Files
interactive-story/planning/reports/PHASE-0B-AI-DND-EXPERIMENT.md
JesseMarkowitzandClaude Opus 5 ba737de9b4 Add Phase 0B local validation findings and recommendation
Validates the three finalists by clone, build, test run and live local
Ollama inference, then answers the fork question with measurements rather
than static review.

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

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

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

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015gUPLuxLs8wypxZPEmccJu
2026-09-01 16:11:38 -04:00

5.8 KiB

Phase 0B — Experiment A: AI-DnD

All results are from a live server on 127.0.0.1:8321 with a fresh SQLite database, generating against local Ollama.

A1. Runs with Ollama locally — yes

Default endpoint_url is http://localhost:11434/v1. After setting only the model name:

POST /api/settings/test → {"ok":true,"models":["qwen2.5:0.5b"]}

Three streamed turns produced 101/162/113 SSE events with player, chunk and done types and a coherent transcript.

A2. RPG state can be left empty — yes

schemas.AdventureCreate.scenario_id is optional. With it null, crud.create_adventure sets world_state={} and creates no story cards, no scripts and no opening action, but still calls tree.head_branch(...) so the story tree exists from the start. A noir campaign created this way played, branched, summarized and retrieved memories normally. The RPG referee is opt-in per scenario, not a core dependency.

A3. Retry is non-destructive; Undo is destructive

Measured on the same adventure, reading rows straight from SQLite:

baseline rows: 6  ids [1,2,3,4,5,6]

RETRY  → new action id 7; rows 7 ids [1..7]
         /variants at the tip lists BOTH take 0 (id 6) and take 1 (id 7)

UNDO   → rows 7 → 4;  DELETED ids = [5, 6, 7]

Undo removed the player action (5), the live AI take (6) and the alternate take that the retry had just preserved (7). nodes.delete_turn deletes every attempt in the group on that branch and calls memorybank.forget_node. There is no redo endpoint anywhere in routers/.

This contradicts reports/PRELIMINARY-RECOMMENDATION.md, which credits AI-DnD with "non-destructive retry" (true) and generalizes it to rollback (false).

A4. Branching is non-destructive

Adding an alternate take at a passed turn (POST /actions/3/takes) forked automatically:

before: ids 1-8, all branch 1, depths 0-7
after : ids 1-8 unchanged on branch 1
        id 9  branch 2 depth 2   (the alternate player action)
        id 10 branch 2 depth 3   (its AI continuation)

/branches → [ {id:1, parent:null,  fork_depth:null, own_actions:8},
              {id:2, parent:1,     fork_depth:1,    own_actions:2, is_head:true} ]

Not one row of branch 1 was touched. Note the semantics: after_id pointing at a node that is live and on the path is a no-op, not a fork. A fork happens only when writing below a take the story has moved past (nodes.stand_on). So "restore to an arbitrary earlier turn and branch" is not directly expressible today — it must go through creating a take at that turn.

A5. Memory isolation across branches — correct, with negative control

Memory bank enabled, summary model qwen2.5:0.5b, embeddings nomic-embed-text, memory_top_k=5. Three more turns played on branch 1 establishing possessions (brass key, silver revolver, bullets).

memories stored:  (id 1, branch 1, depth 5)
                  (id 2, branch 1, depth 11)

on branch 2 (forked at depth 1):
  memories retrieved = {"used": [], "error": null}
  leak probes over the FULL assembled prompt:
    'brass key' False | 'revolver' False | 'lockbox' False
    'ashtray'   False | 'bullets'  False

NEGATIVE CONTROL — switch back to branch 1:
  memories retrieved = 2, top similarity 0.8087
  'revolver' present in prompt = True

The empty result on branch 2 is genuine isolation, not a dead retrieval path. memorybank.retrieve_memories applies lineage.path_of(db, adventure).clause(models.Memory), and Memory rows carry branch_id plus source depths. Eviction deliberately ignores the branch clause, which is correct — it is a capacity concern.

History is likewise lineage-scoped: branch 2's prompt contained only its own text.

A6. Insights / prompt transparency — already sufficient

GET /adventures/{id}/context returns the exact next prompt broken into labeled sections with token costs:

narrator 57 | ai_instructions 9 | persona 15 | plot_essentials 24
history 988 | used_memories 143 | length_hint 46

Per-action snapshots are stored on Action.context_snapshot and served by GET /actions/{id}/context. This satisfies specification §11 as-is.

A7. Scripting/QuickJS can be removed cheaply

quickjs is imported in exactly one file (scripting/engine.py). The whole feature is reachable through two symbols (run_hook, ScriptPipeline) across four call sites plus routers/scripts.py.

Disposable experiment: made quickjs unimportable via a meta_path blocker and replaced run_hook with a pass-through stub.

app.main imports OK with scripting stubbed and quickjs absent
19 failed, 613 passed  (3.0% of the suite)

Every failure is in test_turn_flow_integration, test_take_state, test_story_tree_baseline or test_retry_variants, and every one fails for the same reason: those tests use a JS output_js hook as the instrument to make state observable, e.g. test_play_then_undo_reverts_gold seeds a GOLD_SCRIPT and asserts script_state == {"gold": 10} then {} after undo. The behavior under test (per-node state rollback) is intact; only the measuring device is gone. Re-instrumenting against world_state_after, which is already snapshotted per node, is the fix.

A8. Hosted/cloud features

MULTI_USER is off by default and gates ten modules (auth, limits, netguard, cleanup, security, analytics, routers/{auth,analytics,debug,story_cards}). analytics.py is a self-hosted counter writing to two local tables — no third-party tracker and no outbound call — so it is removable rather than dangerous. render.yaml, the demo-key path and psycopg are the hosted leftovers.

netguard.py is worth flagging: it refuses endpoints that resolve to non-public addresses, and only in multi-user mode. That is SSRF protection for a hosted deployment. Our requirement is the opposite — warn on endpoints that are not loopback. See ai-adventure's _endpoint_warnings for the shape we want.