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ef25b0a876 |
Stop re-reading the whole prompt every turn, and let a lost run carry on
M01, the hundred-turn campaign, is the one REQUIRED test still outstanding. Everything here is about it finishing, and being worth believing when it does. No requirement changed, no acceptance test was retired or relaxed, and M11 §P.1's "no performance requirement" still stands: what changed is the cost of a turn, not what a turn contains. An inference server caches a prompt by its prefix. The history window gave up its oldest action every turn, which changed the prompt near the front and threw that cache away, so nearly the whole prompt was reprocessed every turn however little had actually changed. The window now snaps the oldest depth to a block and holds it, stepping every few turns. Measured on real builder output at an 8,192-token budget: 124.0s per turn against 362.4s. The cost is history depth, bounded by TRIM_FRACTION at a quarter of the window, which is the dial between recent history and speed. A run that dies no longer starts again from turn one. m11_long_run checkpoints resume.json after the prologue, after every scheduled step and after every turn, and --resume reattaches to the same campaign. A finished run deletes it, so the file's presence means an unfinished run and starting fresh over one is refused. The model timeout is an option rather than a hard-coded 600s, a turn that overruns is a failed turn instead of an unhandled exception that ends the run with no summary, and a run that has stopped producing turns writes its evidence and stops. Two checks could not fail. M04's planted clue went into an add_fact "detail" key that the event does not define, so it was dropped and fact_still_in_state could never be true; it is now in "value" and proved at turn one, which stops a run measuring nothing for hours. m11_browser degraded silently without a narrator into two failures that read exactly like a product regression, and now requires one, with --no-narrator as an explicit opt-out that marks the run partial. Window discovery speaks Ollama's native API, so against vLLM or llama.cpp's own server the window goes unverified and the budget uncapped -- M11's own failure mode reached by another route. context_window_override lets the operator state what they launched the server with, and is used only where discovery left a hole: a verified window always wins, so a declaration can lower an unknown ceiling into existence and never raise a known one. "verified" still means the server answered, so window_verified in a turn's provenance keeps the meaning M11's report counts on. planning/README.md said the M11 tree was staged rather than committed, in two places; it was committed and signed. Planning package v3.8. Backend 1,376 passed, 17 skipped, 0 failed; frontend 161; lint and build clean. Every M11 harness re-run on this tree: browser 38/0/0, offline 23/0, identity clean, contrast unchanged, recovery 14/0 on a small bundle. M01 itself has not been run. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E9LiyxBxnMTXV2wRjdyDGB |
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144406cd48 |
M11: what the server will actually read
The release-validation milestone, and the thing it had to settle first was whether any of the earlier evidence meant what it said. M8 measured a deployment enforcing a 4,096-token input window while the application budgeted 16,384. Every request returned 200. What Ollama does with the excess is drop the oldest tokens, and the oldest tokens here are the system block — the narrator's rules and the campaign canon. A hundred-turn certification against that server would have looked perfect and proved nothing, which is why this milestone could not begin with a hundred turns. So the application asks now. Ollama's window is a property of how a model was loaded rather than of the request — sending num_ctx is accepted, ignored, and worse, reloads the model at the server's own default — so the only honest move is to find out and then tell the truth about it. /api/ps reports what a resident model is being served with, /api/show what an unloaded one will load with, both on the same host inference already uses, through the same endpoint policy and the same TLS trust store. A verified window is a ceiling on the budget; an unverified one leaves the budget alone and is recorded as unverified in the turn's own provenance, so an old turn can be asked afterwards whether it was built against a checked window. There is no third behaviour, and in particular no hard-coded 4,096: a number the server did not say would be right on one machine and wrong on the next. The proof that this is doing something is a campaign whose canon sits at the front of the prompt, 120 turns of history, and a 4,096-token window. The canon is still there afterwards and the oldest history is gone. The same campaign built the old way produces a prompt more than twice the window — the defect, reproduced, so the fix is measured against it rather than asserted. Two defects the validation found on its own, and they are the same defect twice: something was true and nobody was told. A manual state correction of four changes with one bad reference applied three, returned 201, and said nothing — while recording the refusal on the audit row nobody reads. It came to light because the identity diagnostic's own fixture was refused that way and the whole run proceeded on a campaign with no scene, which would have read as a model failure. And the narration-length setting moved no number: brief, medium and long each became one English sentence, while the numeric hint the model actually reads was derived from the global reply cap and said the same thing for all three. Both now say what they did. The other two post-M8 findings are closed as well. The tab said AI D&D, which no document had ever claimed it did not; it says Interactive Story now, with the open campaign first, and the name is the owner's decision rather than a find-and-replace to something narrower than the engine. After an Undo the reader could not tell where they had landed; the control row now ends with "Moment 11 · later story ahead", from the server's own answer, in the word the transcript already uses, with none of head, branch or depth anywhere near it. The identity diagnostic exists and the root cause does not. That campaign was destroyed, so no cause can be established — what M11 owes the finding is something that can classify the next occurrence, and a diagnostic that makes only the judgements a program can honestly make: duplicate keys, shared names, protagonist drift, state and context disagreeing. Whether prose misattributed a line is left to a person reading it beside its prompt, because a regex cannot read dialogue and one that pretended to would produce exactly the confident wrong answer this finding is about. Its detectors are proved to fire against a planted second Alice. Two entities may still share a display name. That was checked first, as the finding asked, and left permitted: a mother and a daughter, or a stranger giving a false name, are ordinary fiction, and refusing them to guard against a model mistake would refuse the wrong thing. What was missing was that it happened silently. It is reported now. Evidence, not inference: a hundred accepted turns against a real narrator with genuine process restarts; a real browser against the built SPA; a container with no network at all; a campaign moved into a data directory that never existed. Each was discarded and re-run whenever the product changed under it, and the runs that were thrown away are listed in the report with the reason, along with ten defects in the harnesses themselves — because a harness that has only ever agreed with itself is not evidence, and two of M8's five harness defects were masking real ones. No dependency was added, removed or upgraded. No acceptance test was retired, relaxed or reclassified. M11 is implemented and verified; it is not accepted, and there is no release tag. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Qyn3oRd4D6pi72nKBG725B |
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44edece67e |
M9: a campaign you can actually get back
A campaign could already be exported and imported. What could not survive the trip was everything that explains it: the state events behind the authoritative document, the prompt each turn was actually given, the passages it was shown, the summaries that carry long-story continuity, and which take belonged to which turn. An imported campaign could be read and could no longer say why it was what it was — and a manual correction, the one state change no narration explains, was indistinguishable from something the story had established. The bundle is now `ai-dnd-adventure-v3`, and the version is the design rather than a side effect. Everything added here could have been another optional key, the way persona, Save Points, narrative state and imported knowledge each were. That mechanism stops working at exactly this addition: a v2 file with no prompt provenance is ambiguous between "written before M9" and "written by M9 from a campaign that has none", and those are different facts about a campaign. A version number is how a recovery file states what it was capable of recording. v1 and v2 still import, and every seam from pre-active-head onward is tested for the rule that an older file is never reinterpreted under a newer assumption. Two categories became three. "Chosen travels, derived is recomputed" was enough until stored prompts had to be decided: they are derived, and they must travel anyway. The test that separates evidence from cache is not "could this be recomputed" but "would a recomputation answer the same question" — a rebuilt search index answers the same question, a rebuilt prompt says what the turn would be told *now*, which is the opposite of what the inspector is for. Also here: a real SQLite backup, through the online backup API rather than a file copy, taken while the application is running and verified before it is kept; story cards settled as compatibility-only legacy data and taken out of the narrator's prompt, because they were the untracked path around knowledge authority that IMPORTED-KNOWLEDGE-DESIGN §73 already forbade; and no schema change at all, proved against a database M8's own code wrote. Three defects, found by running the milestone's own tests rather than by reading them. Deleting a campaign leaked its FTS index rows, and SQLite then handed the freed ids to the next source imported into any campaign, which failed with an integrity error that Reindex could not repair — both ends are closed, and a database already carrying the damage now repairs itself. An imported node with no state snapshot was being stamped with the campaign's head state, so an Undo to turn 2 showed what the story knew at turn 20. And the snapshot relink did not persist at all, because it mutated a dict in place on a column SQLAlchemy tracks by assignment: it looked correct in memory and wrote the wrong ids to disk. Carrying per-turn prompts looked like it would halve the length of campaign that can be restored. Measured — and after compressing them inside the file — everything M9 added costs 12% of it: the import ceiling moves from about 318 turns to about 279, against a 100-turn certification target. The dominant cost is not M9's at all. The per-position narrative state document is 74% of a bundle, and v2 already carried it. Backend 1,102 passed / 14 skipped / 0 failed. Frontend 145 passed. Lint, production build and Docker build clean. Verified across two server processes with two data directories, and in a real browser against a real narrator. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Qyn3oRd4D6pi72nKBG725B |
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480414efe0 |
M7: a first-class imported knowledge library
A campaign can import local .txt and .md files as Canon, Reference or Inspiration, and the class is load-bearing rather than a label: it decides the words a passage is framed with in the prompt, the weight it carries when passages are ranked, and which budget it competes in when the context is tight. This is a separate subsystem, which is the Phase 0B decision (IMPORTED-KNOWLEDGE-DESIGN.md §73). Story Cards do not carry classification, provenance, content identity, chunking, an index or a lifecycle, and they were not promoted into something that does. Nothing here reads or writes one. The subsystem, in backend/app/knowledge/: classes the three classes, their weights, and the prompt framing chunking deterministic, heading-aware, 60-800 tokens, no overlap fts SQLite FTS5 with porter stemming; scoped and bounded in SQL importer validate, hash, store, chunk, index — in one transaction embeddings local Ollama vectors through the shared provider retrieval query construction, hybrid merge, rerank inject the budgeted cut and the rendered prompt sections Relevance admission is a separate stage from ranking, and that separation is the milestone's most expensive lesson. An independent review found the first implementation deciding relevance with a floor expressed as a share of the best candidate — which the best clears by construction — so a passage was admitted on every turn regardless of the scene. A query about tide tables and container tonnage retrieved all five sources of a fantasy campaign, narrator-only hidden Canon among them. So the pipeline is now: candidate generation -> admission -> ranking -> class weighting -> budget Admission reads raw, candidate-set-independent signals: the cosine the model returned, and how many distinct meaningful query terms a passage contains. Ranking reads normalized ones, because bm25 has no fixed range and cosine's zero is not zero. Normalization decides order among things that matched; it can never decide whether anything matched. Authority is applied after admission, so a class orders what matched and never rescues what did not. Retrieval may therefore return nothing, and on a scene unrelated to the library it does. The other decisions that each replaced an obvious wrong one: - The class multiplies relevance rather than adding to it. An additive bonus satisfies "Canon outranks Reference" and makes "do not include irrelevant Canon" impossible, because a large enough constant wins on its own. - The semantic floor is measured, not guessed: 113 production-path pairs against nomic-embed-text put targeted matches at 0.55-0.85 and off-topic pairs at 0.36-0.56, and 0.58 sits between them. Because it is a property of that model and not of cosine similarity, it is keyed to the model rather than applied to whatever is configured: an embedding model with no measured calibration in this build does not borrow the number. Semantic admission is skipped, the campaign retrieves lexically, and the reason is stated in the knowledge status and in the turn's provenance. Degrading to lexical keeps the library usable; lending the threshold to an unmeasured model is how the admitted-everything defect would return. - One lexical term is not evidence. Two distinct meaningful terms, or one that is neither a standing campaign entity nor a negligible share of the query. The stop list grew from 42 words to 261, all function words — no subject matter, because a stop list that removes subject matter stops finding "The Silver Key". - Lexical retrieval is a production path, not a fallback. It finds the proper nouns and invented terms a setting bible is made of, and the library is fully usable with no embedding model configured. Safety is structural rather than filtered. Imported text reaches the prompt whole, inside a section that says what it is, under a rule stating the authority order in words and refusing every instruction inside it. No endpoint accepts a filesystem path, so H08 has no mechanism to escape from. Nothing renders imported content as HTML, so a script tag is five visible characters and a remote image is never fetched. Import, chunking, indexing, retrieval and a turn open no socket at all; only embeddings do, through the endpoint allowlist the memory bank already uses. Provenance is the rendered text, not a foreign key: deleting a source cannot turn a historical turn's evidence into dangling ids. Schema: knowledge_sources, knowledge_chunks, knowledge_embeddings, and an FTS5 virtual table attached to knowledge_chunks as a DDL hook so it is created and dropped with the table it indexes. Migration 92. A pre-M7 database opens unchanged and needs no sources to play. Bundle: the source content and the reader's judgements about it travel; the passages, index rows and vectors are rebuilt on import, so a restored campaign is searchable immediately without a reindex step. One runtime dependency: python-multipart, Starlette's multipart parser. It is what makes the upload surface possible, and the upload surface is why no pathname is ever accepted. The test doubles were the reason the defect shipped, so they were corrected too. The retrieval stub scored unrelated text at 0.06-0.20 where the real model scores it at 0.43-0.44, and its docstring said it had deliberately removed the constant component that "would put a similarity floor under every pair" — which is exactly the property real models have. The stub now has that floor, one test fails if it is ever removed, and another reproduces the superseded rule and asserts it is still fooled by the same fixture. Run against the pre-corrective implementation, the new suite fails 13 of 18. Tests: 939 passed, 14 skipped (836/7 at M6). 110 new across seven files, one of which mocks nothing between itself and Ollama and re-measures the similarity separation on every run. 43/43 checks in a real Firefox, reproduced. Docker build clean. Four other defects found by review or by the browser run were fixed here rather than carried: an unreachable relevance constant that appeared to enforce something and did not; acceptance tests using the wrong fixture files, so G07's trap was never exercised; a bidirectional override surviving into displayed filenames; and, from the implementation pass, the Insights panel showing M5's two state sections as raw keys and the source inspector refetching on every keystroke. M7 was independently reviewed, which returned PASS WITH CORRECTIVE WORK REQUIRED. Both blocking findings are closed, and closeout resolved the embedding-model calibration boundary the corrective pass had left as debt. planning/reports/M7-IMPLEMENTATION-REPORT.md carries the review, the corrective closeout and the closeout verification in sequence, none overwriting another. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_017HdaXiFbscatQaLS7dJk6b |
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a6e9c7a32b |
M6: branch-safe context, summaries and long-term story memory
Aligns the inherited AI-DnD memory and context foundation with the history,
authority and state model M3-M5 established. Long stories now reach the narrator
through a bounded, lineage-safe, inspectable context rather than a growing
transcript.
This commit includes the corrective work that followed the independent review in
planning/reports/M6-IMPLEMENTATION-REPORT.md. The first implementation reported
E03 as passing and it was not; the report records that history rather than
hiding it.
What was already correct, and was kept rather than rebuilt
Memory lineage. Memories already carried (branch_id, depth) and retrieval
already filtered through the capped-path clause; the ten-step negative control
was measured passing against
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b7005e6fdd |
M5: genre-neutral authoritative narrative state, with review corrections
Replaces AI-DnD's RPG relative-delta world state with the genre-neutral typed
narrative state of ADR 010: explicit, absolute, allowlisted events proposed by
the model, validated by the application, applied to one authoritative document,
and snapshotted per position so restore stays a row read.
This commit includes the corrective pass that followed the independent review
in planning/reports/M5-IMPLEMENTATION-REPORT.md. The invariant it exists to
hold is:
visible active transcript position == stored head == authoritative state
Narrator editing (D10, STORY-BRANCH-SEMANTICS §§14-15)
A narrator edit no longer rewrites a row. It returns to the state before the
turn, takes the reader's exact text as the accepted narration, re-derives the
state that text implies, and becomes a new active continuation — while the
original narration keeps its words, its live flag and its whole future as
retained history. At the tip the correction is another take; with story below
it, it forks. No new history machinery: this is the existing fork/take/head
path with the reader's text in place of a generated reply. The §14A refusal
is therefore gone for narrator turns, and remains only for player input.
Pre-M5 positions
Migration 88 backfills the empty narrative document onto every action written
before M5, and a missing snapshot now restores the empty document instead of
leaving the previous position's state standing. Restoring to an old Save
Point no longer leaves a later position's entities and facts on screen.
Narrator context
Replayed history carries prose only; the machine-readable block is no longer
reconstructed into past turns, where it contradicted the authoritative state
in the same prompt. A fact withdrawn by a manual correction is now named as
no longer true, with the reader's reason, rather than silently dropped.
Also
- state_changes joins the action-list bulk read, removing one query per row.
- Extraction takes only the application's own protocol payload: an ordinary
```json or ```python block in a story survives, and a mangled proposal
still does not reach the reader.
Planning: ADR 013 records the authoritative document shape; §§14-15/14A, D10,
C04 and BUILD-MILESTONES are updated to describe what exists. Debt is recorded
against M8 (scenario editor UX) and M9 (export of the audit trail).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PWU4gTfLYY6Qq9U7aa9Qw2
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903fa7a74f |
M3: move the story's head instead of deleting its turns
Undo deleted. It removed the trailing AI action and the player action in front of it, pruned the memories covering them, and let the tip fall back to whatever survived. That made it the one operation in the application that destroyed accepted story, and it was why there was no Redo: the turns to move forward into no longer existed. Phase 0B demonstrated the head-cursor alternative in a disposable spike; this is that concept as production code. backend/app/head.py is the whole of it. Three questions that used to be one — where the story is being read, how far it is retained, and where it opens — are now three functions, and every caller that moves the head or asks about it goes through this module. The spike put the fork check in the write path and left Retry and Add-take on the old one; sharing the rules is what stops that divergence coming back. lineage.Path now caps every entry at the head, so hiding the retained future costs nothing at the call sites: the transcript, the context builder, attempts.preceding and memory retrieval already funnelled through path_of and narrow together. Path.uncapped() is the deliberate exception, and only Redo and the fork check may use it. The memory bank needs no pruning for the same reason — a memory carries the coordinate of the node its block ends on, so one derived past the head falls outside the capped clause and becomes retrievable again on Redo without having been deleted and re-embedded. Undo alone does not fork. Moving the head is not a decision to abandon anything, since the user may be reading or about to Redo; the first write below the head is where the story states which continuation it means. A head already at the tip forks nothing, so a story that is never undone forks exactly as often as it did before and the branch table does not fill up with one branch per turn. Redo follows the lineage rather than choosing among branches, which is what invalidates it after a divergence with no flag to set or clear. Migrations 78 and 79 give a branch superseded_at and superseded_depth. Nothing reads them to decide behaviour — Redo is decided by the lineage, so a stale or hand-edited value here cannot make the story wrong. They exist so the cleanup and discarded-history features left to a later version have something to select on, and so a divergence is observable in a test. Deleting an action no longer drags a moved-back head forward to the recomputed tip, which would have silently redone the story. can_undo and can_redo ride on AdventureOut and ActionPage because the client can work out neither for itself: the campaign opening may be off the top of the loaded window, and the retained future is never sent to it. This is a checkpoint, not the finished milestone. 601 backend tests pass. Five still assert the destructive contract — they count rows after an undo and expect the story to be shorter — and need rewriting against the new one; the world-state assertions inside them already pass. Export and import do not yet carry the head coordinate, so a bundle still reopens at the deepest node and can silently redo an undone story, which is the Phase 0B finding this milestone exists to close. The browser has no Redo control yet. None of the M3 acceptance coverage (D01-D10, E01-E04, I01-I03, I07, L01-L02) is written. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01QF5TcoB86QADgjHz1GZe8u |
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c1a73b3d77 |
M1: make the first story turn work with no Internet
Phase 0B ran the upstream application on a network with no route out and the first turn died in tiktoken, which downloads its BPE table the first time anything counts a token. The browser separately fetched three font families from Google on every page load. Neither is visible on a machine that has been online once, which is why both now have tests. The tokenizer table is vendored at backend/app/context/vendor/cl100k_base.tiktoken and backend/app/context/encoding.py builds the encoding from it directly, verifying its SHA-256 against the digest tiktoken itself pins for that URL. No code path in the tokenizer can reach the network any more — not a warm cache, not an environment variable a deployment could forget. The encoding was checked token for token against tiktoken's own. The three font families are self-hosted as variable fonts under frontend/public/fonts/ (343 KiB, Latin and Latin Extended), declared in frontend/src/styles/fonts.css, and re-vendored by frontend/tools/vendor_fonts.py. Their OFL licences ship beside them. With no remote asset left, the CSP drops both Google hosts and gains object-src, base-uri and form-action; woff2 also gets its real media type, which Python's table lacks on a slim image. A trusted-LAN Ollama turned out not to work at all over HTTPS. httpx verifies against the certifi bundle, so an endpoint whose certificate comes from a CA the user installed on their own machines — a StartOS server's Ollama, for one — was refused with CERTIFICATE_VERIFY_FAILED while curl and the browser on the same host accepted it. app/tlstrust.py builds one context that unions the platform CA store with certifi's, and all four outbound clients use it. A union rather than a swap, so an image with an empty system store cannot start failing on endpoints that worked before. Verification itself is untouched: CERT_REQUIRED, hostname checking on, and no insecure escape hatch. The storyteller listener is now loopback by explicit statement rather than by inheriting uvicorn's default: start.sh, start.ps1, and docker-compose.yml, which publishes to 127.0.0.1 rather than every interface. Reaching an Ollama on another machine is outbound and needs none of that inbound exposure. backend/requirements.lock pins the exact tested closure; requirements.txt keeps the ranges. DEVELOPMENT.md covers setup, the same-host and trusted-LAN Ollama configurations, and how to re-run the offline proof. PROVENANCE.md records the upstream commit, the MIT terms, and both vendored assets. Verified, not just compiled. On an --internal Docker network with 1.1.1.1 unreachable and no name resolving, a campaign was created and played for six turns through same-host Ollama, restarted, and resumed. A second run played ten turns through Ollama on a separate physical machine on the LAN over verified HTTPS, summaries and embeddings included, with the storyteller's default route deleted so the LAN was reachable and the Internet was not. Its capture: 893 packets to the approved host, 730 loopback, zero anywhere else, and zero DNS queries. Two induced model failures left the accepted story bit-identical. The inherited SPA was opened in a browser and a campaign read back from it. Evidence is in planning/reports/M1-BASELINE-REPORT.md, along with the findings that did not belong in this change. 648 backend tests pass, up from the inherited 632; frontend lint and build are clean; the image builds. No M2 work is included: the hosted, cloud, analytics, Postgres and scripting surfaces are untouched. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_017foPNqFjAJa2Ngebf5mEfL |
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1b5e4c56cd |
Tell the summarizer who the characters are
`_create_due_memories` sent six actions of second-person prose and nothing else — no protagonist, no cast, no setting, and no instruction about what person to write in. So for `You push the door open. She grabs your arm.` the only honest memory was "You entered a room and she stopped you", which names nobody when it is retrieved forty turns later. The framing wandered too: with no rule, the model picked a person per call, and one bank ended up holding "You entered the crypt", "The player entered the crypt" and "He entered the crypt" for the same kind of event. Both prompts now carry a cast brief and a framing rule: third person, the protagonist by name, other characters named rather than left as bare pronouns. The rule states its reason, because a memory really is read in isolation much later and a model told why complies far more consistently than one handed a bare instruction. The cast comes from the story cards, not from `stat_schema`. Every schema NPC is already turned into a card at adventure creation, deduplicated against the hand-written ones by name, so the cards cover schema NPCs, an author's own cards, and an adventure with no RPG layer at all through one path instead of three. Keyword matching alone was not enough, and finding that out changed the design. Built that way first, the brief for "She grabs your arm" listed the protagonist and nobody else: the block that most needs a cast is exactly the one written in bare pronouns, and Gwen's trigger keys include "her" but the text says "she". So matched cards come first and the remaining slots are filled with the other character cards. Places and items are not topped up — an unmentioned tavern is not who "she" was — though a place that is mentioned still matches normally. The asymmetry with the turn prompt is deliberate: an untriggered card is wrong as lore and right in a roster, because the roster answers "who could these pronouns be" rather than "what is on stage". Fixed descriptions only, never live values. `Gwen: trust 40 (wary)` in the brief would make the same event summarized at two different times come out framed differently, which is the fault this removes. An adventure with no persona still gets the cast and the setting, and the model is told to write "the player". One with nothing to say sends byte for byte the prompt it sent before. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01NPyQN926gkZTAYfgugcaok |
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9ee052c51e |
Give the adventure a persona, so the protagonist has a name
The player had stats but no identity. `stat_schema.player` carried hp and
mana beside `npc.gwen.trust`, but where an NPC has a name and a
description the player had neither, so the block rendered as
`You: hp 100/100` and nothing in the prompt said who "you" was.
Three columns on `adventures`: name, pronouns, description. All
user-only, all optional, and an empty name means the app behaves exactly
as it did before — no backfill, no special case for an adventure that
predates the migration.
They are adventure columns rather than part of `stat_schema` for two
reasons. An adventure with no RPG layer still has a protagonist, and
that is the case this was added for. And `worldstate.schema._initials`
treats every dict inside a stat section as a stat definition, so a
persona placed there would be instantiated, rendered in the guide, and
handed an `initial` value as though it were one.
The paths do not change. `player.hp` stays `player.hp`; only the label
moves, to `Kaelen (player): hp 100/100`, the same way NPC lines already
print a display name beside the id. A path carrying the persona's name
would break the moment a player renamed their character, because
`_history_text` replays every past turn's stored delta into the prompt
and those blobs hold literal `player.hp` strings.
The section sits in the system block. Only the user can edit it, so it
never changes mid-story and stays inside the cached prefix. That is what
makes it free, and it is why the AI must not be able to move it — a
delta aimed at `persona.*` is already refused by `_resolve`, and there
is now a test holding that in place.
The modal that used to appear only for scenarios with `${Placeholder}`
tokens now always opens, and is where the character is named. Persona
and placeholders stay independent: a scenario asking for `${Name}` is
asking its own question. No scenario in the repo uses placeholders at
all, so the overlap is hypothetical.
Phase 2, which feeds the persona and the cast to the summarizer, is
written up in plan/18 and not started. That is where the memory-quality
problem actually gets fixed; this change is what gives it a name to use.
Not yet driven in a browser — plan/18 lists what to check by hand.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NPyQN926gkZTAYfgugcaok
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f1bebe18d0 |
Drop the eight legacy columns SP8 left behind
Migrations 66 to 73 drop `actions.index`, `variants`, `variant_index`, `variant_count`, `state_before`, and `world_state_before`, plus `adventures.memory_cursor` and `summary_cursor`. `index` is a keyword in SQLite, so migration 71 quotes it. Nothing outside the migrations read these. `models.py`, `schemas.py`, and `ACTION_LIST_COLUMNS` lose the same eight fields, `Adventure.actions` orders by `id`, and `attempts.renumber`, `context.history.max_action_index`, and `nodes.next_index` are deleted. Two changes keep the migration replayable on a `create_all` database: - `_split_variants_into_siblings` wrote through the live ORM table, so it stopped compiling once migration 66 removed five of its columns. It now writes through `_ACTIONS_AT_60`, a frozen `Table` with its own `MetaData`. - Five data passes read columns these migrations drop. Each now calls `_has_columns` and returns early when the columns are absent. `bootstrap` takes a `through` version so a migration test can stop at the schema it asserts on. 555 tests pass, up from 549. Eight of the new cases assert each column is gone after a real schema-45 database migrates all the way. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0198qDK3gmgSo7EtQ4GTPqqK |
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47c7800903 |
Report the world-state changes the engine refuses
`apply_delta` records three outcomes for every change the model sends: `applied`, `clamped`, and `rejected`. Everything downstream read only `applied`. A refused change reached the player as an ordinary chip, and reached the model on the next turn as a change that had succeeded. Five parts: - `Action.world_changes` reads `clamped` and `rejected` beside `applied`. Accepted stats carry a `clamped` flag; refusals become `kind: "rejected"` entries. The `fix` key is present only when the engine wrote one, because this property runs for every action of every list response. - The UI separates the three outcomes. A clamp to a standstill reads `no change - at its limit` on a dashed chip, a partial clamp is marked `(limited)`, and a rejection carries its reason. Dashed and dimmed rather than red: a refused change means the rules are working. - The goals line names the milestone id, as `milestones.<id>`. The ids appeared nowhere in the prompt before, so the model could not send one. - Each rejection, and each clamp that moved nothing, builds a `fix` string from the stat definition at the point of refusal. `render_refusals()` renders them into the next prompt above `EMIT_REMINDER`. - `_history_text` replays `applied_delta()` instead of the sent delta, so a past turn's state block shows only what the engine accepted. A clamp that reduced a change but still moved the value reports nothing. If you tell a model its 80 damage became 30, it can treat the shortfall as a debt and send the remaining 50 next turn, which is the swing `max_delta_per_turn` prevents. In the demo scenario, `pokemon_left` becomes `pokemon_fainted` (`type: counter`, `initial: 0`). Starting at the ceiling turned a wrong-signed delta into a silent no-op; counting up puts the wrong sign on the counter rule, which refuses it out loud. The instructions also now ask for `world.turn`, which sat at 0 for a whole playtest. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PacdRuPXSkQQy4ZYdH32hF |
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e7d75c3b05 |
Rewrite Python comments in Google developer documentation style (#12)
* Rewrite comments in Google developer documentation style Rewrite the comments and docstrings across the backend core modules so they read plainly. The previous prose was accurate but dense and figurative, which made it slow to skim. Applies the Google developer documentation style guide: short sentences, active voice, present tense, American spelling, and no metaphors, idioms, or rhetorical asides. Replaces em-dash chains with separate sentences. |
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a408c7b6f7 |
Lay the prompt out so the endpoint can cache most of it
Prompt caching bills on a shared prefix: the endpoint reuses the request up to the first byte that differs from last time and no further. The live world-state block sat third from the top of the system message, so every turn re-priced the instructions, the plot essentials and the whole story history underneath it. The retrieved memories and the rewritten summary did it again. Everything fixed is emitted first now, and everything that moves goes after the history, ordered least-volatile first — which is also where recency serves it best, the reasoning that already put the emit reminder last. The three tail sections that are last for their own reasons stay last. The moved sections are still charged to the token budget; only their position changed. Two smaller halves of the same problem. OpenRouter serves a model from whichever upstream is free and each upstream holds its own cache, so a deepseek model now names deepseek as its preferred upstream — a preference, not a restriction, so a turn still runs if that upstream is down. And the endpoint's usage block is read back off the response and kept per attempt, so the hit rate shows up in Insights and the debug log instead of being assumed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DfMCsN1KBLsTqMkj5hSgrY |
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3b9e6b3d50 |
Give the length hint a floor, not just a wall
A ceiling alone is a one-sided instruction, and models read it in opposite directions. A verbose one is held back by it; a terse one has nothing to act on except "write only as much as the moment needs -- a typical turn is much shorter" and collapses to two paragraphs. Same prompt, wildly different turn lengths depending on which model is behind it. State a floor as well, so the guidance is a band. The two bounds are deliberately asymmetric -- "must not exceed" for the wall the endpoint enforces, "should not stop short of" for the floor -- so neither reads as a number to hit, which is the property the earlier A/B says decides whether this hint helps or hurts. "Prefer the lower end" inherits the anti-overshoot job the deleted "much shorter" line was doing, but now with a number under it, so a terse model lands on the floor instead of at forty words. Below MIN_LENGTH_FLOOR_WORDS the floor is dropped and the tight-cap wording is left byte-identical: at a tight cap a short turn is the correct turn, and that phrasing is the one measured to keep the state block alive (0/6 truncations at cap 250 against 2/6 unhinted). So this only moves loose caps. MAX_LENGTH_FLOOR_WORDS keeps the share from demanding 555 words minimum at cap 2400 -- a big cap means long turns are allowed, not compulsory. Shipped without an A/B run, deliberately. Two things to watch live: whether a stated range invites landing mid-range on verbose models (drop the share to ~0.25 if so), and whether the state block still survives -- nothing reads finish_reason yet, so truncation is silent. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DfMCsN1KBLsTqMkj5hSgrY |
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4af6e17406 |
Answer the review, and keep the opening node's bank
Nine findings from a review of the phase-14 stack. The one about a retry withdrawing a memory is not a bug — a memory anchored to a node describes that node, and it goes when the node goes. The root is the exception, and it is the only one: migration 62 parked every memory written before memories had coordinates on depth 0, so withdrawing the opening node would retire a whole bank nobody attached there. A memory with no source range covers no story and now stays; a summary that genuinely ends there is still withdrawn. The rest are repairs. * The adventure list quoted whichever attempt was written last rather than the one the story tells, so switching back left the index disagreeing with the page. * A v1 import gave a typed memory no depth, rebuilding the NULL the migration exists to remove — invisible until the imported adventure forked. * The action cap counted a v1 file's turns, and a turn expands into a row per saved attempt, so a file inside the cap could write a multiple of it. * Forking a live node on a borrowed ancestor promoted a sibling on a branch the caller never named. It is a branch switch, and now says so. * Switching attempts left the state, status and memory panels reading the previous take: the story does not change length, so nothing keyed on its length noticed. Same class as the branch-switch bug this phase already fixed. * A retry after switching back numbered the new attempt into the middle of the group instead of the end. * The cursor backfill numbered every action in the table once per adventure; correlated to the adventure being updated, it is an index lookup instead. * Renaming a branch answered own_actions=0. And one behaviour change recorded rather than repaired: script-visible history and actionCount no longer count blank-text rows. That is the right shape and there is no reading compatible with both, so plan/14 says so. 409 tests. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015H5qiyiR7gtFQaoDphHZ3g |
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2d38a162d4 |
Give every memory a node, and show only the ones on your path
A hand-written memory used to carry a NULL depth, described in the model as "belongs to the adventure rather than to a path". That sounds harmless and is not: a NULL is a coordinate no fork can cap, so a note typed on one line followed the reader onto branches whose story it never described. It takes the head now — the story you were reading when you wrote it — and obeys exactly the rule a summarised memory obeys. The unanchored escape clause in lineage.Path.clause existed for that single case and is deleted rather than left unused. Its docstring argued that a capped depth would drop a typed memory the moment its branch stopped being the newest entry; anchoring answers the same worry better, because the memory is not exempt from the path, it is on one. The drawer now shows the path being read and nothing else, filtered by the clause retrieval itself uses, so the bank you can see is the bank the model can see. Nothing is stranded: a memory lives on a branch, switching to that branch shows it, and deleting the branch deletes it. Pinning decides order, the path decides existence. Migration 62 lands existing NULL-depth memories at depth 0 of their branch rather than at the tip. 0 is at or before every fork point, so every memory stays visible from exactly the paths it is visible from today — nobody's bank loses a row on deploy. The tip is the tidier-sounding choice and would have emptied them out of every branch forked earlier than they were typed. This supersedes the on_path flag and the "another branch" badge from earlier today; anchoring makes them redundant, and they are removed. Four tests changed because they asserted the old contract, not because they broke. The one worth reading is the pair replacing test_a_hand_written_memory_is_not_lost_at_the_first_fork: typed on shared trunk it still survives a fork, and typed on ground the fork never travelled it no longer follows you. 402 tests. Verified on tools/branch_fixture.py: each branch's drawer holds its own memory and not the other's. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015H5qiyiR7gtFQaoDphHZ3g |
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cf3d52171e |
Let a branch be named, and thrown away
SP7 needs three branch operations and SP5 built one. Switching exists; naming and deleting had no column and no route between them. A name is stored because a player chose it. An unnamed branch keeps NULL rather than a generated "branch 4" — a generated label is derived, and it would go stale the moment a branch before it is deleted and the ordinals shift underneath. The client draws those from the fork depth, which nothing can shift. The v2 bundle carries the name for the same reason it carries the fork points and leaves `lineage` out: it is a decision, not something computed from one. Delete is what stands between a tree and unbounded growth, since nothing prunes one on its own. It refuses two branches: the root, which holds the turns every other branch borrows, and the one being read — including any branch the head was forked from, which is the same mistake in disguise and the one that would cascade the head away and leave head_branch_id pointing at nothing. The nodes, memories and descendants go through the foreign keys that already cascade. A cursor standing on a deleted branch is cleared. On Postgres a stale branch id would simply never resolve; SQLite hands the freed id to the next fork, and then the anchor resolves onto a branch it has never seen and calls a stretch of story already summarized. 396 tests, 15 new. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015H5qiyiR7gtFQaoDphHZ3g |
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a7bf47a35e |
Let a backup carry a story that went two ways
A bundle had one list and a forked adventure has two stories, so export was emitting every branch's turns interleaved by index — a mangled story rather than lost data, and unreachable only because forking has no UI yet. `ai-dnd-adventure-v2` carries the branches, the depth each one left its parent at, which attempt at every turn is the story, and what each node left behind. That last one is not decoration: the after-snapshots are what a branch switch puts back, and a bundle without them imports a tree nobody can switch inside. `app/bundle.py` owns both formats and nothing else knows either. The v1 reader stays — those files are already on people's disks — and it is now the only place a `variants` array exists anywhere. The rule the module is built on is that a bundle carries what was chosen and never what is derived. The head branch, the fork points, the live flags and the anchors are decisions somebody made. The lineage, the head depth, the legacy `index` and the variant ordinals are computed from those and are rebuilt on the way in, because a bundle is a text file anybody can edit and a derived field shipped beside its source is a chance for the file to disagree with itself where no read would report it. `index` is the one that stops being academic here. It agreed with `depth` until SP5, and this is the first writer that has to fill it for a forked story, where two branches both hold a node at depth 4. It is allocated one per turn instead: siblings share it, no two coordinates do. Everything a hand-edited file can get wrong about the shape of a tree is a 400 raised before the adventure row exists, because a half-applied import is exactly the failure this phase exists to end — a story that goes quiet. A file wrong about which attempt is live is corrected rather than refused; that is an invariant of the database, not of the format. Measured on the 600-action fixture: 587 kB to 911 kB, and all of the increase is the outcomes at 489 B a node — the coordinates themselves save 57.5 B a node against the old turn-and-variants shape. Twenty forks add 660 B. 4.3% of the import body cap. 381 tests green, 16 of them new in test_bundle_v2.py. No migration, no vacuum owed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015H5qiyiR7gtFQaoDphHZ3g |
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0a12d9cd47 |
Make a retry a node, not a rewrite
Every attempt at a turn is now its own row at the same (branch, depth), with `live` naming the one the story tells. The JSON repeating group on `actions.variants` is read one last time, by a migration that writes it out as the sibling rows it always described, and then goes unread. The snapshots turn around with it: an action carries the state it left behind rather than the state it started from, because attempts at one turn share a starting position and differ exactly in their outcome. Rolling back is "what the node in front left behind", one lookup on the path, and it is what undo and retry now both read. And the memory holdback goes. It existed because retry rewrote a row under a mark that had already moved past it; a retry writes a sibling now, and replacing what a coordinate says withdraws what was derived from it — the same repair undo and delete already made. The assembled prompt is still stored once per turn: it moves with the live flag, so a superseded attempt keeps only the few hundred bytes that were its own. Measured on the 600-action fixture: 700 rows for the same 600-turn story, prompt archive byte-identical at 0.50 MB, index 1.8 kB and page load 62.7 kB unmoved. 347 tests green. `tests/test_story_tree_baseline.py` and `tests/test_retry_variants.py` pass unmodified — SP4 was allowed to move the baseline for the variant-count semantics and did not need to. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_017Dvvqn9ZDR4ixeFPHNbww7 |
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c51531709d |
Mark the story with a node, not with a count
The memory bank and the story summary each kept a cursor: how many story actions they had already covered. A count is a position in a list, and this list moves — delete an action in front of the mark and every later one slides down a slot, so the mark now covers one it has never read. All the cursor bookkeeping existed to patch that up. Both marks are now (branch_id, depth): the node up to and including which the work is done. A depth is a coordinate along a path, not an offset into a list, so nothing in front of it can move it. That deletes rather than rewrites `position_of_index`, `note_action_removed`, `_rewind_cursors_to_index`, `prune_dangling_memories` and the every-pass clamp in `run_post_turn`. A memory hangs off the node its block ends on, so a fork inherits its ancestors' memories without copying any, and retrieval selects through the branch clause over the *whole* lineage — recall is long-range by definition and cannot be windowed. Measured: 1,807 B on a story forked twenty times against 1,823 B on a flat one of the same length. Migrations 53-56 translate the old counts into nodes. They rewrite `adventures` and not `actions`, so this one needs no VACUUM FULL. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_017Dvvqn9ZDR4ixeFPHNbww7 |
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563b9af9cf |
Read one story, and know which one
Every read of an action now goes through a single module. `context/lineage.py` turns a branch's stored lineage into the OR-of-ranges that is "this story", and history, paging, the newest-action lookups, the index screen and the scripting history API all select through it. A forgotten clause does not raise — it quietly assembles a page, or a prompt, out of two different stories — so the clause lives in one place rather than in a convention. The read that mattered most was the shortcut: `_from_memory` sliced `adventure.actions`, which is every branch's actions, not the path. It now cuts the loaded collection down with the same predicate the SQL uses. Same trap one layer up, and user-visible: `pipeline._history()` hands user scripts the story, and was handing them the collection. Tail reads window the lineage as well as the rows: the newest few entries cover the context budget, so a story forked twenty times reads its tail with one clause and costs 1.07x what an unforked story of the same length costs. The estimate is depth arithmetic, and where a deleted action leaves a gap the read notices it came up short and widens to the whole ancestry. Ordering moves from `index` to `depth`, with `id` breaking ties. The two hold the same numbers until retry stops mutating rows in SP4, but only one of them is a position along a path. One thing SP1 did not anticipate: wiring the writers was not enough. From here a row without a branch is a row no read can see, and "every writer remembers" has to hold for every fixture, script and test ever written — including the SP0 baseline, which writes its actions straight to the database and must pass unmodified. So the session enforces it: `tree.place_new_nodes` runs from before_flush and places anything unplaced. The call sites keep their explicit calls, because a node placed at the call site is placed before the code around it reads it back. 316 tests green: the 297 from SP1, plus 19 in test_branch_clause.py. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_017Dvvqn9ZDR4ixeFPHNbww7 |
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f295893204 |
Ask the model for a turn that fits inside the output cap
max_output_tokens is a hard wall the endpoint enforces mid-sentence. The ```state block is emitted after the narration, so a long turn hits the wall partway through the block and the deltas are lost — silently, since nothing reads finish_reason. builder.length_hint() derives a word limit from the cap ((cap - 50 headroom) * 0.75 words/token * 0.90 buffer) and injects it just above EMIT_REMINDER, which keeps the last slot it needs. Reserved in build_context like the reminder is. Phrased as a ceiling, not a budget. Measured against gemma-4-26b at cap 800, n=5 per arm: no hint 174 words, "keep this turn under about N words" 246, "hard limit ... a typical turn is much shorter" 170. A budget reads as a target to fill — every budget run was longer than every unhinted one, pushing turns toward the wall the hint exists to avoid. Ceiling phrasing still works at tight caps: at 250, unhinted hit finish_reason=length 2/6, hinted 0/6. tests/test_length_hint.py, 11 tests; each mechanism verified by sabotage. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01UeQVy5bEjLhfgWNc27Efet |
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47e33fa311 |
Read a window of the story per turn instead of all of it
Two reads still grew without bound after the snapshot fix. `Action.variants` holds every discarded retry attempt, but a list response only needs how many there are — so each retry permanently added ~5 KB to every later load of that adventure. Defer the column and keep the count beside it (migration 37, backfilled server-side), with set_variants() as the one write path that keeps the two in step. `story_actions()` walked adventure.actions, then every caller threw almost all of it away: the builder concatenates the story and immediately cuts it back to the token budget, the NPC check looks at the last 6, retrieval at the last 4, the cursor clamp only wants a count. A turn on a 200-action adventure read 839 KB to use ~70 KB, and grew with every turn played. app/context/ history.py serves those shapes from SQL; window_covering() measures the actions it fetched and projects how many more it needs, fetching only the part it does not already hold. Memorybank cursors move to position_of_index() and settled_count()/settled_slice() — same arithmetic, no full list. The scripting pipeline still receives the whole history per AI Dungeon's API, and every helper reuses adventure.actions when it is already loaded, so a scripted adventure pays what it always did and never twice. Measured at production shape: retry tax 5.1 KB -> 0; turn 200 839 KB -> 129 KB and flat from ~turn 50; a 200-turn playthrough 84.5 MB -> 23.0 MB; a delete 115 KB -> 5 KB. Verified the window builds a byte-identical prompt to the full story across budgets from 1K to 100K tokens, with and without the retry exclusion - this is a cost change and nothing else. Cursor helpers checked against the old list arithmetic, including after deleting a middle action. Counts are real SELECT count(...): Query.count() wraps the entity select in a subquery, so the SQL named every deferred column and the egress guard could not tell it apart from a bulk fetch. 139 tests pass; the four new guards verified by sabotage. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01UeQVy5bEjLhfgWNc27Efet |
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f1bd099ec8 |
Cut database egress 189x by deferring the prompt snapshot
The free-tier 5 GB/month network transfer allowance ran out, which blocks connections outright. The database is only ~55 MB, so 5 GB meant the whole thing was being pulled roughly 90 times over. Cause: actions is 39 MB of that 55 MB -- 541 rows at ~74 KB each, almost entirely context_snapshot, which stores the whole assembled prompt for a turn. Every adventure load and every turn fetched all of it in order to read two small things out of it: the world-change chips under an AI message (Action.world_changes) and the emit block re-attached when replaying history to the model (_history_text). The Insights viewer is the only consumer that wants the whole snapshot, and it asks for one action at a time. Lifts that slice into its own small actions.world_delta column (migration 36) and marks context_snapshot, state_before and world_state_before deferred, so they load only when something touches the attribute -- Insights, undo and retry, all single-action paths. The backfill runs server-side, dialect-specific (json_extract on SQLite, #> on Postgres), because pulling 39 MB of snapshots into Python to rewrite a slice of each would defeat the purpose. Measured at production shape (541 actions, 72 KB snapshots), one adventure load goes from 38.46 MB to 0.20 MB. The traffic that consumed 5 GB would now be about 27 MB. Deliberately not included: limiting the history query to recent actions, and removing the redundant db.refresh(adventure) calls. Both were sized against the old numbers; against a 0.20 MB load they would take ~27 MB a month down to ~10 MB, which is not worth the complexity. tests/test_egress.py hooks before_cursor_execute and asserts the emitted SQL never names the deferred columns during a bulk load, so this cannot regress silently. 123 tests pass. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01UeQVy5bEjLhfgWNc27Efet |
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7c538c8235 |
Stop retried and deleted actions from corrupting story context and memories
Three fallout bugs from keeping the retried action row alive (
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970d71a5b6 |
Keep world-state emit reliable across turns
The AI would sometimes stop emitting the `state` delta block once it missed a turn. Two compounding causes: the emit rule sat only in the system block (far from where the model generates), and the block was stripped before storage — so every replayed history turn looked blockless, biasing the model by imitation to stop emitting too. - EMIT_REMINDER: a one-line reminder appended last in the prompt (strongest recency slot), gated on has_ws and counted against the token budget. - render_delta_block + _history_text: re-attach each past AI turn's own delta block in replayed history (reconstructed from the stored snapshot delta), so the model always sees its emit format. Action.text stays clean, so UI, embeddings, and card/NPC trigger-matching are unaffected. History budgeting counts the augmented text so it can't overflow. Undo/retry untouched (read the separate world_state_before column). 46 tests. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01UWVyFKvqJGjfbXdibLgkMe |
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cf464a48b0 |
Make NPCs a dedicated section with per-NPC stats
Replace the single shared `npc` stat template (+ npc_card_types) with an `npcs` section: each NPC keyed by a stable id, carrying its own name, description, trigger keys, and its OWN stats block. The AI addresses NPCs as npc.<id>.<stat> (id shown in context), which also fixes the old card-id-guessing problem. On adventure creation each NPC auto-creates a story card (name/keys/desc) for lore + in-scene detection, unless a same-name card already exists. All NPCs instantiate up front. - engine: npcs instantiate/apply/render/reference, npc_name/npc_triggers - builder: _visible_npcs matches each NPC's own keys - create_adventure: auto-create story cards from npcs - WorldStateDrawer: render defined NPCs with their own stats + desc tooltip - demo seed: Gwen (health/trust) + Bandit Leader (health/aggression) - tests updated (34 pass); no new migration (npcs lives in stat_schema JSON) Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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4dac445f90 |
Add Phase 12: native RPG world state
Structured world/player/NPC stats, two-way flags, and sticky milestones per scenario (stat_schema). The AI proposes a per-turn delta; a Python engine referees it (clamp to min/max, per-turn cap, cooldown, counters). Band word-labels plus a fixed stat guide (descriptions + full ranges) keep the model grounded. World State drawer + Insights delta report; undo/retry roll it back via the Phase 11 snapshot pattern. - migrations 26-28 (scenarios.stat_schema, adventures.world_state, actions.world_state_before); all nullable, additive, safe on existing rows - migration 29 raises the default context budget 4096 -> 16384 (custom values preserved) - seeded demo scenario 04-rpg-world-state.json (Bandit Camp) - 19 new tests (33 total pass) Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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db9f904222 |
Initial commit: AI Dungeon clone (FastAPI backend + React frontend)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01KFsGHju9szibJJa2YJcdbg |