Ran the memory prompt end to end against a real model as a controlled A/B: one story generated through the app's own build_context a turn at a time, then both prompts run over the same blocks, so the story is held constant and the prompt is the only variable. Fresh process per call, so neither arm sees the other and the model is never told what is being tested. The control is the exact prompt from 9cdcb55. The reported fault reproduced. Two consecutive memories written from one story minutes apart came back in two different persons — "You crept low through the mist" and "The player asked Gwen to". With the cast brief both named Kaelen. The control also inverted who acted on a move whose player text was "grab her wrist and pull her down", which is the failure the brief predicts: with no cast there is nothing to say whose wrist "her wrist" was. It also found something the prompt review had not. "1-2 plain sentences" is not a length, and the same model wrote 34 words for one block and 105 for the next. A 105-word memory is a paragraph, and `memory_top_k` injects five every turn, so the bank's running cost was set by a number nobody had ever stated. MEMORY_MAX_WORDS states it, and the prompt now says which details to keep when trimming: the ones a later scene could turn on. Re-run over the identical story, the same two blocks came back at 32 and 58 words, still named, still third person, still carrying the camp map, the strongbox behind the second tent, and the strap frayed near through. Variance is the real gain — 34..105 became 32..58. Overshooting 50 slightly is expected. Models exceed word budgets, which is why builder.length_hint already carries a buffer for the same reason. What this does not show: the run used a Claude model, and the app talks to an OpenAI-compatible endpoint whose weaker models are why worldstate/parse.py tolerates trailing commas. The prompt is followable and the brief supplies the missing information; a weaker model is not proven to comply as well. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01NPyQN926gkZTAYfgugcaok
23 KiB
The protagonist has no name, and the summarizer is told nothing
Two changes, in order. Phase 1 gives the adventure a persona. Phase 2 uses it, along with the cast, to fix the memories. Phase 1 is worth shipping on its own; Phase 2 depends on it and is much smaller once it lands.
Both phases are built and green (610 backend tests). Phase 1 was driven in a browser (21/21 checks). Phase 2 was run end to end against a real model, as a controlled A/B on one story — see "Run with a real model".
Last updated: 2026-08-31.
The one sentence version
Memories come back inconsistent and vague because the summarizer is handed six actions of second-person prose and nothing else — no protagonist, no cast, no setting, no instruction about what person to write in — so it cannot say who "you" is or who "she" is, and neither can any memory it writes.
The evidence
This is the entire prompt that writes a memory (memorybank.py:391):
system: You compress interactive-fiction story excerpts into memories. Respond
with 1-2 plain sentences in past tense stating the concrete facts and
events (names, places, items, promises, injuries). No preamble, no
commentary.
user: Story excerpt:
<6 actions, joined by blank lines, truncated to 2000 tokens>
Memory:
Nothing else is passed. Not adventure.memory (the plot essentials), not the
NPC names and descriptions the scenario already defines, not the world state,
and not the protagonist — because until Phase 1 there is no protagonist to pass.
Two failures follow from that, and they are the two complaints:
Inconsistent framing. The prompt never says what person to write in. The model picks one per call. Across a single bank you get "You entered the crypt", "The player entered the crypt", and "He entered the crypt" describing the same kind of event.
No idea who anyone is. Given You push the door open. She grabs your arm.
the only honest memory is "You entered a room and she stopped you." Retrieved
forty turns later into a scene with three women in it, that memory is worse than
nothing.
The summary inherits both problems, because _update_story_summary builds from
the memory bullets.
Phase 1 — the persona
What already exists, and what does not
stat_schema already gives the player a stat block, and it is already
namespaced beside the NPCs:
world.day
player.hp <- the player's stats, already sectioned
npc.gwen.trust
flags.alarm_raised
milestones.escaped
NPCs carry name, keys, and desc (schema.py, render_reference). The
player section carries none of those. That asymmetry is the whole gap: the
player has stats but no identity, so the block renders as You: hp 100/100 and
reads to the model as a floating global rather than a character.
The paths do not change
player.hp stays player.hp. It does not become kaelen.hp or user.hp.
The reason is _history_text() in context/builder.py. It replays every past
turn's stored delta back into the prompt, and those stored blobs contain literal
strings like {"player.hp": -15}. A path that carries the persona's name breaks
the moment a player renames their character: every replayed block in history
then names a path the schema no longer defines, applied_delta renders it
anyway, and the model copies the broken form. A rename would also require
migrating every stored world_state, every seed scenario, and the EMIT_RULE
example text, for no functional gain.
What changes is the label, using the trick NPCs already use — print the display name and the path together:
before: You: hp 100/100, mana 30/50.
after: Kaelen (player): hp 100/100, mana 30/50.
The name is visible to the reader, the path stays copyable by the model.
Where the persona lives
Three plain columns on adventures, alongside memory and authors_note:
persona_name: Mapped[str] = mapped_column(String(80), default="")
persona_pronouns: Mapped[str] = mapped_column(String(40), default="")
persona_desc: Mapped[str] = mapped_column(Text, default="")
Not in stat_schema. Two reasons. It has to work for an adventure with no
RPG layer at all, which is most of them, and _initials() in
worldstate/schema.py treats every dict inside a section as a stat definition —
a persona key dropped into stat_schema.player would be instantiated as a
stat, rendered as a stat line in the guide, and handed an initial value.
Adventure-level, not scenario-level. Two people playing the same scenario
are different characters. A scenario steers the protagonist through its plot
essentials, which it already can. Keeping personas off scenarios also avoids
having to decide what "Update from scenario" does to a persona the player has
edited: the answer is nothing, because the scenario never had one.
Not per-branch. Branches are alternative futures within one adventure; the protagonist is the same person down all of them.
Empty persona_name means the feature is off and behavior is exactly what it is
today. That is the entire backward-compatibility story — no backfill.
Pronouns get their own field
One short string: he/him, she/her, they/them. It exists because Phase 2
will tell the summarizer to write in third person. Without a stated pronoun the
model infers one from the name, and once it infers wrong that error is baked
into every memory it writes from then on and into the summary built from them.
A field is cheaper than a wrong guess repeated forever.
Blank is a valid value. When it is blank nothing is rendered, and the Phase 2 prompt tells the summarizer to use the name rather than a pronoun.
Where it enters the prompt
A new static section in build_context, between ai_instructions and
plot_essentials:
Player character:
You are Kaelen (he/him). A half-elf ranger, exiled from the northern holds.
It goes in the system block on purpose. The description is user-only and never changes during a turn, so it sits inside the cached prefix and costs nothing after the first turn. This is why "only the user can change it" is not just a product choice — it is what keeps the section free. Anything the AI could rewrite would have to move below the history with the other live sections, and would re-price the prompt on every change.
It is emitted whether or not the adventure has an RPG layer. It is not gated
behind has_ws.
Where it enters the world state
worldstate/render.py, two edits:
render_state_sectiontakes the display name and printsKaelen (player): …in place of the hardcodedYou: …. Falls back toYou:when no persona is set.render_referencegains one line tying the name to the path, mirroring the NPC header it already writes:- Protagonist Kaelen — stats are addressed as player.<stat>.Without this the model reads "Kaelen" in the prose and inventskaelen.hp.
The persona description is not repeated in the stat guide. It already has its own section, and the guide is about paths.
The AI cannot edit it
Nothing to build. _resolve() in worldstate/apply.py rejects any path it does
not recognize, so a delta of {"persona.name": "Bob"} already falls through to
"persona.name is not a tracked value", and that refusal already reaches the
model through render_refusals. Worth one test to hold the behavior in place.
Setting it, and changing it
At the start. PlaceholderModal (components.jsx) already exists and
already opens before an adventure begins — but only when the scenario contains
${...} tokens. It becomes a "Begin adventure" modal that always opens, with
the three persona fields at the top and any placeholder fields below.
Placeholders stay independent of the persona. A scenario using ${Name}
will ask for a name twice. That is accepted: no scenario in the repo uses
placeholders at all (grepped across seed_data/ and starter_data/ — zero
occurrences), so the collision is hypothetical. If it ever shows up in practice,
pre-filling the Name field from the persona is a few lines in the modal with
no backend change.
Later. AdventureUpdate gains the three fields, and PlotPanel gets a
Protagonist block at the top. The debounced-save wiring is already there.
WorldStateDrawer shows the name as the character-sheet heading but does not
edit it — one edit surface, not two.
Files
| File | Change |
|---|---|
models.py |
three columns on Adventure |
migrations.py |
74, 75, 76 |
schemas.py |
AdventureCreate, AdventureUpdate, AdventureOut |
context/builder.py |
persona section after plot_essentials |
worldstate/render.py |
state-section label, reference line |
worldstate/__init__.py |
export whatever render.py newly exposes |
routers/adventures/crud.py |
store persona at creation |
bundle.py |
export key + import read |
frontend/components.jsx |
modal gains persona fields |
frontend/pages/Scenarios.jsx, Home.jsx |
always open the modal |
frontend/pages/Play/panels/PlotPanel.jsx |
Protagonist block |
frontend/pages/Play/drawers/WorldStateDrawer.jsx |
heading |
frontend/api.js |
pass the fields through |
Tests
| File | What |
|---|---|
new test_persona.py |
create with persona; update; renders in the system block; works with no stat_schema; empty name is a no-op; AI delta at persona.* refused |
test_worldstate.py |
state line reads Kaelen (player):; player.hp still resolves |
test_prompt_caching.py |
persona is in the static prefix, above history |
test_bundle_v2.py |
round-trips; a bundle without the key still imports |
Bundle format
No FORMAT bump. The export gains a persona key and the import reads it with
.get(), so a v2 bundle written before this change imports with an empty
persona — which is the same as not having one.
Phase 2 — what the summarizer is told
Depends on Phase 1 only for the protagonist's name. Everything else it needs is already in the database and simply never passed.
The cast brief
Build one short block and prepend it to both the memory prompt and the summary prompt:
Cast:
- Kaelen (he/him) — the protagonist. A half-elf ranger, exiled from the
northern holds...
- Gwen — a loyal ranger and Kaelen's ally. Quick with a bow, dry-humoured.
Setting:
<adventure.memory, the plot essentials>
Sources, in order:
- Protagonist — the Phase 1 persona. Falls back to "the player" when unset, so the change still helps adventures with no persona.
- NPCs —
stat_schema.npcs:name+desc. Already there, never used outside the turn prompt. - Story cards — for adventures with no RPG layer, run the existing
_match_cards()over the block being summarized and take the matched cards' names and entries. This reuses the trigger code and yields exactly the entities that appear in that block, not the whole world.
Two rules for the brief
Fixed descriptions only. No live stats. It is tempting to include
Gwen: trust 40 (wary). Do not. It makes every memory prompt different, which
loses prompt caching, and worse, it makes the same event summarized at two
different times come out framed differently — which is the problem being fixed.
The summary gets it for free. _update_story_summary builds from the memory
bullets, so better memories produce a better summary with no further change.
Pass the brief there too, because that function falls back to raw story text
when memory-writing has fallen behind.
The prompt changes
MEMORY_SYSTEM_PROMPT gains an explicit framing rule:
- write in third person, never "you"
- refer to the protagonist by name
- name characters rather than using bare pronouns
Expected effect:
before: You entered a room and she stopped you.
after: Kaelen bribed Gwen with fifty silver to hold the north door while
he went down alone.
Phase 1 as built
Everything above describes what shipped. Three notes on where it differs from the sketch, and what has not been verified.
Decisions taken during the build
The section reads as one paragraph. render_persona joins the sentence and
the description with a space rather than SEPARATOR. A blank line inside a
two-sentence section about one character reads as two unrelated notes.
Field gained a maxLength prop. The persona name is VARCHAR(80) and the
schema rejects 81 characters with a 422. Without the attribute the player only
learns that from a toast after typing, so the cap is now enforced in the input
as well. Every other Field is unaffected — the prop is optional.
The blank-adventure button opens the modal too. It used to create the
adventure immediately. It now collects a persona first, and passes
title: 'Blank Adventure' explicitly, because there is no scenario to take a
title from.
test_prompt_caching.py's fixture now sets a persona, so every test in the
file that guards the static block runs with one present.
Verified
- Migration 73 → 76 on a real pre-existing SQLite database: columns added, the
existing row preserved, persona empty,
render_personareturns"". - 593 backend tests pass, including 26 new ones in
test_persona.pyand 3 intest_bundle_v2.py. npm run buildis clean.
Driven in a browser
Chromium via Playwright, against a fresh database with the demo scenarios seeded. No API key needed: Insights assembles the prompt without calling a model, so every check below runs on the real assembled context rather than on a unit-test stub. 21/21 checks passed.
What was confirmed on screen and in the live /context payload:
The modal opens for a scenario with no ${...} placeholders |
it is now the only way to name a character, so it can no longer be conditional |
| The section order is real | narrator, world_state_guide, world_state_rule, ai_instructions, **persona**, plot_essentials, … |
| The persona is in the system half | You are Kaelen (he/him). A half-elf ranger… present in prompt.system, absent from prompt.story |
| The live stat line carries the name and the path | Kaelen (player): hp 100/100 (full health), mana 30/50 (brimming)… |
| The stat guide ties the name to the path | Protagonist Kaelen … player.<stat> |
| The drawer heading follows the name | rail read KAELEN, not You |
| A rename propagates | renamed to Aria in the Plot panel → drawer read ARIA after a reload, and the prompt read You are Aria (he/him). / Aria (player): |
| Clearing every field restores the old behavior exactly | no persona section, stat line back to You:, no Protagonist line in the guide |
| The blank-adventure button collects a persona and keeps its title | title='Blank Adventure' persona='Wren' |
| A persona works with no RPG layer at all | a blank adventure's sections were ['narrator', 'persona', 'length_hint'] — the case this feature was added for |
Two request failures in the run were the sandbox rather than the app: Google Fonts is blocked by the egress policy, and the analytics beacon is aborted when the page unloads. Neither appears with normal network access.
The driver script is not in the repo. There is no frontend test runner yet (plan/17 stage 5), and one Playwright script is not the place to start one.
A note for whoever runs the tests
tiktoken downloads cl100k_base from openaipublic.blob.core.windows.net on
first use, and 182 tests fail with a proxy error where that host is blocked.
The encoding is reconstructable offline from the npm package js-tiktoken,
whose dist/ranks/cl100k_base.cjs holds the same ranks in a compressed form —
decode it, write <base64> <rank> per line sorted by rank, and the result
matches the SHA-256 that tiktoken_ext/openai_public.py hardcodes, so the
reconstruction is verifiable rather than trusted. Drop it at
$TIKTOKEN_CACHE_DIR/<sha1 of the URL>.
Phase 2 as built
The cast comes from the story cards, not from stat_schema
This is the one thing the sketch above got wrong, and it made the change much
smaller. scenario_text.scenario_card_specs already turns every schema NPC
into a story card on the adventure at creation, deduplicated against the
hand-written cards by name. So the cards are a single unified cast source that
covers schema NPCs, an author's own cards, and an adventure with no RPG layer,
through one path instead of three. memorybank never reads stat_schema.
Keyword matching alone was not enough
The sketch said to run _match_cards over the block. Built that way first, and
it failed the exact case the change exists for.
The block You push the door open. She grabs your arm. matches no card
keyword, so the brief listed the protagonist and nobody else — leaving the
summarizer guessing at precisely the moment it was handed a brief to stop
guessing. Seed 04 gives Gwen the trigger keys "Gwen, ranger, her", and even
that does not save it: the text says "she", not "her".
So the roster is matched cards first, then topped up with the other
character cards to MAX_CAST_MEMBERS. Places and items are not topped up —
an unmentioned tavern is not who "she" was — but a place that is mentioned
still matches normally.
That asymmetry with the turn prompt is deliberate. Including an untriggered card as lore would be wrong: it is not relevant to the next sentence. Including an untriggered character in a roster is right: the question the roster answers is "who could these pronouns be", not "what is on stage".
_match_cards became match_cards
Two callers now run the same rule, so it is public and exported from
app.context. One rule, one implementation.
What actually gets sent
Verified against the seeded Bandit Camp scenario, with the real
_create_due_memories path and a stub provider:
Cast:
- Kaelen (he/him) — the protagonist. A half-elf ranger, exiled from the
northern holds for a killing he still won't explain.
- Bandit Camp — A rough camp of bandits in a forest clearing, holding a
stolen caravan strongbox.
- Gwen — A loyal ranger and the player's ally. Quick with a bow,
dry-humoured, fiercely protective. …
- Bandit Leader — The scarred leader of the bandit camp, guarding the
strongbox. …
Setting:
The player and Gwen, a loyal ranger ally, are raiding a bandit camp to
recover a stolen strongbox. …
Story excerpt:
… You are six paces from the strongbox when she hisses a warning. …
Memory:
That last line is the case in miniature: "she" is now resolvable.
With no persona set, the roster still lists the NPCs and the setting, and the system prompt tells the model to call the protagonist "the player". Phase 2 therefore improves adventures that never set a persona at all.
With no persona, no cards and no plot essentials, the user message is byte
for byte what it was before this change — Story excerpt: first, no stray blank
lines. A test holds that.
Decided, from the sketch's open questions
Existing memories: left alone. A bank written under the old prompt will mix
"you" and named framing for a while. Re-summarizing costs one call per 6 actions
and duplicates whatever is still in the bank, because nothing deletes the old
rows. Eviction ages them out at memory_bank_capacity (80). Revisit only if the
mixture visibly hurts.
Retrieval framing mismatch: watched, not fixed. retrieve_memories still
embeds the last 4 actions raw, in second person, while new memories are third
person and named. Embeddings handle paraphrase well, so this is speculative.
If retrieval quality visibly dips, prepending the same brief to the query text
is the first thing to try.
Run with a real model, and what it changed
Run end to end against a real model, using the claude CLI as the provider: one
story generated through the app's own build_context a turn at a time, then
both memory prompts run over the same blocks, so the story is held
constant and the prompt is the only variable. Every call is a fresh process, so
no arm can see the other's output and the model is never told what is being
tested. The control is the exact prompt from commit 9cdcb55, not a paraphrase.
The reported fault reproduced, and the fix held
| words | framing | |
|---|---|---|
| memory 1, before | 34 | second person — "You crept low through the mist…" |
| memory 2, before | 105 | third person — "The player asked Gwen to…" |
| memory 1, after | 72 | "Kaelen and Gwen crouched at dawn…" |
| memory 2, after | 68 | "Kaelen and Gwen infiltrated the bandit camp…" |
Two consecutive memories in one bank, written from the same story minutes apart, in two different persons. That is the complaint, reproduced under controlled conditions rather than argued from the prompt text.
The control also got a fact wrong that the treatment did not. The player's move
was grab her wrist and pull her down behind the woodpile; the before-memory
recorded "The player asked Gwen to grab her wrist and pull her down behind the
woodpile", inverting who acted. One sample, so this is an observation rather
than a claim — but it is the failure mode the brief predicts, since without a
cast there is no way to tell whose wrist "her wrist" is.
It also found a real problem, which is now fixed
"1-2 plain sentences" is not a length. The same model wrote 34 words for one
block and 105 for the next. A 105-word memory is a paragraph, and
memory_top_k injects five of them every turn, so the bank's running cost is
set by a number nobody had ever stated.
MEMORY_MAX_WORDS = 50 now states it, and the prompt says which details to keep
when trimming: the ones a later scene could turn on. Re-run over the identical
story, the same two blocks came back at 32 and 58 words (mean 45, down from
70), still naming Kaelen, still third person, and still carrying every
load-bearing fact — the camp map, the strongbox behind the second tent, the
strap frayed near through. Overshooting 50 slightly is expected: models exceed
word budgets, which is why builder.length_hint carries a LENGTH_BUFFER for
the same reason.
The variance is the real gain. Before: 34 to 105. After: 32 to 58.
What this does not show
The model behind the run is a Claude model. The app talks to an
OpenAI-compatible endpoint, and the parser in worldstate/parse.py exists
because weaker free models emit trailing commas and leading +. So this shows
the prompt is followable and that the brief supplies the missing information.
It does not show that a weaker production model complies as well. An explicit
framing rule is usually worth more on a weaker model, but that is an
expectation, not a measurement.
Two side observations from the same run, both pre-existing behavior working
correctly: the model sent {"milestones.strongbox_found": false}, apply_delta
refused it ("a milestone is sticky, so only true is accepted"), the refusal
reached the model through render_refusals, and the next turn sent true. The
Phase 1 persona also held across all six generated turns.