probe using AI-DnD's own `EMIT_RULE` and parser shows the protocol is
**not** beyond a small model — `qwen2.5:3b-instruct` and `qwen2.5:7b-instruct`
both got 3/3 correct relative deltas, and `qwen2.5:0.5b` emitted no block at all.
The difference is context load: in a short prompt the 3B model follows the rule,
and under the full application prompt it drifts to absolutes.
**Consequence for the design:** when we generalize AI-DnD's world state into
genre-neutral narrative state, take **ai-adventure's typed-event vocabulary**
(`set_flag key=… value=…` — explicit and absolute) rather than AI-DnD's delta
vocabulary. The delta protocol has a failure mode that is invisible to validation
and worsens with context length; the event protocol cannot express the mistake.
This is the second time in this round that ai-adventure's core has turned out to
be the right specification to build to.
### One new defect
**Export/import silently redoes an undone story.** `bundle.py:_point_the_head`
recomputes `head_depth = max(depths)` on import, and the bundle format carries
`headBranch` but not the head depth. That was correct when undo deleted rows; with
the spike's non-destructive undo, a round-trip restores every abandoned turn. Fix
is one optional `headDepth` field plus honouring it on import, falling back to
`max(depths)` so existing `v2` files still load. It must land with the undo work,
not after it.
### Two smaller answers
- **Story cards are not lineage-scoped.** `StoryCard` has no `branch_id` or
`depth`, unlike `Memory`. Harmless today because cards are authored rather than
derived — but any imported-knowledge source that can be created from story
content must carry those coordinates and be read through `lineage.Path.clause`,
or it inherits neither branch nor undo isolation. Argues for a new table rather
than extending `story_cards`.
- **Postgres is cleanly removable.** One branch in `database.py`, two migration
helpers, one import inside analytics. `psycopg[binary]` then drops out.
## Supporting Evidence
- `reports/PHASE-0B-BASELINE.md` — installs, test runs, ports, storage, versions.
- `reports/PHASE-0B-AI-DND-EXPERIMENT.md` — branch/undo/retry measurements,
memory isolation with negative control, scripting removal.
- `reports/PHASE-0B-OPEN-DUNGEON-HISTORY.md` — destructive-history proof and
retrofit cost map.
- `reports/PHASE-0B-AI-ADVENTURE-OLLAMA.md` — zero-change Ollama run and the
fixture checks.
- `reports/PHASE-0B-OFFLINE-NETWORK.md` — offline runs and egress inventory.
- `reports/PHASE-0B-UNDO-SPIKE.md` — the non-destructive undo/redo spike: the
diff, the measurements, and the rough edges it left.
- `reports/PHASE-0B-FOLLOWUP-CHECKS.md` — the world-state referee under local
models, the export/import head defect, story-card lineage safety, Postgres.
Working tree, scripts and databases from both rounds are under `phase0b/`
(untracked scratch, safe to delete). The spike itself is `phase0b/spike/`, a
disposable copy of the AI-DnD backend — it is a proof, not a branch to merge.
@@ -0,0 +1,119 @@
# Phase 0B — Experiment C: ai-adventure
## C1. Tests
```
python -m unittest discover -s tests → Ran 76 tests in 1.9s OK
```
## C2. Provider abstraction — the Ollama adapter is zero code
`llm/backend.py` defines a `ModelBackend` Protocol with a single `generate`
method plus typed `ModelRequest`/`ModelResponse`. `llm/lm_studio.py` is not
LM-Studio-specific at all: it POSTs `/v1/chat/completions` and reads `/v1/models`
— the same OpenAI-compatible surface Ollama serves. `llm/scripted.py` is a
deterministic fake used by the tests.
The only change needed was two lines of `world.toml`:
```toml
base_url = "http://127.0.0.1:11434" # was 127.0.0.1:1234
name = "qwen2.5:3b-instruct" # was "replace-with-a-local-model"
```
```
python -m local_adventure doctor --world <world>
[PASS] SQLite FTS5 available
[PASS] Database schema at version 2
[PASS] World valid: Ember Hollow
[PASS] LM Studio reachable: http://127.0.0.1:11434
[PASS] Configured model visible: qwen2.5:3b-instruct
```
A real turn then committed:
```
TURN: (30ad56d4…, 1, 'committed', 'I search the observatory for the brass k',
'You rummage through the dusty shelves, your fingers brushing away
decades of cobwebs...')
MODELCALL: ('lm_studio', 'qwen2.5:3b-instruct', attempt 1, 832 bytes, errors=False)
```
`ModelSettings.backend` is typed `Literal["lm_studio"]`, so adding a second
backend means widening one literal and one factory call in `cli.py` — the
transport itself already works. Phase 0A's "MODIFY — LM Studio primary provider"
overstated this.
**Caveat:** with `qwen2.5:0.5b` the same turn failed with "The model response
could not be validated; no turn was saved." That is the validation contract
working as designed — the engine refuses to commit an unvalidated turn — but the
typed-event contract needs a reasonably capable model, where the freeform-prose
candidates tolerate a weak one.
## C3. Undo / branch / checkpoint / replay — verified independently
Run directly against `GameService` with a temporary database, not by trusting the
project's own tests:
```
after 2 turns: turns=2 events=2 has_brass_key=False
UNDO
turns 2 → 2 (DELETED 0)
state after undo: has_brass_key=True
abandoned turn id_3 still in DB: True
BRANCH from the restored point, then play on the branch
branch state: has_brass_key=True gate_open=True
ORIGINAL session leaked 'gate_open'? False
total turns in DB: 3 (nothing destroyed)
CHECKPOINT RESTORE ("before_gate")
restored has_brass_key=True
later turn id_3 still present: True
turns in DB after restore: 3
```
This is the specification's history model, working. `undo` sets
`session.head_turn_id` to the parent; `branch` inserts a new session sharing the
same head; `restore_checkpoint` replays ancestry; `_replay_to` walks
`turns.ancestry(head)` and reduces `state_events`.
## C4. Schema — the target data model
```
sessions(session_id, ..., head_turn_id, initial_state_json)
turns(turn_id, session_id, parent_turn_id, turn_number,
player_input, narration, status CHECK IN ('committed','failed'), model_call_id)
state_events(event_id, turn_id, sequence_number, event_type, payload_json) -- append-only
state_cache(session_id, head_turn_id, state_json) -- replay cache
model_calls(..., request_hash, response_hash, parsed_response_json,
validation_errors_json, prompt_eval_count, eval_count, duration_ms)
named_checkpoints(checkpoint_id, session_id, turn_id, name, UNIQUE(session_id,name))
summaries(summary_id, session_id, through_turn_id, kind CHECK IN ('scene','campaign'))
lore_documents + lore_documents_fts (FTS5)
```
Note `summaries.through_turn_id` — anchored to a turn, not a count. That is
exactly the property Open Dungeon lacks.
## C5. Coupling to the CLI
The layering is clean: `cli.py` → `app/commands.py` → `app/game_service.py` /
`app/turn_service.py` → `storage/repositories.py`. Authoritative state lives in
`state/` (events, reducer, validator) and context assembly in `context/`. None of
that imports the CLI. A browser/API layer could sit beside `cli.py` and call the
same services without moving state logic.
What it does **not** have, and would all be new work: any HTTP layer, streaming,
in-app campaign setup (worlds are hand-authored TOML + Markdown on disk),
embeddings or semantic memory, document import, media, and prompt inspection
beyond stored hashes.
## C6. Lore / FTS — reusable
`lore/indexer.py` + `lore_documents_fts` (FTS5) with content hashing and
`modified_ns` for incremental reindex, scoped by `world_id`, and a `kind` column
already carrying a classification axis. This is a good starting shape for the
Canon/Reference/Inspiration tiers in `IMPORTED-KNOWLEDGE-DESIGN.md`, and it is
deterministic and offline.
@@ -0,0 +1,146 @@
# Phase 0B — Experiment A: AI-DnD
All results are from a live server on `127.0.0.1:8321` with a fresh SQLite
database, generating against local Ollama.
## A1. Runs with Ollama locally — yes
Default `endpoint_url` is `http://localhost:11434/v1`. After setting only the
model name:
```
POST /api/settings/test → {"ok":true,"models":["qwen2.5:0.5b"]}
```
Three streamed turns produced 101/162/113 SSE events with `player`, `chunk` and
`done` types and a coherent transcript.
## A2. RPG state can be left empty — yes
`schemas.AdventureCreate.scenario_id` is optional. With it null,
`crud.create_adventure` sets `world_state={}` and creates no story cards, no
scripts and no opening action, but still calls `tree.head_branch(...)` so the
story tree exists from the start. A noir campaign created this way played,
branched, summarized and retrieved memories normally. The RPG referee is
opt-in per scenario, not a core dependency.
## A3. Retry is non-destructive; Undo is destructive
Measured on the same adventure, reading rows straight from SQLite:
```
baseline rows: 6 ids [1,2,3,4,5,6]
RETRY → new action id 7; rows 7 ids [1..7]
/variants at the tip lists BOTH take 0 (id 6) and take 1 (id 7)
UNDO → rows 7 → 4; DELETED ids = [5, 6, 7]
```
Undo removed the player action (5), the live AI take (6) **and the alternate
take that the retry had just preserved (7)**. `nodes.delete_turn` deletes every
attempt in the group on that branch and calls `memorybank.forget_node`. There is
no redo endpoint anywhere in `routers/`.
This contradicts `reports/PRELIMINARY-RECOMMENDATION.md`, which credits AI-DnD
with "non-destructive retry" (true) and generalizes it to rollback (false).
## A4. Branching is non-destructive
Adding an alternate take at a passed turn (`POST /actions/3/takes`) forked
automatically:
```
before: ids 1-8, all branch 1, depths 0-7
after : ids 1-8 unchanged on branch 1
id 9 branch 2 depth 2 (the alternate player action)
id 10 branch 2 depth 3 (its AI continuation)
/branches → [ {id:1, parent:null, fork_depth:null, own_actions:8},
{id:2, parent:1, fork_depth:1, own_actions:2, is_head:true} ]
```
Not one row of branch 1 was touched. Note the semantics: `after_id` pointing at a
node that is *live and on the path* is a no-op, not a fork. A fork happens only
when writing below a take the story has moved past (`nodes.stand_on`). So
"restore to an arbitrary earlier turn and branch" is not directly expressible
today — it must go through creating a take at that turn.
## A5. Memory isolation across branches — correct, with negative control
Memory bank enabled, summary model `qwen2.5:0.5b`, embeddings
`nomic-embed-text`, `memory_top_k=5`. Three more turns played on branch 1
establishing possessions (brass key, silver revolver, bullets).
```
memories stored: (id 1, branch 1, depth 5)
(id 2, branch 1, depth 11)
on branch 2 (forked at depth 1):
memories retrieved = {"used": [], "error": null}
leak probes over the FULL assembled prompt:
'brass key' False | 'revolver' False | 'lockbox' False
'ashtray' False | 'bullets' False
NEGATIVE CONTROL — switch back to branch 1:
memories retrieved = 2, top similarity 0.8087
'revolver' present in prompt = True
```
The empty result on branch 2 is genuine isolation, not a dead retrieval path.
`memorybank.retrieve_memories` applies `lineage.path_of(db, adventure).clause(models.Memory)`,
and `Memory` rows carry `branch_id` plus source depths. Eviction deliberately
ignores the branch clause, which is correct — it is a capacity concern.
History is likewise lineage-scoped: branch 2's prompt contained only its own
text.
## A6. Insights / prompt transparency — already sufficient
`GET /adventures/{id}/context` returns the exact next prompt broken into labeled
sections with token costs:
```
narrator 57 | ai_instructions 9 | persona 15 | plot_essentials 24
history 988 | used_memories 143 | length_hint 46
```
Per-action snapshots are stored on `Action.context_snapshot` and served by
`GET /actions/{id}/context`. This satisfies specification §11 as-is.
## A7. Scripting/QuickJS can be removed cheaply
`quickjs` is imported in exactly one file (`scripting/engine.py`). The whole
feature is reachable through two symbols (`run_hook`, `ScriptPipeline`) across
four call sites plus `routers/scripts.py`.
Disposable experiment: made `quickjs` unimportable via a `meta_path` blocker and
replaced `run_hook` with a pass-through stub.
```
app.main imports OK with scripting stubbed and quickjs absent
19 failed, 613 passed (3.0% of the suite)
```
Every failure is in `test_turn_flow_integration`, `test_take_state`,
`test_story_tree_baseline` or `test_retry_variants`, and every one fails for the
same reason: those tests **use a JS `output_js` hook as the instrument** to make
state observable, e.g. `test_play_then_undo_reverts_gold` seeds a `GOLD_SCRIPT`
and asserts `script_state == {"gold": 10}` then `{}` after undo. The behavior
under test (per-node state rollback) is intact; only the measuring device is
gone. Re-instrumenting against `world_state_after`, which is already snapshotted
per node, is the fix.
## A8. Hosted/cloud features
`MULTI_USER` is off by default and gates ten modules
(`auth`, `limits`, `netguard`, `cleanup`, `security`, `analytics`,
`routers/{auth,analytics,debug,story_cards}`). `analytics.py` is a *self-hosted*
counter writing to two local tables — no third-party tracker and no outbound
call — so it is removable rather than dangerous. `render.yaml`, the demo-key
path and `psycopg` are the hosted leftovers.
`netguard.py` is worth flagging: it refuses endpoints that resolve to
**non-public** addresses, and only in multi-user mode. That is SSRF protection
for a hosted deployment. Our requirement is the opposite — warn on endpoints that
are **not loopback**. See ai-adventure's `_endpoint_warnings` for the shape we want.
+39
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@@ -0,0 +1,39 @@
# Phase 0B — Baseline Results
**Date:** 2026-09-01. Host: Linux, 4 cores, 15 GB RAM, no GPU, Python 3.12.3, Node 22.23.1.
Inference: Ollama in Docker (`ollama/ollama:latest`) on `127.0.0.1:11434`, models
`qwen2.5:0.5b`, `qwen2.5:3b-instruct`, `nomic-embed-text`.
| | AI-DnD | Open Dungeon | ai-adventure |
|---|---|---|---|
| SHA | `d72f7c1b` | `b0a79f96` | `873ea918` |
| License | MIT | MIT | Apache-2.0 |
| Repo age / commits / authors | created 2026-07-20, 172, 3 | 2026-06-12, 45, 1 | 2026-07-20, 20, 1 |
| Code size | ~30.7k LOC | ~9.1k LOC | ~4.5k LOC |
| Stack | FastAPI + SQLAlchemy + React/Vite | Next.js 16 + React 19 | Python stdlib + pydantic, CLI |
| Storage | SQLite (Postgres option via `AIDND_DATABASE_URL`) | SQLite (`better-sqlite3`) | SQLite + FTS5 |
| Install | `pip install -r requirements*.txt`, `npm install` — clean | `npm install` — clean, 7 advisories (6 high) | `pip install -r requirements.txt` — clean |
| Dependencies | 41 pip + 39 npm | 335 npm | **6 pip (1 direct: pydantic)** |
| Tests | **632 passed / 236s** | **none — no script, no framework** | **76 passed / 1.9s** |
| Ports | 8000 (prod/docker), 5173 + 8000 (dev) | 3000 (app), 7869 (FLUX worker), 8188 (ComfyUI) | none (CLI) |
| Model assumption | any OpenAI-compatible; **defaults to `http://localhost:11434/v1`** | Ollama native API, or OpenAI-compatible "custom" | OpenAI-compatible; base_url in `world.toml` |
| Docker build | `docker build` succeeds (3-stage, builds SPA) | not attempted (npm path used) | n/a |
| Runtime failures | none once running; **offline blocker, see offline report** | none | typed-event validation fails on a weak model (by design) |
| Cloud/hosted surface | `render.yaml`, multi-user auth, demo key, analytics, Postgres, OpenRouter default | OpenRouter preset, Next telemetry on by default, donation links | **none** |
## Notes
- **AI-DnD** ran its whole suite green on the first attempt with no fixes. Its
default settings already point at Ollama; `POST /api/settings/test` returned
`{"ok":true,"models":["qwen2.5:0.5b"]}` with no configuration beyond selecting
a model name.
- **Open Dungeon** has `lint` and several Windows/image smoke scripts, but no
unit or integration tests of any kind. Its `local` provider only offers five
hard-coded Gemma 4 QAT builds (`src/lib/text-models.ts`), so a non-Gemma local
model must go through the "custom" OpenAI-compatible provider; that is how it
was driven here.
- **ai-adventure** is the only candidate whose full dependency closure is one
third-party package. `python -m local_adventure doctor` is a genuine
environment self-check (Python version, writable runtime dir, SQLite version,
FTS5 availability, schema version, world validity, endpoint reachability,
model visibility).
@@ -0,0 +1,164 @@
# Phase 0B — Follow-Up Checks
Four open questions settled after the undo/redo spike. Ordered by how much each
changes the plan.
---
## 1. The world-state referee under a local model
**Why it mattered:** the referee is the closest thing AI-DnD has to
specification §2's "the model proposes, the application owns authoritative
state", and §7's structured narrative state. It was never exercised in the main
round, because the RPG path was deliberately left empty to prove genre-neutrality.
If it only works with a cloud-class model, the principle the architecture rests
on is at risk locally.
**How it works.** `EMIT_RULE` asks for a fenced ` ```state ` block of **relative
deltas**, with an example (`{"player.hp": -15, ...}`) and a recency reminder
appended at the end of the prompt. `apply.py` computes `new = old + delta`, then
clamps by `max_delta_per_turn`, then by `min`/`max`, and reports every change as
applied / clamped / rejected with corrective text fed back to the model.
### Result A — in the full application, `qwen2.5:3b-instruct` sent absolute values
Playing the seeded "Bandit Camp (RPG world state)" scenario:
```
turn 1 proposed: {"player.hp": 92, "npc.gwen.trust": 25,
"player.outfit": "...arrow in shoulder", "npc.gwen.health": 90}
applied : player.hp 100 -> 100 "did not move. It is already at its
maximum of 100 ... at most 35 per turn"
gwen.trust 20 -> 40 (clamped from +25 to +20)
gwen.health 100 -> 100 (clamped)
outfit updated correctly
turn 2 proposed: {"npc.gwen.trust": 30}
applied : gwen.trust 40 -> 60 (clamped from +30 to +20)
```
The model meant "hp is now 92". The engine read `+92`, clamped it to `+35`, then
to the ceiling of 100. **The player took an arrow to the shoulder and finished
the turn at full health**, with the prose describing a wound.
This is the failure mode that matters: it is not corruption, and no validator can
catch it, because `+92` is a perfectly legal proposal. The application stayed
authoritative — which is the point of the referee — but the authoritative state
silently stopped tracking the narration.
The free-text stat (`player.outfit`) was handled correctly, because it is marked
`(free text)` and takes a whole value rather than a delta.
### Result B — in isolation, the same model gets it right
An isolated probe using AI-DnD's own `EMIT_RULE` and `extract_delta` verbatim, so
that only the model varies. A short stat guide, live values, one wound scene,
3 samples each:
| Model | Emitted a parsable state block | Correct relative (negative) hp |
|---|---|---|
| `qwen2.5:0.5b` | 0/3 | 0/3 |
| `qwen2.5:3b-instruct` | 3/3 | **3/3** (−20, −20, −15) |
| `qwen2.5:7b-instruct` | 3/3 | **3/3** (−15, −30, −15) |
So the delta protocol is **not** beyond a 3B model. The difference between A and
B is context: the full application prompt carries scenario prose, persona, a
stat guide, live values, story cards and history, and under that load the 3B
model degraded to absolute values. In a short prompt it followed the same
instruction perfectly.
> Recorded because it nearly became a wrong finding: the first run of this probe
> reported 0/3 for both models. That was a bug in the probe, not the models —
> `extract_delta` returns `(clean_text, delta)` and the harness was reading
> element 0. The table above is the corrected run.
Note also `qwen2.5:7b-instruct` sample 2 proposing `npc.gwen.trust: +75`, which
the referee would clamp to +20. Even a capable model proposes disproportionate
values, which is precisely what the clamp is for.
### What this means for the design
1. **Not a blocker for the fork.** The referee is per-scenario and opt-in, and we
are generalizing it into narrative state rather than adopting it as-is.
2. **Prefer an unambiguous state vocabulary.** A relative-delta protocol has a
failure mode that validation cannot detect, and it degrades with context
length. ai-adventure's typed events (`set_flag key=… value=…`) are explicit
and absolute, so the same mistake is impossible to express. **This is a
concrete argument for taking ai-adventure's event vocabulary rather than
AI-DnD's delta vocabulary when generalizing to genre-neutral narrative state.**
3. **Keep the emission rule close to generation.** AI-DnD already appends
`EMIT_REMINDER` at the end of the prompt for exactly this reason; whatever we
build should keep that property and be tested at realistic context length,
not just in a clean harness.
4. **Sample sizes are small** (3 per model; 2 parsed in-app turns). Enough to
establish the failure mode exists and that it is context-dependent, not enough
to rank models. A proper capability matrix belongs in the build phase.
---
## 2. Export/import silently redoes an undone story
**Status: a real defect the spike introduces into the export path. One-field fix.**
`bundle.py:_point_the_head` sets the head on import by recomputing it:
```python
depths = [n["depth"] for n in story["nodes"] if n["branch"] == head]
if depths:
adventure.head_depth = max(depths)
```
The export format carries `headBranch` (line 120) but **not** the head depth.
With the destructive undo this was correct — undone rows did not exist, so
`max(depths)` was the head. With the spike's non-destructive undo, an adventure
exported while its head sits behind the tip comes back with every abandoned turn
restored. The undo is silently undone by a round-trip.
**Fix:** add `headDepth` to the bundle (optional field, or a `v3`), and honour it
in `_point_the_head`, falling back to `max(depths)` when absent so that existing
`ai-dnd-adventure-v2` files still import. Small, but it must land in the same
change as the non-destructive undo, not after it.
---
## 3. Story cards are not lineage-scoped
**Status: a design constraint for imported knowledge, not a present defect.**
`models.StoryCard` is keyed by `scenario_id` **or** `adventure_id`, and carries
**no `branch_id` and no `depth`** — unlike `Memory`, which carries both and is
therefore filtered by the same capped lineage clause that gives memories their
branch isolation.
`context.builder.match_cards` is pure keyword matching over the adventure's whole
card list; `routers/story_cards.py` contains no lineage reference at all.
This is harmless today, because cards are authored by the user or copied from a
scenario — nothing derives a card from story content, so an abandoned branch
cannot invent one.
It stops being harmless the moment imported knowledge or any derived-card feature
lands. **Implication for `IMPORTED-KNOWLEDGE-DESIGN.md`:** any knowledge source
that can be created or updated from story content must carry `(branch_id, depth)`
like `Memory` does, and be read through `lineage.Path.clause`. Do that and it
inherits both the branch isolation and the undo isolation for free — which is the
strongest argument for a new table rather than extending `story_cards`.
---
## 4. Postgres/psycopg is cleanly removable
**Status: resolved, low effort.**
The entire Postgres surface is three places:
- `database.py` — the `AIDND_DATABASE_URL` / `DATABASE_URL` branch and
`_normalize_url`. Deleting the branch leaves the SQLite path, which is already
the default when neither variable is set.
- `migrations.py` — two helpers that tolerate SQLite returning a raw JSON string
where psycopg returns a parsed list. They simplify rather than disappear.
- `analytics.py` — `from sqlalchemy.dialects.postgresql import insert as pg_insert`,
which goes with analytics, already scheduled for removal.
`psycopg[binary]` then drops out of `requirements.txt`. No blockers.
@@ -0,0 +1,106 @@
# Phase 0B — Offline and Network Behavior
Method: a Docker network created with `--internal` (no NAT, no DNS to the
outside). The Ollama container was attached to it so the app could reach a model
while having no path to the Internet. Isolation was verified from inside the
app container before testing:
```
blocked ('1.1.1.1', 443) OSError
blocked ('openrouter.ai', 443) gaierror
blocked ('fonts.googleapis.com', 443) gaierror
```
## AI-DnD — fails offline as shipped; fine once one file is vendored
First turn on the isolated network died. The SSE stream emitted the `player`
event and stopped. Container log:
```
requests.exceptions.ConnectionError: HTTPSConnectionPool(
host='openaipublic.blob.core.windows.net', port=443):
Max retries exceeded with url: /encodings/cl100k_base.tiktoken
(NameResolutionError ... Temporary failure in name resolution)
```
`tiktoken` downloads its BPE encoding on first use, and AI-DnD calls it for
context budgeting on every turn. On the host this was invisible, because the
file had already been cached to `/tmp/data-gym-cache/9b5ad71b…` during an
earlier online run.
After copying that 1.7 MB file into the container:
```
OFFLINE TURN GENERATED: "I am Vale, an explorer. I journey alone through the
darkened depths of the lighthouse..."
```
So: a hard blocker on a clean air-gapped install, and a packaging fix — vendor
the encoding (or pre-seed `TIKTOKEN_CACHE_DIR`, or replace the tokenizer). Worth
stressing that **static analysis could not have found this**; it took an actually
isolated run.
Other AI-DnD network surface:
- **Google Fonts at runtime.** The built SPA's `index.html` still contains
`fonts.googleapis.com/css2?family=Cinzel...&family=Crimson+Pro...&family=Inter...`,
and `main.py`'s CSP explicitly allows `fonts.googleapis.com` /
`fonts.gstatic.com`. Violates specification §12. Fix: self-host three families.
- Only other remote host in backend Python is `https://openrouter.ai/api/v1`,
used as a default endpoint constant and a header-attribution host check. Both
removable with the cloud-provider path.
- `analytics.py` is a **self-hosted** counter writing to two local tables. No
third-party script, no outbound request. It records no IP, no user agent, and
hashes the user id with HMAC. Removable, and not a telemetry leak in the
meantime.
- Connection test and turns honour the configured endpoint only; no automatic URL
retrieval or content fetching was observed.
## Open Dungeon — runtime clean, build and telemetry are not
- **Next.js telemetry is on by default** and printed its notice on first start.
Needs `NEXT_TELEMETRY_DISABLED=1` or `next telemetry disable` in the
production configuration.
- **Fonts are fine at runtime.** `layout.tsx` uses `next/font/google`, which
downloads at *build* time and self-hosts. The served page contains no
`fonts.googleapis.com` reference. The trade-off is that the build needs
network access.
- Remote hosts referenced in `src/`: `openrouter.ai` (preset provider URL and a
model list), plus `ko-fi.com` and `github.com/sponsors` donation links in the
UI. Everything else is `127.0.0.1` / `localhost` (13 occurrences).
- Local story play needs no cloud service: Ollama for text, a local FLUX worker
or the user's own ComfyUI for images.
- 335 npm packages with 6 high-severity advisories is the largest supply-chain
surface of the three.
## ai-adventure — verifiably local-only
The strongest posture by a wide margin, and the easiest to audit:
- **Exactly one outbound call site in the whole codebase**: `urlopen` in
`llm/lm_studio.py`. Nothing else in `local_adventure/` opens a socket.
- **No hardcoded remote host anywhere.** The only `http` string in the package is
the scheme check in `content/models.py`.
- **One direct dependency** (`pydantic`), six packages in the closure.
- It is the only candidate that already implements specification §12's
non-local-endpoint warning:
```python
def _endpoint_warnings(config):
hostname = urlparse(config.model.base_url).hostname
if hostname not in {"127.0.0.1", "localhost", "::1"}:
return ["model.base_url is not loopback; game prompts and content will
be sent to that endpoint. Enable API authentication."]
```
- `audit.store_prompts` defaults to `false`, with prompt *hashes* stored instead.
- Tests, world validation, session creation, replay, branching and export are all
offline by construction.
## Summary
| | Local play works offline | Cloud service required | Telemetry / remote assets | Removal difficulty |
|---|---|---|---|---|
| AI-DnD | **Only after vendoring the tiktoken encoding** | No | Google Fonts at runtime; local-only analytics tables | Low — one vendored file, three self-hosted fonts, delete analytics |
| Open Dungeon | Yes at runtime; build needs network | No | Next.js telemetry on by default | Low — one env var; fonts already self-hosted |
| ai-adventure | **Yes, unconditionally** | No | **None** | Nothing to remove |
@@ -0,0 +1,105 @@
# Phase 0B — Experiment B: Open Dungeon history model
Driven live on `127.0.0.1:3111` against Ollama through the "custom"
OpenAI-compatible provider (`http://127.0.0.1:11434/v1`, `qwen2.5:0.5b`), with
its own SQLite file.
## B1. Schema — no lineage exists
`src/lib/db.ts` creates four tables: `chats`, `messages`, `characters`,
`app_settings`. The message row is:
```sql
CREATE TABLE messages (
id TEXT PRIMARY KEY,
chat_id TEXT NOT NULL REFERENCES chats(id) ON DELETE CASCADE,
role TEXT CHECK (role IN ('user','assistant')),
content TEXT NOT NULL,
attachments_json ..., image_request_json ..., generated_image_json ...,
created_at TEXT NOT NULL
);
CREATE INDEX idx_messages_chat_created ON messages(chat_id, created_at);
```
No `parent_id`, no branch, no take, no depth, no checkpoint table. Order is
`created_at` (a TEXT timestamp), with ties broken by id.
## B2. Retry / Edit / Erase — all destructive, measured
```
BEFORE (5 rows)
a504cb34 assistant "Oh, Vale, you're just sitting in that rundown ..."
e349d8b9 user "I pocket a brass key from the ashtray."
9984692b assistant "You find a worn, faded brass key on the tabletop..."
bb1ceb3f user "I drive to the address on its tag."
a6e11115 assistant "Yes, you keep going. There, you can call your ..."
EDIT e349d8b9 in place → PATCH /api/chats/{id}/messages/{id}
original text "brass key from the ashtray" still anywhere in DB? False
DELETE a6e11115?after=1 (what BOTH Retry and Erase call)
rows 5 → 4
Scan of every column of every table for the deleted tail
or the pre-edit text: none
```
- **Edit** is `UPDATE messages SET content = ? WHERE id = ?`. The prior text is
unrecoverable.
- **Retry** (`retryLastTurn`, `page.tsx`) deletes the last assistant message and
everything after it, then regenerates. The discarded attempt is gone.
- **Erase** (`eraseLastTurn`) deletes the last exchange and the tail.
- Old future turns are therefore always deleted, never retained.
## B3. What depends on the linear model
1. **`db.ts`** — 20 exported functions. `addMessage`, `updateMessageContent`,
`deleteMessageAndAfter` and `getChat` are the history four.
`getChat` returns a flat `messages` array and must become a lineage query.
2. **`story-prompt.ts`** — windows by array index:
`for (let i = messages.length - 1; ...)`, `messages.slice(dropped)`,
`messages.slice(0, dropped)`. Becomes an ancestry walk.
3. **The summary watermark is positional — the cost Phase 0A missed.**
`chats.story_summary_count` records "how many of the chat's oldest messages
the summary already covers", and `api/story/route.ts` compares
`evicted.length > stored.coveredCount`, then summarizes
`evicted.slice(stored.coveredCount)`. "The first N messages" is meaningless on
a branch. Summaries must be re-anchored to a turn id and made per-lineage.
4. **`page.tsx` is 3,991 lines** in one component; `api/story/route.ts` is 1,196.
Retry/erase/edit live there as array slicing (`messages.slice(0, cutFrom)`).
There is no take stepper, branch panel or tree view to build on.
5. **No tests.** All of the above would be changed with no regression net.
## B4. Invasiveness estimate
To reach parent-linked turns, an active head, retained abandoned history, named
checkpoints and lineage-safe summaries, Open Dungeon needs: a schema migration,
a rewrite of its persistence read/write path, a rewrite of context assembly, a
redesign of summarization, and new branch UI — with a test suite written first
to make any of it safe. This is a from-scratch implementation of the hardest
part of the specification, not a retrofit.
By comparison AI-DnD already has all of it except a non-destructive undo, and
its reads funnel through one chokepoint (`lineage.Path.clause`).
## B5. Worth reusing as reference
- The reading experience: serif prose, prose-size control, the composer's
Do/Say/Story modes.
- Inline scene images driven by a narrator tool call (`generate_image`), with a
local FLUX worker on `127.0.0.1:7869` or a user's ComfyUI on `8188`.
- Character portraits reused as reference images for visual continuity, and fed
back to the narrator as vision context. This is the most valuable idea here for
`MEDIA-EXTENSION-CONTRACT.md`.
- The worker HTTP protocol may be portable even though none of the UI is —
Open Dungeon is Next.js, AI-DnD is React + FastAPI.
## B6. Other findings
- The `local` provider hard-codes five Gemma 4 QAT builds
(`src/lib/text-models.ts`, `LOCAL_TEXT_MODELS`) and `/api/health` reports only
those as installed. Any other local Ollama model must be reached through the
"custom" provider. A genre-agnostic app wanting "pick any installed model"
must lift this.
- Next.js telemetry is enabled by default and printed its notice on first start.
- 335 npm packages; `npm audit` reports 6 high, 1 low.
+214
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@@ -0,0 +1,214 @@
# Phase 0B — Spike: Non-Destructive Undo/Redo in AI-DnD
**Date:** 2026-09-01
**Base:** AI-DnD `d72f7c1b`, disposable copy at `phase0b/spike/`
**Verdict:** **Passed on every criterion.** The retrofit is small, centralized,
and costs 5 of 632 tests — all of which assert the deleted-row behavior that was
deliberately replaced.
## The question
Can undo move a head cursor backward without deleting rows, does writing below a
moved-back head fork a branch, and does Redo work — without breaking
branch-scoped memory isolation?
## What the change turned out to be
Three files, **+130 / -31 lines**, and roughly a fifth of the additions are
comments and the new endpoint's docstring.
| File | Change |
|---|---|
| `app/context/lineage.py` | +26 / -3 |
| `app/routers/adventures/takes.py` | +74 / -27 |
| `app/routers/adventures/turns.py` | +30 / -1 |
### 1. Read path — cap the lineage at the head
The stored lineage records the newest branch entry **uncapped** (`max_depth =
None`, meaning "through to the tip"), and older entries capped at their fork
depths. `Path.clause` and `Path.contains` now read an uncapped entry as capped at
`self.tip`, which is `adventure.head_depth`:
```python
def _cap(self, max_depth: int | None) -> int | None:
return self.tip if max_depth is None else max_depth
```
This is the whole read-side change. It works because **every read already funnels
through `lineage.path_of()`**, so one substitution moves the entire application —
transcript paging, context assembly, `attempts.preceding`, and memory retrieval —
onto a head that can sit behind the deepest node.
A `Path.uncapped()` helper was added for the two callers that must deliberately
look past the head (redo, and the fork check).
`prefix_covering` already computed `top = self.tip if max_depth is None else
max_depth`, so the windowing arithmetic was consistent with this reading before
the change; nothing there needed touching.
### 2. Undo — move the head instead of deleting
`undo_turn` keeps its turn lock, its "nothing to undo" guard and its
fork-boundary guard, keeps `attempts.preceding` + `attempts.restore_state` for
the state rollback, and replaces the two `delete_turn` calls plus
`tree.refresh_head` with one assignment:
```python
adventure.head_depth = (first_removed.depth or 0) - 1
```
No `db.delete`. No `memorybank.forget_node`.
### 3. Write path — fork when writing below the head
`turns.fork_if_behind_head` runs in `create_action` beside the existing
`_move_to_after`. If any live node on the path sits deeper than the head, it calls
the **already-existing** `tree.branch_at(db, adventure, adventure.head_depth)`,
which creates an empty branch leaving the path at that depth and does not touch
the branch being left. When the head is at the tip it does nothing, so a story
that is never undone forks exactly as often as before.
### 4. Redo — walk the head forward
New `POST /adventures/{id}/redo`. Reads the path *uncapped*, takes the next node
deeper than the head, and advances over the whole turn (player action + AI reply)
rather than half of it. 400 when there is nothing to redo.
## Results
### Undo deletes nothing; redo round-trips exactly
Six actions across three turns, live Ollama:
```
AFTER 3 TURNS head=(branch 1, depth 5) rows 1..6 all live
visible: [1 story, 2 ai, 3 do, 4 ai, 5 do, 6 ai]
UNDO x1 rows 6 -> 6 DELETED=0 head=(1, 3)
visible: [1 story, 2 ai, 3 do, 4 ai]
UNDO x2 more head=(1, -1)
visible: [] rows still 6
REDO x3 head=(1, 5) rows 6
visible: [1 story, 2 ai, 3 do, 4 ai, 5 do, 6 ai]
```
Elsewhere in the run, **11 consecutive undos** were performed on a 23-action
story with 0 rows deleted, which clears the specification's "at least five undo
operations, unlimited preferred" comfortably.
### Writing below a moved-back head forks, and the abandoned line survives
```
UNDO once, then write a different continuation:
1 story br1 d0 live 5 do br1 d4 live <- the abandoned tail,
2 ai br1 d1 live 6 ai br1 d5 live still live, still on br1
3 do br1 d2 live
4 ai br1 d3 live 7 do br2 d4 live <- the new line
8 ai br2 d5 live
branches: {id 1, parent null, fork_depth null, own_actions 6, is_head False}
{id 2, parent 1, fork_depth 3, own_actions 2, is_head True}
visible on the new line: [1, 2, 3, 4, 7, 8]
switch to branch 1 : [1, 2, 3, 4, 5, 6]
```
This is `DECISIONS/005-branch-preserving-history.md` behavior: the abandoned
future is retained as an alternate branch rather than erased, and it is reachable
through the existing branch switcher with no new UI concept.
### Memory isolation still holds — the important regression check
A 23-action story with a real memory embedded via `nomic-embed-text` at depth 5.
Probed with terms unique to the turns an undo hides, plus terms from the turns it
keeps:
```
AT TIP (control) head_depth=22 memories_used=1 (similarity 0.689)
hidden-turn terms leaking: ['six bullets','warehouse nine','iron stairs',
'ledger','docks','office desk','inside my coat']
(correct — nothing is hidden at the tip)
visible-turn terms present: ['rainy city','desk drawer']
11 undos, 0 rows deleted (actions still 23)
AFTER UNDO head_depth=3 memories_used=0
hidden-turn terms leaking: NONE
visible-turn terms present: ['rainy city','desk drawer']
REDO back to tip head_depth=22 memories_used=1 (similarity 0.689)
```
The memory at depth 5 stops being retrieved when the head moves behind it and
becomes eligible again on redo — **without being deleted**. That is the property
the destructive undo bought by calling `forget_node`, recovered for free, because
`Memory` rows carry `branch_id` and `depth` and retrieval already goes through
the same capped clause.
> One false alarm worth recording: an early probe reported `revolver` leaking. It
> was legitimate visible history — actions 22 and 23 sit at depths 2 and 3, at or
> below the head. A second false alarm came from probing the context *after* the
> script had already redone to the tip. Both were resolved by re-probing inside a
> single script with an explicit control, which is why the table above reports the
> control run alongside the result.
### Test suite: 627 passed, 5 failed
```
5 failed, 627 passed in 184s (0.8% of the suite)
tests/test_attempt_siblings.py::test_undo_takes_every_attempt_with_it
tests/test_branch_forking.py::test_undo_stops_at_the_fork
tests/test_state_revert.py::test_undo_reverts_state_to_before_the_turn
tests/test_state_revert.py::test_undo_of_bare_continue_uses_the_node_in_front
tests/test_state_revert.py::test_undo_prunes_memory_covering_removed_actions
```
Every one asserts that rows or memories were **deleted**:
- `assert [a.type for a in adv.actions] == ["start"]` (three of them)
- `assert len(_rows(...)) == rows_before - 1`
- `assert texts == {"k"}` — the pruned-memory set
Crucially, the *state* assertions inside those same tests still pass. In both
`test_state_revert` cases, `assert adv.script_state == {"gold": 0}` succeeds and
only the row-count line fails — state rollback is intact. And
`test_undo_stops_at_the_fork` still enforces its real subject: the guard
refusing to undo into a parent branch is untouched and still returns 400.
Also worth noting for the open question raised in the recommendation: the four
memory suites — `test_memory_settling`, `test_memory_nodes`,
`test_memory_retrieval`, `test_memory_rewrite` — and `test_history_window` all
**passed unchanged**. The cursor arithmetic did not need re-deriving.
## Rough edges found, not fixed
1. **Undo can empty the story.** The original guard refuses when the newest node
is `type == "start"`, but an adventure opened with a user-written `story`
action has no `start` node, so undo walks to `head_depth = -1` and the
transcript renders empty. Redo recovers it, but the floor should be the
opening node rather than `-1`.
2. **Retry and `add_take` were left on the old path.** The spike only routed the
ordinary write through `fork_if_behind_head`. Retrying while the head is
behind the tip is not yet defined and needs a decision — most likely the same
fork.
3. **No pruning story yet.** Abandoned turns now accumulate. That matches the
specification ("retained but marked disposable; cleanup later"), but nothing
marks them disposable and no cleanup exists.
4. **Frontend untouched.** There is no Redo button and the branch panel does not
distinguish a line abandoned by undo from one forked deliberately.
## Conclusion
The retrofit lands where the recommendation predicted: one chokepoint
(`lineage.Path.clause`), one stored head that already existed
(`adventures.head_depth`), and one branch primitive that already existed
(`tree.branch_at`). The unknown was whether the depth cap would disturb the
memory and summary cursors, and it does not.
The fork decision is sound. The remaining work on this axis is the four rough
edges above plus named checkpoints, not a redesign.