Docs: consolidate active planning and archive historical material

The planning package had grown to where a new agent could not tell what was
authoritative. Phase 0 execution prompts sat beside the specification; four
completed milestone reports sat beside the current one; and upstream AI-DnD's
own `plan/` build log and `docs/` project site still described a hosted,
scripted, multi-user product with accounts — every screenshot in it showed a
Scripts tab and a Sign up button, none of which has existed since M2.

`planning/archive/` now holds the history and says so in its own README:
`phase0/` for the research that chose AI-DnD, `milestone-reports/` for M1 and
M2, `decisions/` for ADR 008, the Phase-0-before-build gate Phase 0 satisfied.
`planning/reports/` holds only the current milestone's report, because that is
the one M4 planning has to read; it moves to the archive when M4's replaces it.

Deleted rather than archived: the Phase 0B execution prompts and the
handoff/status/summary documents, the Phase 0A discovery and triage reports,
upstream's `plan/` and `docs/` trees, and `frontend/README.md`, which was Vite's
template boilerplate. All of it is in Git history, and the two recommendation
reports carry every conclusion the deleted research reached.

Archived documents are kept verbatim. Paths written inside them point at where
those files were when the document was written, which is the point: an evidence
record that has been quietly edited is no longer evidence.

Active documentation is corrected where it pointed at the removed trees or
described removed capability as present. `DEVELOPMENT.md`'s "things M1 did not
touch" list had gone stale at M2 and claimed QuickJS scripting was still tested;
its test count was 604 against an actual 638. `README.md` loses the upstream CI
badge, which reported upstream's pipeline rather than this fork's, and a
reference to `backend/app/worldstate/engine.py`, a file that does not exist.
`planning/README.md` is rewritten as the documentation index.

New: `planning/PROJECT-SOURCES.md` and `planning/project-sources.txt`, the
manifest of what belongs in the ChatGPT project's Sources.

Source comments referring to the deleted trees are reworded; no behaviour
changes. 638 backend tests pass, frontend lints and builds, and a reference scan
over all 48 tracked Markdown files reports no unresolved path in active
documentation.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NCbwH7yLGKsj1rhXXzKSCu
This commit is contained in:
JesseMarkowitz
2026-09-03 14:33:07 -04:00
co-authored by Claude Opus 5
parent c8755c21c2
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# CaoRuiming/ai-adventure — Static Architecture Analysis
**Historical status:** Static Phase 0A analysis. Phase 0B promoted ai-adventure to the primary implementation reference for state/event/head/checkpoint semantics, but not the production base.
**Project name in repository docs:** Local Adventure Engine
**Repository:** https://github.com/CaoRuiming/ai-adventure
**Date reviewed:** 2026-09-01
**Disposition:** Finalist #3; strongest state/privacy reference, possible core candidate.
## Architectural fit
This project most closely matches the desired trust boundary:
> The model proposes narration/events; the application validates and commits authoritative state.
Its architecture separates:
- authored content,
- runtime state and pure reducers,
- SQLite storage/migrations,
- local lore indexing/retrieval,
- deterministic bounded context construction,
- model provider,
- application turn logic,
- CLI presentation.
That separation makes it especially valuable even if it is not the final fork.
## Turn/commit model
The documented flow:
1. load/replay state,
2. synchronize lore,
3. build deterministic bounded context,
4. call local model,
5. parse a structured turn proposal,
6. validate proposed events,
7. apply events in memory,
8. atomically append turn/events and move the session head,
9. display narration only after commit.
This is the strongest candidate design for “the model is not the database.”
## Persistence and recovery
The project documents:
- parent-linked turn history,
- append-only state events,
- cached reconstructed state,
- undo by moving session head,
- named checkpoints,
- restore,
- branching into another session that shares ancestors,
- replayable state.
This satisfies the conceptual checkpoint/branch requirement better than a destructive chat log.
Potential mismatch:
- branches are represented as sessions rather than necessarily one unified visual story tree.
- export behavior and cross-branch navigation should be tested for the browser product.
## Lore and long memory
The project currently favors deterministic local retrieval:
- Markdown lore,
- SQLite FTS5/fallback,
- bounded context,
- summaries.
It intentionally avoids an embedding/vector dependency in the initial architecture.
This is attractive for privacy and auditability, but the target project likely also wants optional local semantic retrieval through Ollama for:
- old story events,
- large imported reference/inspiration libraries.
The deterministic lexical layer should still be considered as part of a hybrid retriever.
## Privacy/security fit
This is the strongest static privacy design among the finalists.
The project documentation explicitly addresses:
- local data directory,
- loopback model endpoint by default,
- warning for non-loopback endpoints,
- no telemetry/cloud account,
- no MCP,
- no executable plugins,
- no shell tools,
- parameterized SQL,
- bounded imports,
- path traversal/symlink restrictions,
- local world files treated as data.
The default provider is LM Studio rather than Ollama, but the provider boundary appears intentionally small.
## Tests
Project documentation reports an offline test suite that grew during implementation (later milestone notes report 74 tests). Phase 0B should run the actual current suite and treat it as authoritative.
## Major gaps for target product
- terminal UI,
- LM Studio rather than Ollama as documented primary provider,
- no browser API/UI,
- no current media system,
- no semantic embedding retrieval,
- authored entity/event model may be more rigid than freeform narrative state,
- likely more front-end work than either browser finalist.
## Best reuse case
Even if it is not the production base, reuse its architectural rules:
- append-only authoritative events,
- model proposals never direct state writes,
- validate before commit,
- commit narration and state atomically,
- deterministic replay,
- non-destructive head movement,
- imported files are data only,
- minimal network surface.
If selected as base, Phase 0B must prove that adding Ollama + a browser service/UI is smaller than stripping AI-DnD.
## Phase 0B questions for Codex
1. Can its provider interface talk to Ollama via compatibility mode with a tiny adapter?
2. Can a native Ollama adapter be added without touching turn/state logic?
3. How much application code assumes CLI presentation?
4. Is the app/service layer clean enough to expose through FastAPI without refactoring state internals?
5. How are branches/checkpoints exported and navigated?
6. Can generic freeform narrative facts/entities be represented without expanding typed events excessively?
7. With Internet blocked, is the only runtime network connection the configured local model endpoint?
## Primary source links
- Repository: https://github.com/CaoRuiming/ai-adventure
- Architecture: https://github.com/CaoRuiming/ai-adventure/blob/main/docs/architecture.md
- Privacy/security: https://github.com/CaoRuiming/ai-adventure/blob/main/docs/privacy-and-security.md
- Apache-2.0 license: repository `LICENSE`
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# AI-DnD — Static Architecture Analysis
**Historical status:** Static Phase 0A analysis. Phase 0B corrected the shipped Undo assumption and confirmed AI-DnD as the production base after a successful head-cursor spike.
**Repository:** https://github.com/parththakkar106/AI-DnD
**Date reviewed:** 2026-09-01
**Disposition:** Preliminary fork recommendation / Finalist #1.
## Why it moved to first place
The static review indicates that AI-DnD already implements most of the difficult correctness infrastructure that would otherwise need to be invented:
- browser UI (React/Vite),
- FastAPI backend,
- local SQLite,
- Ollama via local OpenAI-compatible endpoint,
- story as a tree rather than a list,
- alternate takes,
- branch lineage that borrows ancestors,
- state restored when switching branches,
- non-destructive retry,
- state snapshots,
- exact prompt/context snapshots,
- automatic summaries,
- embedding-based long-term memory,
- story cards/world information,
- export/import of the complete story tree,
- substantial automated backend testing.
The current README reports 549 backend tests. The design guide contains an older measured-results count of 440, so the clone should treat the live test suite—not prose counts—as authoritative.
## Story tree
This is the strongest reason to prefer AI-DnD.
The project explicitly models:
- branches,
- actions/nodes,
- parent/fork lineage,
- multiple takes at a turn,
- branch-aware context,
- state after a node,
- retry that preserves the replaced attempt.
That matches the user's desired “Git for stories” behavior much more closely than Open Dungeon.
Its documentation also describes measured optimization work so branches do not duplicate the ancestor transcript.
## Turn pipeline
The documented flow is close to the target Story Director:
```text
player input
-> optional input hook
-> retrieve memories
-> assemble bounded context
-> snapshot exact context
-> stream provider output
-> extract proposed state delta
-> Python referee validates state
-> save action + resulting state
-> background summarize/embed
```
The target project would simplify this rather than reinvent it.
## Memory/context
AI-DnD already includes three useful layers:
- direct recent history,
- AI-generated memories,
- running story summary.
Embedding retrieval pulls old relevant memories back into context and exposes similarity/context details through an Insights UI.
Story cards provide a mature starting point for lore/world-info injection.
The main extension needed is a first-class imported document library with explicit authority classes:
- Canon,
- Reference,
- Inspiration.
## Prompt transparency
The current project stores the exact prompt sent for a turn and provides an Insights view with context components and token costs. This directly satisfies a stated debugging requirement.
## What must be removed or generalized
AI-DnD is not a clean fit out of the box.
### RPG-specific world state
Current world state is designed around stats, bands, flags, milestones, cooldowns, NPC presence, and state deltas.
Target:
- retain the proposal/referee/snapshot pattern,
- replace or supplement RPG stats with generic narrative entities/facts/relationships/story threads/scenes.
### QuickJS scripting
The project includes AI-Dungeon-compatible user scripting.
For this project, executable campaign content conflicts with the desired narrow trust surface. Unless a compelling future use appears, remove or disable scripting in v1.
### Hosted/multi-user behavior
Current code supports:
- optional accounts,
- guest users,
- rate limits,
- demo keys,
- hosted deployments,
- Postgres/Neon,
- Render,
- remote model providers.
The target is a single-user local application. These paths should be removed or compiled/configured out rather than merely hidden in the UI.
### Analytics
The project includes its own owner-only aggregate visit analytics for hosted mode. It is not described as a third-party tracker, but it is unnecessary for the local fork and should be removed.
### Cloud providers
OpenRouter/OpenAI/Groq/vLLM support is broader than desired. v1 should retain only the local Ollama path.
## Security positive
The local/hosted modes are already explicitly separated, and the code contains network-guard thinking around hosted deployments. This is a better starting point than a project with cloud assumptions scattered everywhere, but static review cannot prove that removal is trivial.
## Main risk
The central Phase 0B question is:
> Are the RPG/cloud/scripting systems modular enough that removing them is less work and less risk than adding correct branching/state/memory to Open Dungeon?
Static evidence suggests yes, but this must be tested with a local strip-down experiment.
## Best reuse case
If selected:
- keep story tree,
- keep action/state snapshots,
- keep context/history windowing,
- keep Memory Bank structure,
- keep story cards,
- keep Insights/prompt snapshots,
- keep SQLite and local FastAPI/React split,
- keep Ollama adapter path,
- remove hosted/auth/analytics/cloud,
- remove QuickJS,
- generalize world state,
- add document ingestion,
- add scene/media schema and provider interface,
- use Open Dungeon/Gamentic as media UX references.
## Phase 0B questions for Codex
1. Can the app run fully local with only Ollama and no Internet?
2. Can QuickJS, hosted auth, analytics, Render/Neon, and remote provider paths be removed without destabilizing core tests?
3. How tightly does branching depend on RPG world-state fields?
4. Can an adventure run with minimal/no stats while branch rollback still passes?
5. Can the state snapshot payload be generalized to narrative JSON without rewriting the tree?
6. How many tests cover branch/undo/retry/context/memory independently of RPG logic?
7. Does current Memory Bank work with a local Ollama embedding model in practice?
8. What exact outbound traffic occurs in default local mode?
## Primary source links
- Repository / README: https://github.com/parththakkar106/AI-DnD
- Design guide: https://github.com/parththakkar106/AI-DnD/blob/main/docs/GUIDE.md
- MIT license: repository `LICENSE`
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# Open Dungeon — Static Architecture Analysis
**Historical status:** Static Phase 0A analysis. Phase 0B confirmed Open Dungeon is a UX/media reference rather than the production base.
**Repository:** https://github.com/newideas99/open-dungeon
**Date reviewed:** 2026-09-01
**Disposition:** Finalist #2; strongest product/UI/media fit, but branch persistence requires material redesign.
## What maps well to the specification
Open Dungeon already provides a product very close to the desired interaction model:
- browser-first UI,
- local Ollama text generation,
- streaming narration,
- Do / Say / Story-style interaction,
- Continue / Retry / Erase / Edit controls,
- SQLite persistence,
- rolling story summary for long conversations,
- persistent character records,
- local inline image generation,
- character portraits/visual continuity feeding image generation,
- optional ComfyUI path.
The future-media requirement is therefore not hypothetical in this codebase. It already has a concept of the narrator requesting an image after prose and a local image backend producing it.
## Current stack
From the current package/config:
- Next.js 16
- React 19
- TypeScript
- `better-sqlite3`
- Node.js 22+
- Ollama default endpoint at `127.0.0.1:11434`
- local image worker defaults to loopback
- optional remote OpenAI-compatible/OpenRouter configuration
## Persistence finding: the major issue
The current database is fundamentally a linear chat model.
The reviewed schema contains:
- chats,
- messages,
- characters,
- app settings,
- rolling story summary fields.
Messages do not expose a parent-turn/branch-lineage model equivalent to AI-DnD or ai-adventure.
More importantly, the data layer includes an operation named `deleteMessageAndAfter()`. Its own comment says it is used by retry/erase to discard the tail of the story. Prior text can also be updated in place.
That is directly contrary to the target requirement:
> Going backward should preserve the abandoned future as an alternate branch.
This means adding robust branching is not simply a UI feature. It requires changing the persistence semantics and all features that assume a single mutable message sequence, including retry/erase/edit and summary lineage.
## Memory/context model
The prompt builder contains a history-packing mechanism with block eviction. Old story material is compressed into a rolling story summary, while recent history stays direct.
This is a reasonable lightweight storyteller strategy but is below the target design:
- no established semantic retrieval of old story events,
- no explicit Canon / Reference / Inspiration document library,
- no branch-aware memory lineage,
- no rich authoritative generic story-state graph.
Those systems would need to be added.
## Media design
Open Dungeon is the strongest finalist for immediate media UX.
The current narrator prompt exposes a `generate_image` tool after a passage and passes selected character IDs so the image path can preserve visual identity. The app can use local FLUX tooling and supports ComfyUI in recent releases.
Useful ideas to retain even if Open Dungeon is not the base:
1. media is optional; text play does not depend on it,
2. image generation is scene/turn-associated,
3. character visual identity is stored rather than reinvented each image,
4. local backend is behind a service boundary,
5. generated media appears inline in the story.
For our architecture, image generation should eventually move behind a generic media-provider interface rather than remain hard-coded to one model/workflow.
## Privacy/static network assessment
Positive:
- local Ollama is the default,
- local SQLite is the default,
- local image generation is supported,
- no telemetry requirement was apparent in the inspected package/config.
Hardening needed:
- remove or disable OpenRouter and arbitrary remote OpenAI-compatible provider options in v1,
- review Tailscale/LAN exposure separately from loopback-only default,
- verify built frontend has no remote runtime assets,
- verify image setup does not make unexpected runtime downloads after installation,
- runtime network capture still required.
## Testing concern
The inspected `package.json` exposes build/lint/image checks but no obvious comprehensive automated test command comparable to AI-DnD or Gamentic. This must be verified after clone; if accurate, a branch/persistence rewrite would need a new test foundation before implementation.
## Best reuse case
If Open Dungeon becomes the base:
- preserve the browser experience,
- preserve Ollama integration,
- preserve image/visual-continuity concepts,
- replace/extend linear message persistence with a parent-linked turn graph,
- make summary/memory branch-aware,
- add authoritative generic narrative state,
- add local document ingestion and retrieval,
- add prompt/provenance inspection.
If AI-DnD becomes the base:
- use Open Dungeon primarily as a UX and media-generation reference.
## Phase 0B questions for Codex
1. How many routes/components assume messages are a single ordered list?
2. Can a parent-linked turn/branch layer be introduced without replacing most chat APIs?
3. What happens to `story_summary` when retry/erase edits earlier history?
4. Can current image records attach cleanly to immutable turn IDs/scene IDs?
5. Is there an automated test suite not visible from the package manifest?
6. With Internet blocked, does ordinary text + local image play produce only loopback traffic?
## Primary source links
- Repository: https://github.com/newideas99/open-dungeon
- DB: https://github.com/newideas99/open-dungeon/blob/main/src/lib/db.ts
- Prompt builder: https://github.com/newideas99/open-dungeon/blob/main/src/lib/story-prompt.ts
- Environment: https://github.com/newideas99/open-dungeon/blob/main/.env.example
- Package: https://github.com/newideas99/open-dungeon/blob/main/package.json
@@ -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.
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# 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.
@@ -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.
@@ -0,0 +1,502 @@
> **Planning review note (2026-09-01):** This is the coding agent's Phase 0B evidence report. It is retained substantially as delivered. Some recommendations/open questions in the report were superseded during planning review: ai-adventure is an implementation reference rather than the project specification; no automatic abandoned-history cleanup is required in v1; Open Dungeon media portability is deferred; and the architecture decision is closed in ADR 009/010 and `TECHNICAL-DESIGN.md`.
# 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 +1,214 @@
# 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.
@@ -0,0 +1,155 @@
# Phase 0A Preliminary Recommendation
**Historical status:** Superseded by Phase 0B runtime validation and ADR 009. Retained as Phase 0A evidence.
**Date:** 2026-09-01
**Status:** Static recommendation; pending Phase 0B clone/build/runtime experiments.
## Recommendation
### First choice to validate: AI-DnD
Use **AI-DnD as the preliminary production fork candidate**.
This is a change from the earlier slight preference for Open Dungeon.
The deciding evidence is not feature count; it is **where the hard architectural work already lives**.
AI-DnD already implements:
- parent/lineage story tree,
- alternate takes,
- non-destructive retry,
- branch-aware state rollback,
- prompt snapshots,
- context windowing,
- memory bank + embeddings,
- story cards,
- complete tree export/import,
- local Ollama,
- a substantial automated test suite.
Those are precisely the systems most dangerous to retrofit after a linear chat application has accumulated behavior.
## Why Open Dungeon is second
Open Dungeon remains the best direct match to the desired *product*:
- simple browser fiction interface,
- Ollama,
- local SQLite,
- strong local image path,
- visual continuity.
However, its present persistence semantics are linear and destructive:
- prior messages can be updated,
- retry/erase deletes the selected message and the story tail.
To satisfy the specification, we would need to introduce turn parentage/branches, branch-specific summaries/state, and non-destructive editing underneath features already written around a list. That is foundational work.
Open Dungeon should remain the fallback base if Codex proves AI-DnD's RPG/cloud systems are too entangled to remove.
## Why ai-adventure is third
ai-adventure has the cleanest *architecture* for state authority and local-only trust:
- typed model proposals,
- validation,
- atomic commit,
- append-only events,
- replay,
- checkpoints,
- branches,
- deterministic local lore,
- explicit minimal network posture.
Its problem is product distance:
- CLI presentation,
- LM Studio primary provider,
- no browser application,
- no media,
- less semantic long-memory machinery.
It should be the architectural control against which the selected browser fork is judged.
## Do not merge repositories
The recommendation is not to combine several projects mechanically.
Fork one project and re-implement selected ideas using compatible patterns/code only where justified.
A merged codebase would import:
- incompatible assumptions,
- duplicate persistence models,
- different provider abstractions,
- unnecessary dependencies,
- licensing complexity.
## Proposed target architecture after Phase 0B
If AI-DnD passes validation:
### Retain
- React/Vite browser shell,
- FastAPI service boundary,
- SQLite,
- story tree/lineage,
- state snapshots,
- context budgeting,
- Memory Bank,
- story cards,
- Insights,
- Ollama path,
- export/import,
- relevant tests.
### Remove
- multi-user/hosted auth,
- demo keys/rate-limit hosting features,
- Render/Neon path,
- analytics,
- cloud model providers,
- QuickJS scripting,
- AI-Dungeon compatibility not needed for core stories,
- RPG-only presentation/mechanics.
### Generalize
- world-state engine -> narrative state/facts/entities/threads,
- Story Cards -> local knowledge sources with authority/provenance,
- Memory Bank -> branch-safe story memory with Canon/Scene/Heuristic trust classes,
- scenario -> genre-neutral campaign/story profile.
### Add
- local document ingestion,
- Canon / Reference / Inspiration source classification,
- local lexical + optional Ollama semantic retrieval,
- scene snapshots,
- visual character/location fields,
- media asset/job records,
- media-provider interface,
- later local image/video adapters.
## Phase 0B should be narrow
Codex should not repeat the broad research.
It should validate three concrete engineering hypotheses:
### Hypothesis 1 — AI-DnD can be stripped safely
Prove local Ollama story/branch/memory operation still works after disabling/removing hosted/cloud/analytics/scripting paths and running with minimal RPG state.
### Hypothesis 2 — Open Dungeon branch retrofit is materially larger
Map exactly how many DB functions/API routes/UI components/summary behaviors must change to make retry/edit non-destructive and branch-aware.
### Hypothesis 3 — ai-adventure is viable but farther from product
Prove Ollama adapter effort is small and estimate the service/browser wrapper effort without starting production UI development.
Then choose the fork based on measured modification cost.
## Decision gate
Select AI-DnD unless Phase 0B finds one of these blockers:
- branching/state logic is inseparable from RPG mechanics,
- removing hosted/scripting paths destabilizes a large percentage of tests,
- local-only configuration still requires hard-to-remove external services,
- dependency/security burden is materially worse than static review suggests.
If any blocker is confirmed, select Open Dungeon and explicitly budget a story-tree/persistence rewrite as the first production architecture milestone.
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@@ -0,0 +1,618 @@
# Adventure Storyteller — Phase 0 Research Plan
**Status:** Complete — Phase 0 closed 2026-09-01
**Phase:** 0 — Research, Validation & Architecture
**Goal:** Determine what to build, what to fork/reuse, and finalize the technical design before production implementation begins.
**Outcome:** AI-DnD selected as the production base; non-destructive head-cursor history and explicit typed narrative-state events selected; production milestones now defined in `BUILD-MILESTONES.md`.
## 1. Why Phase 0 Exists
The project has several promising open-source starting points. They differ substantially in:
- browser UX,
- persistence model,
- branching semantics,
- long-term memory,
- local knowledge retrieval,
- Ollama support,
- dependency footprint,
- privacy/network behavior,
- game-specific assumptions,
- licensing,
- test quality.
A detailed production milestone plan written before inspecting the code would rely on guesses.
Phase 0 therefore ends when we can answer:
> What exact codebase and architecture should be used for the production storyteller?
No production feature work should begin before that decision unless explicitly authorized.
## 1A. Phase 0 Completion Summary
Phase 0A static research and Phase 0B local validation are complete.
Final dispositions:
- AI-DnD — production fork/base at `d72f7c1bda0f34fccd84afb7a25c34eb01c901de`.
- ai-adventure — primary implementation reference for authoritative typed state events, checkpoint/head/replay semantics, and narrow local-only behavior.
- Open Dungeon — UX and future-media reference only.
Critical Phase 0B prototype results:
- non-destructive Undo/Redo with a movable active head was demonstrated on AI-DnD without deleting history and without breaking branch-scoped memory isolation,
- export/import must preserve active head position,
- AI-DnD's relative-delta state protocol should not be retained as the generic narrative-state contract,
- imported knowledge should be a separate subsystem rather than Story Cards,
- runtime offline hardening is required for tokenizer data and fonts.
The original milestone text below is retained as the research execution record.
## 2. Candidate Repositories
Initial candidates:
1. **Open Dungeon**
- Repository: `newideas99/open-dungeon`
- Interest: browser-first interactive-fiction UX, Ollama, SQLite.
2. **AI-DnD**
- Repository: `parththakkar106/AI-DnD`
- Interest: browser UI, story tree, rollback, memory, story cards, prompt inspection.
3. **Local Adventure Engine / ai-adventure**
- Repository: `CaoRuiming/ai-adventure`
- Interest: append-only state, checkpoints, branching, privacy-focused architecture, deterministic replay.
4. **aiMultiFool**
- Repository: exact upstream URL to be confirmed during inventory.
- Interest: local semantic memory/RAG and context inspection.
Reference projects:
- SillyTavern
- RisuAI
- KoboldAI
- Chronicler
- other credible projects discovered during Phase 0.
## 3. Research Workspace
Create a dedicated workspace such as:
```text
adventure-storyteller-research/
├── candidates/
│ ├── open-dungeon/
│ ├── ai-dnd/
│ ├── ai-adventure/
│ └── aimultifool/
├── notes/
├── experiments/
├── reports/
└── inventory/
```
Do not copy source code from one project into another during initial analysis.
Each candidate should remain a clean upstream clone or worktree.
Record:
- upstream URL,
- upstream default branch,
- commit SHA examined,
- release/tag if applicable,
- clone date,
- license,
- language/framework,
- build tooling,
- runtime services,
- expected local ports.
## 4. Phase Rules
During Phase 0:
- do not begin production feature development,
- do not merge candidate codebases,
- do not remove features from candidate repos,
- do not commit speculative refactors,
- small disposable experiments are allowed,
- experiments must be isolated and clearly documented,
- candidate repos should remain easy to reset to upstream,
- every conclusion should cite observed code/config/test behavior.
## 5. Milestone R0 — Research Workspace and Inventory
### Objective
Create the research environment and establish a reproducible inventory of all candidates.
### Tasks
- create the research workspace,
- clone all initial candidates,
- record exact upstream commits,
- locate and record licenses,
- inventory languages/frameworks,
- inventory package managers,
- inventory database/storage dependencies,
- inventory model/provider dependencies,
- inventory frontend/backend separation,
- record build/run instructions,
- identify existing tests,
- identify documentation directories,
- identify migrations/schema definitions,
- identify obvious telemetry/cloud integrations.
### Deliverables
- `inventory/candidates.md`
- `inventory/licenses.md`
- `inventory/dependencies.md`
- `inventory/build-instructions.md`
- machine-readable candidate metadata if useful.
### Exit Criteria
All serious candidates are locally available and reproducibly identified.
## 6. Milestone R1 — Build and Run Candidates
### Objective
Verify actual behavior rather than relying on README claims.
### Tasks
For each serious candidate:
- install dependencies,
- build successfully where applicable,
- start locally,
- create a minimal story,
- confirm persistence after restart,
- test Ollama directly where supported,
- identify how model configuration works,
- record application ports,
- identify data locations,
- inspect browser developer/network activity for unexpected outbound requests where applicable,
- record startup failures or undocumented requirements.
For projects not supporting Ollama:
- determine adapter/interface boundary,
- do not yet permanently modify the project.
### Deliverables
Per candidate:
```text
reports/runtime-<candidate>.md
```
Include:
- exact commands,
- success/failure,
- screenshots only if useful,
- local services used,
- observed storage files,
- observed network activity,
- known blockers.
### Exit Criteria
Each serious candidate has either been run successfully or has a documented reason it cannot reasonably be evaluated.
## 7. Milestone R2 — Source Architecture Review
### Objective
Understand how each candidate actually works internally.
### Review Areas
#### Browser/UI
- framework,
- state management,
- streaming,
- transcript representation,
- campaign navigation,
- edit/retry behavior,
- extensibility for future media.
#### Backend/service layer
- routing/API design,
- model invocation boundary,
- background jobs,
- validation boundaries.
#### Persistence
- database type,
- schema,
- migrations,
- turn representation,
- snapshots,
- event log,
- transactions,
- branch representation.
#### Story history
- linear vs tree,
- retry semantics,
- undo semantics,
- destructive vs non-destructive restore,
- branch naming/navigation.
#### Context
- prompt assembly,
- recent history,
- summaries,
- token budgeting,
- author notes/system rules.
#### Memory
- summaries,
- vector retrieval,
- keyword retrieval,
- entity state,
- old-turn retrieval.
#### Lore/knowledge
- import formats,
- chunking,
- story cards/world info,
- semantic retrieval,
- provenance.
#### Tests
- unit tests,
- integration tests,
- migration tests,
- model mocks,
- coverage of state/rollback.
### Deliverables
- `reports/architecture-open-dungeon.md`
- `reports/architecture-ai-dnd.md`
- `reports/architecture-ai-adventure.md`
- `reports/architecture-aimultifool.md`
- `reports/architecture-comparison.md`
### Exit Criteria
We can explain each candidate's architecture without relying on marketing descriptions.
## 8. Milestone R3 — Privacy and Network Review
### Objective
Determine what must be removed, disabled, or isolated to satisfy the local-only requirement.
### Search For
- OpenAI,
- OpenRouter,
- Groq,
- Anthropic,
- Google,
- cloud inference,
- telemetry,
- analytics,
- Sentry,
- PostHog,
- crash reporting,
- CDN,
- Google Fonts,
- remote image hosts,
- automatic update checks,
- remote database support,
- URL retrieval,
- external web search,
- MCP,
- plugins,
- arbitrary executable scripts,
- third-party auth.
### Tasks
- static source search,
- dependency review,
- environment-variable review,
- runtime network observation,
- identify outbound requests required vs optional,
- identify localhost vs wildcard binds,
- identify stored secrets/API keys,
- identify browser-side remote resources.
### Deliverables
- `reports/privacy-network-review.md`
- per-candidate removal/mitigation list.
### Exit Criteria
For each candidate, we can state exactly what local-only hardening would be required.
## 9. Milestone R4 — Feature and Reuse Matrix
### Objective
Compare candidates by subsystem rather than declaring one project the winner prematurely.
### Compare
- browser UX,
- Ollama adapter,
- streaming,
- SQLite schema,
- story tree,
- rollback,
- checkpoints,
- edit/retry semantics,
- state extraction,
- entity/world state,
- summaries,
- semantic memory,
- lexical memory,
- lore/story cards,
- source imports,
- prompt inspection,
- export/import,
- tests,
- local-only posture,
- media extensibility.
### Rate Each Feature
Use categories such as:
- Keep as-is
- Keep with modification
- Reuse concept only
- Replace
- Not present
- Not wanted
### Deliverables
- `reports/reuse-matrix.md`
### Exit Criteria
We know which candidate has the best implementation of each required subsystem.
## 10. Milestone R5 — Licensing and Code-Reuse Review
### Objective
Determine what code can legally be copied, modified, linked, or used only as inspiration.
### Tasks
- verify repository licenses at the exact commits reviewed,
- note third-party code with separate licenses,
- note generated/vendor code,
- compare compatibility if combining code from multiple projects,
- pay special attention to GPL/copyleft candidates,
- distinguish:
- direct code reuse,
- dependency use,
- architecture inspiration,
- protocol/API reimplementation.
### Deliverables
- `reports/licensing-reuse.md`
### Exit Criteria
The recommended architecture does not rely on legally ambiguous code mixing.
## 11. Milestone R6 — Critical Prototypes
### Objective
Test only the uncertainties that could change the architecture decision.
Possible experiments include:
### Experiment A — Ollama adapter for ai-adventure
Determine how difficult it is to replace/extend the LM Studio adapter with Ollama.
### Experiment B — Branch-safe state in Open Dungeon
Determine whether Open Dungeon's current persistence can support immutable branch parentage without invasive rewrite.
### Experiment C — Strip-down feasibility in AI-DnD
Identify whether RPG/cloud systems are modular enough to remove without destabilizing core story-tree/memory behavior.
### Experiment D — Local semantic retrieval
Test a minimal local embedding pipeline using Ollama and a local-only store.
### Experiment E — Scene extraction
Verify that the narrator/state pipeline can produce a neutral scene packet suitable for future media.
Only run experiments that resolve a documented decision.
### Deliverables
Each experiment:
```text
experiments/<name>/README.md
```
Record:
- question,
- hypothesis,
- minimal changes,
- result,
- implications,
- whether code should be discarded.
### Exit Criteria
No high-impact fork/architecture decision remains based solely on speculation.
## 12. Milestone R7 — Fork / Build Decision
### Objective
Select the production starting strategy.
### Required Options to Evaluate
- fork Open Dungeon,
- fork AI-DnD,
- fork/use ai-adventure core,
- clean new shell with reused permissive components,
- other candidate if discovered.
### Decision Criteria
Weight heavily:
1. fit with interactive-story product,
2. browser-first architecture,
3. Ollama fit,
4. state/branch correctness,
5. local-only hardening effort,
6. amount of code to remove,
7. maintainability,
8. licensing,
9. test quality,
10. future media extensibility.
### Deliverables
- `reports/fork-build-recommendation.md`
- ADR documenting the selected strategy.
### Exit Criteria
One strategy is approved as the production base.
## 13. Milestone R8 — Finalize Specification and Technical Design
### Objective
Convert assumptions into committed decisions.
### Tasks
Update:
- `SPECIFICATION.md`
- `TECHNICAL-DESIGN.md`
Resolve:
- base repository,
- frontend framework,
- backend framework,
- storage model,
- branch/state model,
- model adapter,
- memory/retrieval strategy,
- local knowledge design,
- import formats for v1,
- context budgeting strategy,
- security boundaries,
- export format,
- future media interfaces,
- test strategy.
Mark documents v1.0 when approved.
### Deliverables
- `SPECIFICATION.md` v1.0
- `TECHNICAL-DESIGN.md` v1.0
- relevant ADRs.
### Exit Criteria
A developer can explain the final architecture without unresolved foundational choices.
## 14. Milestone R9 — Create Production Build Plan
### Objective
Write the detailed implementation milestone plan only after the technical design is stable.
### Tasks
Create:
- `BUILD-MILESTONES.md`
It must include:
- milestone dependencies,
- exact intended outcomes,
- acceptance criteria,
- test expectations,
- migration steps from selected upstream,
- removal/hardening work,
- v1 feature sequence,
- definition of done.
### Exit Criteria
The build plan is specific enough to hand directly to Codex milestone-by-milestone.
## 15. Phase 0 Final Deliverables
At Phase 0 completion:
```text
SPECIFICATION.md v1.0
TECHNICAL-DESIGN.md v1.0
RESEARCH-PLAN.md completed
BUILD-MILESTONES.md production-ready
DECISIONS/ finalized foundational ADRs
reports/ research evidence
experiments/ critical prototype evidence
inventory/ candidate metadata
```
## 16. Phase 0 Definition of Done
Phase 0 is complete only when:
- candidate repositories have been cloned and reviewed,
- serious candidates have been run or ruled out with evidence,
- network/privacy behavior is documented,
- licensing is understood,
- critical architectural uncertainties have been tested,
- a fork/build strategy has been selected,
- the specification is v1.0,
- the technical design is v1.0,
- the actual implementation milestone plan has been written.
At that point, production implementation becomes eligible to begin, but still requires explicit approval and a milestone-specific execution prompt.
## 17. Final Phase 0 Closure Record
Phase 0 definition of done is satisfied for architecture/planning purposes:
- finalists cloned and run,
- test suites measured,
- Ollama exercised locally,
- offline/network behavior investigated,
- critical history/state uncertainties prototyped,
- fork/build strategy selected,
- specification revised to v1.0,
- technical design revised to v1.0,
- production build milestones written,
- foundational ADRs updated/added.
No production implementation prompt is part of this research plan.
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# Reuse Matrix
**Historical status:** Phase 0A matrix. Some ratings were corrected by Phase 0B; use the v1 technical design and ADRs for current decisions.
**Date:** 2026-09-01
Legend:
- **KEEP** — candidate implementation is close to target.
- **MODIFY** — strong implementation but needs adaptation.
- **REFERENCE** — borrow pattern/idea; do not make it the ownership center.
- **BUILD** — target capability is substantially absent.
| Capability | AI-DnD | Open Dungeon | ai-adventure | Best current source |
|---|---|---|---|---|
| Browser storyteller UI | **MODIFY/KEEP** | **KEEP** | BUILD | Open Dungeon |
| Ollama text adapter | **KEEP** | **KEEP** | MODIFY | AI-DnD/Open Dungeon |
| SQLite local persistence | **KEEP** | MODIFY | **KEEP** | AI-DnD / ai-adventure |
| Immutable turn parentage | **KEEP** | BUILD | **KEEP** | AI-DnD |
| Alternate takes | **KEEP** | BUILD | MODIFY | AI-DnD |
| Named checkpoints | MODIFY | BUILD | **KEEP** | ai-adventure |
| Branch restore | **KEEP** | BUILD | **KEEP** | AI-DnD / ai-adventure |
| Complete tree export | **KEEP** | BUILD | MODIFY | AI-DnD |
| Exact prompt inspection | **KEEP** | BUILD/MODIFY | audit-oriented | AI-DnD |
| Recent-history budgeting | **KEEP** | **KEEP** | **KEEP** | AI-DnD |
| Rolling summaries | **KEEP** | **KEEP** | **KEEP** | all |
| Semantic old-story retrieval | **KEEP/MODIFY** | BUILD | BUILD/MODIFY | AI-DnD |
| Lexical local lore | MODIFY | BUILD | **KEEP** | ai-adventure |
| Lore/story cards | **KEEP/MODIFY** | BUILD | MODIFY | AI-DnD |
| Canon/Reference/Inspiration authority tiers | BUILD | BUILD | MODIFY | Chronicler/IFF concepts |
| Generic narrative state | MODIFY | BUILD | MODIFY | ai-adventure pattern |
| Model-proposes/app-validates | **KEEP but RPG-shaped** | BUILD | **KEEP** | ai-adventure |
| Atomic state + turn commit | VERIFY | VERIFY | **KEEP** | ai-adventure |
| Local-only privacy posture | MODIFY | MODIFY | **KEEP** | ai-adventure |
| Local image generation | BUILD | **KEEP** | BUILD | Open Dungeon |
| Provider-neutral media | BUILD | MODIFY | BUILD | Gamentic reference |
| Scene/visual continuity | BUILD | **KEEP/MODIFY** | BUILD | Open Dungeon |
| Large automated test base | **KEEP** | BUILD/VERIFY | **KEEP/VERIFY** | AI-DnD |
| Genre-neutral core | MODIFY | **MODIFY/KEEP** | MODIFY | IFF/story-state concepts |
## Cross-project architecture we should aim for
Use one primary fork, not a stitched codebase.
Preferred composition of ideas:
```text
AI-DnD production base
+ ai-adventure trust/commit/privacy rules
+ Open Dungeon scene/media UX
+ Chronicler memory-authority tiers
+ IFF Story Bible authority/validation
+ Gamentic media-provider abstraction
```
If AI-DnD strip-down proves too invasive, invert the first line:
```text
Open Dungeon production base
+ new AI-DnD-style immutable story tree
+ ai-adventure event/commit discipline
+ local memory/document retrieval
```
That fallback is viable, but static analysis suggests it recreates more hard correctness work.