"""Context assembly per AI Dungeon's memory system (help.aidungeon.com/faq/the-memory-system): [AI Instructions] always included [Player Character] always included when the adventure has a persona [Plot Essentials] always included (classic "Memory") [Story Summary] always included (manual in Phase 3, auto in Phase 6) [Used Memories] top-K memory-bank retrievals (Phase 6, when enabled) [Triggered Story Cards] "World Lore: ", conditional; first dropped when over budget [Story history] newest actions that fit the remaining token budget [Author's Note] injected AUTHORS_NOTE_DEPTH actions before the end of history [Latest player action] (+ script frontMemory right after it, Phase 4) The list above comes from AI Dungeon's design. The order does not. This module emits every fixed section first and every changing section after the history, because prompt caching bills on a shared prefix. A section that changes near the top of the prompt re-prices everything below it. See the comments on the static block and the live sections in `build_context`. """ from dataclasses import dataclass import tiktoken from sqlalchemy.orm import object_session from .. import derived, models, narrative, summaries, worldstate from ..knowledge import inject as knowledge_inject from ..knowledge import records as knowledge_records from . import encoding, history AUTHORS_NOTE_DEPTH = 3 # actions from the end of history CARD_BUDGET_SHARE = 0.4 # max share of non-reserved budget that story cards may take NPC_WINDOW = 6 # actions of story searched for NPC trigger words ("in scene") SEPARATOR = "\n\n" # Output-length guidance. The endpoint enforces `max_output_tokens` as a hard # limit, and it truncates the reply mid-sentence when the model reaches it. The # state block is emitted last, so truncation removes it. Asking the model to # finish inside the limit prevents the truncation. LENGTH_HEADROOM = 50 # Tokens reserved from the cap for the state block. # Models cannot count their own tokens, but they do follow a word budget, so the # hint states a number of words. English prose averages 0.75 words per token. WORDS_PER_TOKEN = 0.75 # Models regularly exceed a word budget, and the cap it protects is a hard # limit. Aiming 10% below the real ceiling leaves room for that overshoot, so it # does not consume the state block. LENGTH_BUFFER = 0.90 MIN_LENGTH_HINT_WORDS = 40 # Below this, the hint adds nothing useful. # A ceiling on its own gives one-sided guidance, and models respond to it # differently. A verbose model treats it as a limit. A terse model has only the # instruction to write as much as the moment needs, and it produces two # paragraphs. Adding a floor turns the guidance into a range, so the same prompt # produces a similar length from either model. The floor is a share of the # ceiling so that it can never approach the ceiling. LENGTH_FLOOR_SHARE = 0.35 # Below this word count, a floor means nothing, because a short turn is the # correct turn at a tight cap. The wording used at a tight cap is also the # wording that was measured to preserve the state block, so it is unchanged. MIN_LENGTH_FLOOR_WORDS = 60 # The floor prevents a collapse to two paragraphs. It does not ask for an essay. # At a 2400-token cap, the share alone would request a minimum of 555 words. A # reader who wants longer turns can ask for them in the author's note. MAX_LENGTH_FLOOR_WORDS = 300 # Built from the table vendored in `encoding.py`, not fetched: the upstream # `tiktoken.get_encoding("cl100k_base")` downloads it on first use, and this # is called on every turn. # M6: added to the configured reply budget when reserving output space. It # absorbs the section separators added after budgeting and the drift between # this tokenizer and the serving model's. Fixed rather than proportional: what # it covers does not grow with the size of the budget. OUTPUT_SAFETY_MARGIN = 64 class ContextOverflow(RuntimeError): """Raised when protected context alone cannot fit in the token budget. Protected means the narrator rules, the campaign canon, the authoritative narrative state, the reader's own input, and the reserve for the reply (`CONTEXT-AND-MEMORY.md` §30). None of those may be dropped to make room for old prose, so when they do not fit there is no prompt to build and saying so is the only honest answer. """ def _encoding() -> tiktoken.Encoding: return encoding.get_encoding() def count_tokens(text: str) -> int: return len(_encoding().encode(text)) def truncate_to_last_tokens(text: str, budget: int) -> str: tokens = _encoding().encode(text) if len(tokens) <= budget: return text return _encoding().decode(tokens[-budget:]) @dataclass class Section: label: str text: str @property def tokens(self) -> int: return count_tokens(self.text) def length_hint(max_output_tokens: int) -> str: """Ask for a turn that fits inside the output cap, stated as a word budget. Returns an empty string when the cap is too small to state usefully. The model can exceed the hint, so the hint earns its tokens only when there is enough room for that overshoot to stay inside the cap. """ words = int((max_output_tokens - LENGTH_HEADROOM) * WORDS_PER_TOKEN * LENGTH_BUFFER) if words < MIN_LENGTH_HINT_WORDS: return "" tail = " Finish the narration and append the state block well inside the limit." # State the number as a ceiling, never as a budget. In measurements, the # wording "keep this turn under about N words" read to the model as a target # to fill. It raised the average from 174 words to 246 across five runs, and # every hinted run was longer than every unhinted run. The hint therefore # pushed turns toward the limit it exists to avoid. Naming the number as a # limit, and adding that a typical turn is much shorter, held the average at # 170 while still preserving the state block at tight caps. floor = min(int(words * LENGTH_FLOOR_SHARE), MAX_LENGTH_FLOOR_WORDS) if floor < MIN_LENGTH_FLOOR_WORDS: return ( f"[Hard limit: this turn must not exceed {words} words. Write only as " f"much as the moment needs — a typical turn is much shorter.{tail}]" ) # Both numbers are bounds, and the wording is deliberately asymmetric. The # ceiling uses "must not exceed", because the endpoint enforces it. The floor # uses "should not stop short of". Neither reads as a target, which the # measurement above shows is what matters. The clause that asks the model to # prefer the lower end does the job the earlier wording did, which was to # keep a verbose model away from the ceiling. It now has a number beneath it, # so a terse model reading the same clause stops at the floor rather than at # forty words. return ( f"[Hard limit: this turn must not exceed {words} words, and it should not " f"stop short of about {floor}. Prefer the lower end of that range unless " f"the scene genuinely needs more.{tail}]" ) def render_persona(adventure: models.Adventure) -> str: """Returns the Player Character section, or "" when there is no persona. The three fields are independent. A name alone is enough, a description alone is enough, and the wording holds together for either. Pronouns are stated because the summarizer in `memorybank` writes about the protagonist in the third person, and a model that has to infer a pronoun from a name will sometimes infer wrongly and then repeat that error in every memory it writes. """ name = adventure.persona_name.strip() pronouns = adventure.persona_pronouns.strip() desc = adventure.persona_desc.strip() if not (name or desc): return "" head = f"You are {name}" if name else "" if head and pronouns: head += f" ({pronouns})" # Joined with a space, not `SEPARATOR`: this is one short paragraph about # one character, and a blank line inside it reads as two unrelated notes. body = " ".join(part for part in (f"{head}." if head else "", desc) if part) return f"Player character:\n{body}" def _script_memory(adventure: models.Adventure) -> dict: """Script-provided memory overrides (populated by Phase 4 scripting).""" state = adventure.script_state if isinstance(adventure.script_state, dict) else {} memory = state.get("memory") return memory if isinstance(memory, dict) else {} def _history_text(action: models.Action) -> str: """Returns an AI turn as the model should see it in replayed history. Replayed history is **prose only**. The protocol block is not reconstructed into it, and the M5 corrective pass is why (review Finding 4). Replaying the block was meant to teach the model the output format by example. What it actually did was put a second, older account of the world into the same prompt as the authoritative one, with nothing marking which governed. A fact the reader had explicitly withdrawn through a manual correction was dropped from the state section and then handed straight back in the history section, as an accepted event, phrased exactly as the model had first asserted it. C04 requires a correction to reach the narrator's context; a correction the next prompt contradicts has not reached it. Two other things were wrong with it. The blocks are implementation metadata, not story, and every other consumer of stored text — memory, summaries, export, the transcript — treats an action's text as prose. And a turn's accepted events are a record of what was true *then*, which is precisely what a later correction, retcon or invalidation revises. The format instruction survives without the examples: `EMIT_RULE` carries a worked example in the system block and `EMIT_REMINDER` repeats the demand last, where recency is strongest. """ return action.text def _memory_line(memory: dict) -> str: """One retrieved memory, marked with its authority (M6).""" mark = " [inferred]" if memory.get("authority") == "heuristic" else "" return f"-{mark} {memory['text']}" def _canon_section(adventure: models.Adventure) -> str: """The campaign's own rules, rendered for the system block. Canon is configuration (C01, J03): the campaign writes what is true and what is forbidden, and both the prompt and the validator read the same field. Putting it in the system block is what makes C01 a narration-time constraint as well as a validation-time one — the model is told the rule rather than only refused after breaking it. """ canon = adventure.campaign_canon if not isinstance(canon, dict): return "" lines: list[str] = [] rules = canon.get("rules") if isinstance(rules, list): lines += [f"- {rule}" for rule in rules if isinstance(rule, str) and rule.strip()] forbidden = canon.get("forbidden_status_changes") if isinstance(forbidden, list): for rule in forbidden: if isinstance(rule, dict) and rule.get("from") and rule.get("to"): lines.append( f"- Nothing that is {rule['from']} can become {rule['to']}." ) if not lines: return "" body = "\n".join(lines) return f"Campaign canon (these are true and may not be contradicted):\n{body}" def _visible_npcs(actions: list[models.Action], stat_schema: dict) -> dict[str, str]: """Returns the NPCs whose trigger words appear in the recent story. These are the NPCs in scene, and the prompt includes stats for them only. The result maps an NPC id to its display name. `actions` holds only the most recent actions. See `NPC_WINDOW`. """ recent = SEPARATOR.join(a.text for a in actions).lower() visible: dict[str, str] = {} for npc_key, ndef in (stat_schema.get("npcs") or {}).items(): if not isinstance(ndef, dict): continue if any(trigger in recent for trigger in worldstate.npc_triggers(ndef, npc_key)): visible[npc_key] = worldstate.npc_name(ndef, npc_key) return visible def match_cards(cards: list[models.StoryCard], window_text: str) -> list[dict]: """Returns one record per matched story card, naming the keyword that matched. Matching follows AI Dungeon's rules. It ignores case, respects spaces, and matches partial words, so "boat" matches "boats". Public since Phase 18b: `memorybank.cast_brief` runs the same rule over the block it is about to summarize, so that the summarizer is told who the characters in that stretch of story are. One rule, one implementation. """ haystack = window_text.lower() matched = [] for card in cards: for key in (k.strip().lower() for k in card.keys.split(",")): if key and key in haystack: matched.append( {"id": card.id, "name": card.name, "keyword": key, "entry": card.entry} ) break return matched def build_context( adventure: models.Adventure, settings: models.Settings, memory_bank: dict | None = None, exclude_action_id: int | None = None, knowledge: knowledge_records.Result | None = None, ) -> tuple[str, str, dict]: """Returns (system_text, story_text, context_report). `memory_bank` is the result of memorybank.retrieve_memories (None when the bank is off); `exclude_action_id` omits one action from the story (see history.py). M7: `knowledge` is the result of `knowledge.retrieval.retrieve` — the ranked imported passages, before any budget has been applied. It arrives already retrieved for the same reason `memory_bank` does: retrieval may need an embedding call, this function is synchronous, and a prompt builder that can make network requests is a prompt builder that can fail halfway through a prompt. None means the campaign has no library, or the caller did not ask. """ script_mem = _script_memory(adventure) # M7: priced before anything else, because the answer changes what is left. # `plan` prices only the protected half — the untrusted-data rule and any # always-in-force Canon — and both are counted with the system block below. knowledge_plan = knowledge_inject.plan( knowledge if knowledge is not None else knowledge_records.Result(), count_tokens, settings.context_token_budget, ) # ----- The static block, which is identical on every turn ----- # This ordering exists to reduce cost. Prompt caching matches a prefix. The # endpoint reuses the prompt up to the first byte that differs from the # previous request, and no further. A section that changes near the top # therefore re-prices everything below it, and what sits below it is the # story history, which is most of the prompt. Sections that change from turn # to turn go after the history, among the live sections. Placing them there # also gives them the most recency, which is why `EMIT_REMINDER` goes last. system_sections: list[Section] = [Section("narrator", settings.narrator_prompt.strip())] # RPG world state (Phase 12): the instructions for reporting changes. The # live values go into a live section below. The guide derived from the # schema and the emit rule do not change while the scenario is unchanged. stat_schema = adventure.scenario.stat_schema if adventure.scenario else None has_ws = worldstate.has_schema(stat_schema) persona_name = adventure.persona_name.strip() # M5: the typed-event protocol replaces the delta rule for every campaign, # with or without an inherited stat schema. State is no longer an opt-in # RPG layer — a story has entities, places and possessions whatever genre it # is, so the rule is unconditional. system_sections.append(Section("state_rule", narrative.extract.EMIT_RULE)) canon_text = _canon_section(adventure) if canon_text: system_sections.append(Section("campaign_canon", canon_text)) # M7: the imported-knowledge framing rule, and any Canon the campaign has # marked as always in force. Both go here, directly *below* the campaign's # own canon, which is the authority order stated in words in # `knowledge.classes.KNOWLEDGE_RULE` and reinforced by the position. # # In the system block rather than among the live sections, for two reasons. # They change only when the reader edits their library, so they belong in # the cached prefix; and being counted with the protected sections is what # makes an over-large always-include a `ContextOverflow` with an explanation # rather than a prompt that silently loses its history. for protected_section in knowledge_plan.protected: system_sections.append( Section(protected_section.label, protected_section.text) ) if isinstance(script_mem.get("context"), str) and script_mem["context"].strip(): system_sections.append(Section("script_context", script_mem["context"].strip())) if adventure.ai_instructions.strip(): system_sections.append(Section("ai_instructions", adventure.ai_instructions.strip())) # Phase 18. This sits in the static block because only the user can edit it, # so it never changes mid-story and stays inside the cached prefix. It is # emitted whether or not the adventure has an RPG layer: an adventure with # no stats still has a protagonist, and that is the case the persona was # added for. persona_text = render_persona(adventure) if persona_text: system_sections.append(Section("persona", persona_text)) if adventure.memory.strip(): system_sections.append( Section("plot_essentials", f"Plot essentials:\n{adventure.memory.strip()}") ) # ----- Live sections, which hold everything that changes ----- # This code builds them here and places them after the history further down. # They are ordered from least to most volatile, so a turn that changes only # the fastest-moving section leaves the others cached. The summary is # rewritten every few turns. Lore changes with the scene. The retrieved # memories change on most turns, and the stat values change on nearly every # turn. `world_lore` is added below, because the history window determines # which cards trigger and that window is not known yet. # M6: the summary the *current lineage* is entitled to, not whatever was # written last. A summary is derived data anchored to the story it covers, # so an Undo or a divergence makes an old one ineligible rather than # leaking it into a story it does not describe (E03, `app/summaries.py`). db = object_session(adventure) summary_row = summaries.current(db, adventure) if db is not None else None summary_text = summary_row.text.strip() if summary_row is not None else "" summary_section = ( Section("story_summary", f"Story summary:\n{summary_text}") if summary_text else None ) memories_section = None if memory_bank and memory_bank.get("used"): # M6: an inference must not read as a record. A heuristic memory is # marked in the prompt itself, because the narrator decides what to # treat as established from what it is shown, and an unlabelled guess # sitting beside accepted history is how a guess becomes canon # (`CONTEXT-AND-MEMORY.md` §14). Authoritative state changes still come # only from the M5 event path, whatever a memory says. lines_text = "\n".join(_memory_line(m) for m in memory_bank["used"]) memories_section = Section( "used_memories", "Memories from earlier in the story. Lines marked [inferred] are " "interpretation, not established fact — do not treat them as " f"settled truth:\n{lines_text}", ) world_state_section = None refusal_note = "" # M5: the authoritative narrative state, as the model is shown it. Read from # the campaign's live document, which head movement keeps pointed at the # position being read — so an undone story is described by the state it had # then, not by the state it reached later. state_block = narrative.render.for_prompt(adventure.narrative_state) if state_block: world_state_section = Section("narrative_state", state_block) # Corrections for the previous AI turn only. A refusal the model has # already had one chance to fix is stale, and repeating it every turn # would price a correction into the whole rest of the adventure. recent = history.tail(adventure, NPC_WINDOW, exclude_action_id) last_ai = next((a for a in reversed(recent) if a.type == "ai"), None) if last_ai is not None: refusal_note = narrative.extract.render_rejections(last_ai.state_rejections) authors_note_text = adventure.authors_note.strip() if isinstance(script_mem.get("authorsNote"), str) and script_mem["authorsNote"].strip(): authors_note_text = script_mem["authorsNote"].strip() authors_note = f"[Author's note: {authors_note_text}]" if authors_note_text else "" front_memory = "" if isinstance(script_mem.get("frontMemory"), str): front_memory = script_mem["frontMemory"].strip() length_note = length_hint(settings.max_output_tokens) # The live sections sit below the history, but they are still part of the # prompt, so they still count against the budget. `world_lore` is the # exception, because the code below budgets it out of `available`. reserved = ( sum(s.tokens for s in system_sections) + sum( s.tokens for s in (summary_section, memories_section, world_state_section) if s is not None ) + count_tokens(authors_note) + count_tokens(front_memory) + count_tokens(length_note) + count_tokens(narrative.extract.EMIT_REMINDER) + count_tokens(refusal_note) ) # ----- M6: the output reserve, and what happens when it does not fit ----- # # `context_token_budget` is the whole window the model is given, so the # narrator's reply has to be subtracted from it before any history is # chosen. Until M6 it was not: the builder spent the entire budget on input # and left the reply to fit in whatever the endpoint had left, which is a # truncated turn on a model whose window is the budget # (`CONTEXT-AND-MEMORY.md` §32, acceptance test F04). # # The margin covers what is added after this arithmetic — the separators # between sections, and the difference between our tokenizer's count and the # serving model's. It is small and fixed rather than proportional, because # what it absorbs does not scale with the budget. output_reserve = max(0, settings.max_output_tokens) + OUTPUT_SAFETY_MARGIN protected = reserved + output_reserve if protected >= settings.context_token_budget: # Failing here is the point. The alternative — carrying on with a token # or two of history — builds a prompt that is known to overflow, and # the reader gets a truncated reply with no explanation. §32: "fail # gracefully if protected context alone is too large." raise ContextOverflow( f"The protected context needs {protected} tokens " f"({reserved} of prompt plus {output_reserve} reserved for the " f"reply) but the context budget is {settings.context_token_budget}. " "Raise the context budget, lower the maximum reply length, or " "shorten the campaign's canon, instructions and persona." ) available = settings.context_token_budget - protected # ----- M7: retrieved imported knowledge, out of a share of `available` ----- # # Chosen here, before the history window is sized, because what knowledge # spends is what the history does not get: a window fetched against the # whole of `available` would read turns there was never room for. # # Bounded rather than trimmed afterwards. The passages that fit are selected # against a share of the budget and the rest is recorded as dropped, so the # section stops growing when the budget is exhausted however large the # library becomes. Always-included Canon is not spent from this — it was # priced into `reserved` above — so Reference and Inspiration cannot crowd # out a standing campaign rule, and none of them can reach the current # state, the reader's input or the reply reserve, which are all above. knowledge_sections = [ Section(section.label, section.text) for section in knowledge_inject.select(knowledge_plan, available) ] knowledge_spent = sum( section.tokens + count_tokens(SEPARATOR) for section in knowledge_sections ) available_after_knowledge = max(0, available - knowledge_spent) # Only the newest actions can reach the prompt, because the code below # either truncates the text to `available` tokens or stops at the budget. # Fetch a window that is provably larger than that and no larger. Otherwise # a long adventure reads its whole history on every turn and uses only the # end of it. actions = history.window_covering( adventure, available_after_knowledge, count_tokens, exclude_action_id ) # ----- Story cards: triggered by recent story text (the window history could fill) ----- trigger_window = truncate_to_last_tokens( SEPARATOR.join(a.text for a in actions), available_after_knowledge ) triggered = match_cards(adventure.story_cards, trigger_window) card_budget = int(available_after_knowledge * CARD_BUDGET_SHARE) card_records = [] lore_lines: list[str] = [] used = 0 for match in triggered: line = f"World Lore: {match['entry'].strip()}" tokens = count_tokens(line) included = used + tokens <= card_budget if included: lore_lines.append(line) used += tokens card_records.append( {"id": match["id"], "name": match["name"], "keyword": match["keyword"], "included": included} ) lore_section = ( Section("world_lore", "\n".join(lore_lines)) if lore_lines else None ) # ----- Story history: newest first until the remaining budget is spent ----- history_budget = available_after_knowledge - used included_actions: list[models.Action] = [] spent = 0 oldest_truncated = False for action in reversed(actions): # Budget against the text as it appears in the prompt, which includes # the state block when this adventure tracks world state. rendered = _history_text(action) tokens = count_tokens(rendered) + count_tokens(SEPARATOR) if spent + tokens > history_budget: if not included_actions: # Even the newest action alone is over budget: hard-truncate it. included_actions.append( models.Action( adventure_id=action.adventure_id, type=action.type, text=truncate_to_last_tokens(action.text, history_budget), ) ) oldest_truncated = True break included_actions.append(action) spent += tokens included_actions.reverse() # ----- Assemble the story text, with the author's note near the end ----- # Append each AI turn's state block again. The app strips it before storage, # and the recent history has to show the model the pattern to follow. texts = [_history_text(a) for a in included_actions] note_sections: list[Section] = [] if authors_note: pos = max(0, len(texts) - AUTHORS_NOTE_DEPTH) before, after = texts[:pos], texts[pos:] if before: note_sections.append(Section("history", SEPARATOR.join(before))) note_sections.append(Section("authors_note", authors_note)) note_sections.append(Section("recent_history", SEPARATOR.join(after))) else: note_sections.append(Section("history", SEPARATOR.join(texts))) # The live sections, ordered from least to most volatile. See the comment # where they are built. They go below the history so that the history stays # cached, and above the final sections so that those stay last. # # M7 inserts the retrieved knowledge between the lore and the memories, in # ascending authority: Inspiration, then Reference, then imported Canon, # then the story's own memories, and the current authoritative state last of # all. A model weights what it read most recently, so the section it reads # last is the one that settles a conflict — which is the ordering # `knowledge.classes.KNOWLEDGE_RULE` states in words. Both are needed. C05 # is not satisfied by section order alone, and a stated order the layout # contradicts is worse than either. for live in ( summary_section, lore_section, *reversed(knowledge_sections), memories_section, world_state_section, ): if live is not None: note_sections.append(live) if front_memory: note_sections.append(Section("front_memory", front_memory)) # Place the length hint just above the emit reminder, which keeps the last # position. The length budget applies to the narration, and the reminder # applies to the block that follows it, so this is also the order in which # the model acts. note_sections.append(Section("length_hint", length_note)) # A correction for the previous turn sits directly above the reminder to # emit a block, which is the instruction it modifies. if refusal_note: note_sections.append(Section("state_refusals", refusal_note)) # The emit rule sits in the system block, far from where the model # generates text, so repeat it last where it has the most effect. note_sections.append(Section("state_reminder", narrative.extract.EMIT_REMINDER)) story_sections = [s for s in note_sections if s.text] system_text = SEPARATOR.join(s.text for s in system_sections if s.text) story_text = SEPARATOR.join(s.text for s in story_sections) all_sections = [s for s in system_sections if s.text] + story_sections report = { "sections": [ {"label": s.label, "text": s.text, "tokens": s.tokens} for s in all_sections ], "prompt": {"system": system_text, "story": story_text}, # M6: the numbers the reader needs to answer "how much did each part # cost, and what was left for the reply?" (F04, F05). `available` is # what the history was actually allowed to spend after everything # protected was subtracted. "tokens": { "total": count_tokens(system_text) + count_tokens(story_text), "budget": settings.context_token_budget, "output_reserve": output_reserve, "protected": reserved, "available_for_history": available, "history_spent": spent, }, "cards": card_records, "memories": memory_bank, # M6: which summary was used, and which stretch of story it covers, so # "what history did that summary cover?" is answerable from the record # rather than by guessing (F05, F06). "summary": summaries.provenance(summary_row), # M6: whether background derived work is currently failing for this # campaign. A dead memory bank is visible here rather than only in a log # nobody reads (F08). "derived": derived.report(db, adventure.id) if db is not None else [], # M7: every imported passage this turn was given — which source, which # file, which class, which visibility, which passage, how it was found, # what each path scored it, and what it cost — plus what was considered, # what was set aside as redundant, and what there was no budget for. # # The rendered text travels in this record, not a reference to the chunk # row it came from. That is what makes a historical turn's evidence # survive the source being deleted # (`IMPORTED-KNOWLEDGE-DESIGN.md` §49-50): the snapshot says what the # narrator was actually shown, and it goes on saying it. "knowledge": knowledge_inject.report(knowledge_plan), "history": { "included": len(included_actions), # The count covers the whole story rather than the window fetched # above. Insights reports how many of the total actions it # included, so this number must be the real total. "total": history.count(adventure, exclude_action_id), "oldest_truncated": oldest_truncated, }, "settings": { "model": settings.model, "api_mode": settings.api_mode, "temperature": settings.temperature, "max_output_tokens": settings.max_output_tokens, }, } return system_text, story_text, report