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interactive-story/plan/14-phase-story-tree.md
T
parththakkar106andClaude Opus 5 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now stays; a summary that genuinely ends there is still withdrawn.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
2026-08-18 19:14:07 +05:30

55 KiB
Raw Blame History

Phase 14 — Story tree (branching adventures)

Goal: replace the linear action list with a tree. A retry becomes a sibling rather than a rewrite; continuing from one makes it a branch. Players can go back to any turn, take a different path, and keep both — switching between them freely.

Depends on 13-memory-embedding-cost.md shipping first: memory retrieval is the one read a tree cannot window, so it is the cost floor of a turn under this design. Fix the floor before building on it.

Why (beyond the feature)

Seven bug classes stop existing, and every one traces to the same root — the story is a mutable list:

Bug Why it goes away
Deleting a middle action skips a later one forever (note_action_removed) Cursors become node ids, not positions in a shifting list
prune_dangling_memories orphaning actions behind the cursor Nothing is ever removed
Editing a summarised action leaves its memory stale forever — currently unfixed Editing makes a new node; the old memory stays correct for the old path
The one-turn memory holdback (settled_story_actions) Nothing is mutated, so nothing goes stale — the concept is unnecessary
The legacy-cursor no-rewind trap found while fixing that Same
"Anything reading adventure.actions during generation must exclude the retried action" — leaked into 4 call sites The replaced turn is not on your path; it cannot leak
variant_count / mirrored text drifting from variants The denormalisation disappears entirely

It also resolves the 1NF violation: variants as a JSON repeating group becomes rows.

Scored, 2026-08-18, with SP1–SP5 shipped. Six of the seven are gone as described. The seventh — the one-turn holdback — is gone too, but the reasoning above was wrong about why it could go: siblings share a coordinate, so replacing what a turn says still invalidates the memory covering it. What made it deletable is that the repair already existed for undo and delete; see the trap note below. Two rows want a footnote:

  • Editing a summarised action is still unfixed. The table says editing makes a new node; nothing in SP1–SP5 makes it do that, and no subphase is scheduled to. PATCH /actions/{id} still writes over the text in place, and the memory covering it goes stale exactly as before. What has changed is that the machinery to fix it now exists — an edit could write a sibling and switch to it, which is a retry the player typed — so it is a small change whenever it is wanted.
  • The 1NF violation is resolved. Nothing writes a variants array any more, in the database or out of it — SP6 replaced the bundle that was its last producer, and the array survives only in the v1 reader, which exists so files already saved still import.

Design decisions (settled 2026-08-16)

  • Full branching, with UI. Not the "tree schema, no branch picker" middle option — branching ships as a feature people use.
  • branch_id + depth on every node, not parent pointers alone. Parent pointers alone mean walking N links to read a story, which throws away the round-two windowing work. depth replaces index as the ordering key.
  • A branches table with parent_branch_id and fork_depth. The fork point is stored at fork time, never inferred. Nothing is copied on a fork — a branch borrows its ancestors' turns.
  • Lineage cached on the branch row. lineage = [(D,∞), (C,45), (B,30), (A,10)], computed once at fork (parent's lineage + one entry). Reads never walk to reconstruct it. Each ancestor is capped at the fork_depth of the branch beneath it.
  • Read the lineage lazily, windowed. Query the newest few lineage entries, measure, fetch more only if the context budget is not covered — the exact shape of history.window_covering(). Clause count is bounded by the context window, not by fork count, so a 200-fork story reads as cheaply as a 2-fork one.
  • Promote to a branch only on continue. Attempts at the tip stay as sibling leaves; one becomes a branch the moment a turn is played past it. Keeps the lineage chain to "divergences I built a story on", not "every retry ever" — the difference between a handful of entries and fifty.
  • Memories and the summary attach to the node that produced them, found by walking up. Shared ancestors are shared automatically, so a fork costs nothing and nothing needs recreating. A memory covering depths 37–42 hangs off that branch's node 42 and is invisible to any path not through it. Generalise the rule: anything derived attaches to the node that produced it — the summary included, so stop storing it per turn.
  • Full lineage for memories, windowed lineage for the story. Memory retrieval is long-range recall and cannot be windowed, but memories are sparse (~1 per 6 actions), so a long OR-clause returning ~33 small rows is fine. Two queries, one lineage.
  • Never auto-prune. Nothing is deleted without an explicit user action. This makes a branch-management UI a hard dependency, not a nice-to-have — storage grows without limit otherwise.
  • Story cards stay adventure-wide. A card invented on branch B shows on branch A. Already true for undo today (script card mutations are not reverted), so this is a documented limit, not a regression. Explicitly rejected event-sourcing card changes onto nodes.
  • State carries over almost free. state_before / world_state_before already snapshot the script scoreboard and RPG world state per action, and apply_variant() already restores them on a switch — a branch switch is the same move. Wrinkle: those are before pictures; a node wants the after. And they are NULL on pre-column rows.

Schema sketch

branches(id, adventure_id, parent_branch_id, fork_depth, lineage JSON, created_at)
actions(id, adventure_id, branch_id, depth, type, text, reasoning,
        world_delta, state_after, world_state_after, context_snapshot, created_at)
memories(..., branch_id, depth)          -- attached to the node that produced it
adventures(..., head_branch_id, head_depth)

Reading branch C, tip at depth 7, lineage [(C,7), (B,5), (A,3)]:

SELECT * FROM actions
WHERE (branch_id='C' AND depth <= 7)
   OR (branch_id='B' AND depth <= 5)
   OR (branch_id='A' AND depth <= 3)
ORDER BY depth DESC LIMIT 32

→ A0 A1 A2 A3 B4 B5 C6 C7. Depth is a position along a path, not a global turn number — A4 and B4 are alternatives, not duplicates.

Work

  1. branches table, branch_id/depth on actions, head_* on adventures.
  2. Lineage computation + a single module that owns the branch clause — same role context/history.py plays today. Every query must go through it; one forgotten clause shows the wrong story, quietly.
  3. history.py rewritten against lineage windowing. window_covering keeps its shape.
  4. Memories/summary attached to nodes; delete the cursor-position machinery (position_of_index, settled_*, note_action_removed, _rewind_cursors_to_index).
  5. Sibling storage for un-promoted tip attempts + the promotion step.
  6. Node state moves from before to after snapshots.
  7. Migration: every existing adventure becomes branch A; index → depth; variants entries become sibling nodes; variant_index becomes the head pointer.
  8. Frontend: branch picker replacing VariantPager, plus branch management (rename, delete, switch) — required, given no auto-pruning.

Open

Nothing. The last item — retry_of.index reuse, which stopped the world-state cooldown clock advancing on a re-run of the same turn — was closed in SP4 by reusing the retried node's depth, and pinned by a test in SP5. Everything else that stood open here was decided on 2026-08-17; see the next section.


Implementation plan (decided 2026-08-17)

Four decisions, taken before any code was written:

Question Decision
Phased or single migration? Structural-first, no runtime flag. SP1–SP4 migrate to the tree representation with behaviour identical to today. Branching features layer on after.
How destructive is the migration? Keep the legacy columns for one release. index, variants, variant_index, variant_count stay, unread, until the tree is proven live (SP8 drops them).
Branch-management UI scope Full tree visualisation — a spatial view of forks, not just a picker.
Export bundle ai-dnd-adventure-v2, with a v1 legacy reader so existing bundles keep importing.

Why no feature flag. A linear story is a tree with one branch, so the intermediate states are not half-migrated — they are the same product with a superset schema underneath. That makes "current adventures are unaffected" a literal, testable pass condition for every subphase up to SP4, which a flag would have replaced with two live code paths through the context builder, the memory bank, undo and retry at once.

The regression contract

tests/test_story_tree_baseline.py (built in SP0) drives the whole product over HTTP — create, play, retry, switch, undo, page with before_id, memories, summary, export — and asserts only on API responses, never internals.

It must pass unmodified through SP1, SP2 and SP3. That is the contract those subphases are verified against. SP4 is the first subphase permitted to change it, and even there only where the change is deliberate and named below.

Traps found while reading (these are the ones that bite quietly)

  • history._from_memory() slices adventure.actions. The "never load twice" shortcut returns whatever is already in the session — which under a tree is every branch's actions, not the path. It would silently assemble context from siblings. This is the single highest-risk line in the change; SP2 must make the shortcut branch-aware or delete it.

  • scripting/pipeline.py::_history() and _info() read adventure.actions directly, and hand it to user scripts as the documented history API. Same trap, user-visible.

  • Adventure.actions is order_by="Action.index". Ordering it by depth is not enough — the collection is still every branch. Anything iterating it needs the path.

  • limits.check_row_cap("actions") counts every action in the adventure. With no auto-pruning, a branched adventure hits MAX_ACTIONS_PER_ADVENTURE while its story is far shorter. The cap has to count the tree but be explained as the tree, or move.

  • The holdback cannot die in SP3. settled_story_actions exists because retry mutates a row in place. Retry stops mutating in SP4, so the holdback is only safe to delete there — deleting it in SP3 reopens the exact bug it was written for. It survived SP3 as memorybank.settled_after, which is the - 1 in "how much story is past the mark"; that subtraction is the whole of it.

    Closed in SP4, but not for the stated reason. Siblings share a coordinate and the mark names the coordinate, so replacing what a turn says still invalidates the memory covering it — retry mutating a row was never the whole of the problem. What let the holdback go is that the right repair (forget_node plus a rewind) already existed for undo and delete, and retry and a sibling switch now make it too. If a mark still needs correcting when the story changes, correct it; do not decline to make the mark.

Subphases

Each ships independently, on its own branch, green before the next starts.

SP0 — Baseline and regression net (no product change)

  • tests/test_story_tree_baseline.py — the contract above. 24 tests covering opening a windowed adventure, the turn engine (do/say/story/continue), script effects, retry and variant switching, undo, paging up to the start, edit/delete, memories, export/import round-trip, and world state.

Done, 2026-08-17. 259 existing tests green (17.8s), then 283 green with the baseline added, against unmodified main. That is the number every subphase below is measured against.

A pre-migration (schema 45) fixture is needed too, built by a script rather than committed as a binary — but its only consumer is the SP1 migration test, so it lands there.

--rich: a correctness fixture beside the scale one

The measuring fixture is sized from production and leaves every column it does not weigh at its default. Checked against a freshly built one, that is exactly the set of columns a tree has to migrate: state_before/world_state_before NULL on all 600 rows, no scenario and so no RPG layer, no adventure scripts, both cursors 0, and 100 retry histories whose two attempts carry byte-identical text with variant_index always 0 — so "which attempt is live?", the one question SP4's migration answers, had no observable answer.

tools.stress_session --rich fills in precisely those and nothing else:

cd backend
.venv/Scripts/python.exe -m tools.stress_session --rich --actions 30 --memories 12

An RPG scenario built from the real seed schema with a world state played forward (hp 100 → 71, flags flipping partway); per-action state_before/world_state_before snapshots that are monotonic, so a bad rollback reads as a wrong number rather than as nothing; a gold script on the adventure; story cards; non-zero memory and summary cursors with a real story_summary; pinned and forgotten memories; retry attempts with distinct texts, counts of 2 and 3, and a live attempt that is often not the last one written; and a second adventure, so "does this leak across adventures?" is answerable — a branch clause that forgot its adventure would still look correct on a database holding exactly one.

It is a correctness fixture, so prefer it small: what it is for is variety per row, not rows. Its byte figures are not comparable to a plain run and it does not replace the scale fixture — the plain one still holds the egress ceilings, and was re-measured unchanged (1.8 kB, actions 1.7 kB) after --rich was added.

The invariant text == variants[variant_index]["text"] holds on every retried row, and is asserted when the fixture is built. SP4's migration reads exactly that to decide which sibling becomes the head.

SP1 — Schema and migration (no behaviour change)

File Change
app/models.py New Branch model. Action.branch_id, Action.depth. Adventure.head_branch_id, head_depth. Memory.branch_id, Memory.depth. Legacy columns untouched.
app/migrations.py Migrations 46+: create branches; add columns; index (branch_id, depth); backfill. Dialect map wherever BLOB/BYTEA-style spellings diverge.

Backfill: one branch per adventure, lineage = [(A, ∞)]; actions.branch_id = A, depth = index; adventures.head_* from max(index); memories take branch A and a depth derived from source_end.

Verify: baseline test unmodified. New tests/test_tree_migration.py — every action carries a branch and depth == old index, no row lost, head pointers correct, memories mapped. Bootstrap run twice is a no-op. tests/test_egress.py ceilings unmoved (two integers a row). Post-deploy VACUUM FULL actions; is mandatory — this rewrites every row, which is the 144 MB lesson at the top of STATUS.md.

Done, 2026-08-17 (branch sp1-tree-schema). 297 tests green, the 283 from SP0 plus 14 in test_tree_migration.py. The baseline contract passes unmodified, which was the pass condition. Five things the plan did not anticipate, all of them found by building it:

  • The writes could not wait for SP2. The file table above lists only models.py and migrations.py, but a migration never visits a row written after it runs — so shipping the columns without a writer would leave every turn played between the two deploys with no branch, and from SP2 on a row with no branch is a row no read can see. app/tree.py is that writer: root_branch / head_branch (get-or-create), place_action, place_memory, refresh_head. One module for the same reason SP2 gets one — a node written without a branch fails by disappearing, not by raising. Wired into create/turn/import/undo/delete/memory, plus seed_demo.py and tools.stress_session (a fixture built by create_all is stamped LATEST, so no migration ever runs against it).
  • adventures.head_branch_id cannot be a foreign key. branches.adventure_id already points the other way, and the pair is then a cycle create_all refuses to order; the fix for that is use_alter, which SQLite has no ALTER for. It is a plain integer, documented as a cache, and head_branch recovers onto the root if it ever names a branch that is gone.
  • lineage is NOT NULL, because branches comes from create_all. The backfill cannot insert a row and fill the lineage afterwards via a NULL marker, so it inserts '[]' and guards step two on json_array_length(lineage) = 0 — not = '[]', because Postgres json has no equality operator.
  • SQLite cannot drop a column a foreign key names. So a current-schema database cannot be rewound past branch_id at all, which broke the two existing tests that simulate an old database by rewinding only the stamp. Fixed properly: migrations._column_already_there makes every ADD COLUMN idempotent (the IF NOT EXISTS the module docstring asks for and SQLite has no syntax for), and tests/schema_rewind.py holds the inverse of the migrations that can be undone. The SP1 fixture therefore builds a genuine schema 45 by dropping the three tables and recreating them from frozen pre-tree DDL, so the real ALTERs run — including the one that adds a foreign key.
  • Deleting a branch takes its nodes with it, and deleting an adventure takes its branch — both verified, both at the database level via ON DELETE CASCADE on the two branch_id columns. SP7's delete-a-branch needs no code of its own for the nodes.

Measured: branches costs 0.1 kB of a 733.5 kB turn (0 %), and the page load (62.6 kB) and index (1.8 kB) shapes are byte-identical to the figures in STATUS.md. One cost that is not free: the new table and its index add ~47 ms to every create_all/drop_all cycle on SQLite, and the suite does one per test — 20 s → 38 s. Test-only (DDL fsync), so no model change; if it ever matters, the fix is the test harness, not the schema.

SP2 — The branch clause (reads move to lineage; still one branch)

One module owns the clause; every action read goes through it. A forgotten clause shows the wrong story, quietly, which is why it is one module and not a convention.

File Change
app/context/lineage.py (new) Lineage computation and the branch clause. The only place that knows how a path is selected.
app/context/history.py _filters takes the clause; order by depth; window_covering keeps its shape. Fix _from_memory.
app/routers/adventures.py action_window anchors on the anchor's depth; last_action, next_index→next_depth, _latest_narration.
app/scripting/pipeline.py _history()/_info() read the path, not the collection.

Verify: baseline test unmodified. test_history_window.py, test_action_paging.py green. New test builds a two-branch fixture directly in the DB and asserts the design doc's own example reads back as A0 A1 A2 A3 B4 B5 C6 C7, and that a sibling's nodes are invisible. Egress: a 20-fork fixture costs within a small factor of a 1-fork one — clause count is bounded by the context window, not by fork count.

Done, 2026-08-17 (branch sp2-branch-clause). 317 tests green, the 297 from SP1 plus 20 in test_branch_clause.py. The baseline contract passes unmodified, which was the pass condition. Six things worth not rediscovering:

  • The contract forced the write side, not the read side. The SP0 baseline writes its actions straight to the database and must pass unmodified — so "every writer calls place_action" could not be the invariant, because the baseline is a writer and does not. Neither did any of the eleven other test fixtures. The alternative was a read tolerant of a NULL branch, which is the quiet-wrong-story failure this subphase exists to make impossible. So the session enforces it instead: tree.place_new_nodes runs from Session.before_flush and places anything unplaced, registered in models.py so that importing the models arms it. The call sites keep their explicit calls — a node placed at the call site is placed before the code around it reads the row back.
  • A branch could no longer be created with a flush. root_branch did db.add(); db.flush() to get the id its lineage names, and a nested flush inside before_flush raises. It inserts through Core and reads the row back — same transaction, three statements, once per adventure ever.
  • The identity map holds weak references, and it cost 25 % of the suite. Resolving the head branch per node re-read the branches row for every node in the flush, because nothing held a strong reference between two calls: 201 SELECTs to write 200 actions, and 36 s → 45 s on the same 297 tests measured back to back. The head is now resolved once per adventure per flush — 2 SELECTs, and the same 297 tests then time within noise of SP1 (44.2 s each; this machine's load drifts by ~20 % between runs, so trust the statement count, not the stopwatch). Pinned by a test that counts reads of branches, because the stopwatch is all the symptom there ever was.
  • The index screen is the one read scoped by head branch rather than by lineage. _latest_narration picks one row per adventure for a hundred adventures at once, and a lineage clause each would put hundreds of OR-terms on that query. The two answers differ only for a branch with no nodes of its own, which cannot exist — a branch is created by playing a turn onto it.
  • Two reads are deliberately left un-pathed, both documented where they live. max_action_index allocates the legacy index, which must stay adventure-wide or two branches issue the same number; and export is a flat v1 bundle whose reader has no idea branches exist, which is why SP6 replaces the format rather than widening the query. A third is a known divergence, not a decision: the index screen's action_count counts the tree, and will overstate a branched story until SP5.
  • Adventure.actions was left ordered by index on purpose. Ordering the collection by depth would not make it a story — it is every branch's actions, and a path is a selection out of it. What the relationship is still for is ownership and the delete-orphan cascade.

Measured: a story forked 20 times reads its newest 32-action window for 3,178 B against the 2,961 B an unforked story of the same length costs (1.07×), naming one branch of its 22 lineage entries. The pre-tree 600-action --keep fixture was migrated and then driven over HTTP end to end: index 1,840 B, page load 64,149 B — the same shapes as before the phase — and scrolling to the start took 9 pages and saw all 600 actions exactly once.

SP3 — Memories and summary attach to nodes

Cursors stop being positions in a shifting list. memory_cursor/summary_cursor become node-anchored (branch_id, depth).

Deleted: position_of_index, note_action_removed, _rewind_cursors_to_index, prune_dangling_memories, and their call sites in undo_turn and delete_action. Kept until SP4: settled_story_actions and the holdback (see traps).

Verify: baseline test unmodified. test_memory_settling.py and test_memory_retrieval.py updated, plus a new branch-isolation test — a memory created on branch B is invisible from branch A, and shared ancestors are visible from both. Memory retrieval reads the full lineage (it cannot be windowed) but stays sparse: assert the byte cost on a deep fork.

Done, 2026-08-18 (branch sp3-node-cursors). 330 tests green, the 318 the branch started from plus 12 — 11 in test_branch_clause's new sibling test_memory_nodes.py and one on migration 56. The baseline contract passes unmodified, which was the pass condition. app/context/cursors.py is the new module; migrations 53–56 add memory_cursor_branch_id/_depth and summary_cursor_branch_id/_depth and translate the old counts into them.

Seven things worth not rediscovering:

  • An anchor is a coordinate, not a pointer, and that is what deleted the machinery. Half of this subphase was expected to be rewriting the cursor bookkeeping in depth terms. None of it needed rewriting: count_after(41) is well defined with node 41 deleted, and deleting node 12 does not change what "past node 41" means. So note_action_removed, _rewind_cursors_to_index, position_of_index and the post-turn clamp did not become depth-shaped versions of themselves — they became nothing. If a mark still needs correcting when the story changes, it is still a position.
  • The clamp had its own trap and it also goes. run_post_turn clamped both cursors to the story length every pass, deliberately against the full count, because clamping to the settled count rewound a caught-up adventure a step and re-covered an action. An anchor past the tip is not a broken value: settled_after reports nothing to do, and the story growing back past it resumes exactly where it left off.
  • prune_dangling_memories became a lookup, and got stricter by accident. A memory hangs off the node its block ends on, so "what did this node produce?" is (branch_id, depth) — memorybank.forget_node. The scan it replaces could only ever notice damage after the fact (a covered range past max(index)), and could not notice at all when the node was deleted from the middle of a story that still had later actions. Withdrawing the memory is half the job: the ground it covered is still behind the mark, so the mark goes back to source_start - 1 — a depth, whether or not a row still sits there.
  • A memory with no node had to be spelled out in the clause. A hand-written memory summarises nothing, so it carries a branch and a NULL depth. Every ancestor entry in a lineage clause is capped depth <= fork, and NULL fails that — so a typed memory would have become invisible at the first fork after it was written, with nothing to see but a prompt that stopped mentioning it. Path.clause(unanchored=True) is that case, and actions never pass it: an action with no depth is a pre-tree row no read should see.
  • Retrieval reads the whole lineage, and it is free. Measured on two stories of 84 actions and 14 memories each, one flat and one forked twenty times: 1,807 B against 1,823 B. The clause carries 22 branch terms instead of one, and the clause is not what crosses the wire. The egress shapes are otherwise byte-identical to SP1's — index 1.8 kB, page load 62.7 kB, turn 733.8 kB.
  • Three reads stay adventure-wide, deliberately. Embedding and eviction are facts about the row and about the bank, not about the path — skipping a sibling's memories would only mean embedding them at the moment somebody switched to them, and evicting the memories of a story nobody is reading is the right thing to evict first. The Memories drawer is management rather than retrieval, and hiding a branch's memories there would make them unfindable in a phase whose rule is that nothing is removed automatically.
  • The v1 bundle still speaks positions, in exactly two places. Export counts the anchor back into a position; import translates the other way, but only after the actions exist, because that is the one moment the two coordinate systems can be lined up. cursors.position_of and cursors.anchor_at_position are the whole of what still knows about positions, and SP6's v2 format retires them.

Migrations 53–56 rewrite adventures, not actions — a few hundred rows against a few hundred thousand — so this deploy needs no VACUUM FULL of its own. The one SP1 owes is still owed.

SP4 — Variants become sibling nodes

Retry stops mutating a row. It writes a sibling leaf at the same depth.

Deleted: set_variants, variant_of, apply_variant, VARIANT_SNAPSHOT_KEYS, and the holdback. Node state moves from before to after snapshots (state_after, world_state_after) — a sibling needs its own outcome, so this belongs here rather than in its own subphase. Pre-column rows are NULL and must stay tolerated.

A migration converts existing variants JSON into sibling rows — reading the legacy column that decision 2 kept, which is the whole reason it was kept.

/variants and /variant keep their URLs and response shapes here, re-implemented over sibling rows, so the frontend keeps working until SP7 replaces it.

Verify: the first subphase allowed to move the baseline test, and only for variant_count/variant_index semantics — the retry outcomes must not move. test_retry_variants.py rewritten against siblings but asserting the same observable results, including that the gold script is not double-applied. test_state_revert.py against after-snapshots. Migration test: attempt count preserved, the active attempt becomes the head.

Done, 2026-08-18 (branch sp4-sibling-nodes). 347 tests green, the 330 SP3 finished with plus 13 in the new test_attempt_siblings.py, 8 in test_tree_migration .py, and three holdback tests deleted. app/attempts.py is the new module; migrations 57–60 add live, state_after, world_state_after, derive the after-snapshots, and split every variants list into rows.

The baseline test did not have to move, and neither did test_retry_variants.py. Both pass unmodified. SP4 was permitted to change the variant-count semantics and it turned out nothing observable needed changing — which is the strongest form the pass condition could have taken, and worth knowing before SP6 asks for the same licence.

Seven things worth not rediscovering:

  • A coordinate needs a live flag, and the branch clause is where it belongs. Siblings share (branch_id, depth), so the lineage clause alone returns all of them and the story tells itself twice. Path.clause adds Action.live for actions (and only for actions — memories have no siblings to lose to), which means no read of the story had to learn that retries exist. app/attempts.py is the only code that looks past it.
  • The prompt has to move with the flag or retry becomes a storage multiplier. A context_snapshot is ~163 kB of prompt that every attempt at a turn shares, and the old JSON list existed precisely to store it once. Giving each sibling row a copy would have undone that. So the invariant is: the assembled prompt lives on the attempt the story tells, and a superseded one keeps only its own slices (ATTEMPT_KEYS — the world-state delta, the script report, the raw reply). Measured on the pre-tree 600-action fixture, migrated: 700 rows for the same 600-turn story, and the prompt archive byte-identical at 0.50 MB.
  • The holdback was not quite unnecessary — it was the wrong repair. The plan said retry stops mutating rows so nothing goes stale. Not so: siblings share a coordinate, and the mark and the memory both name the coordinate, so replacing what a turn says still invalidates them. What made the holdback deletable is that the right repair already existed — forget_node plus a rewind, which undo and delete have called since SP3. Retry and a sibling switch now call it too, and the holdback (settled_count, settled_after, settled_story_actions, newest_settled) is gone. A memory can now cover the newest action, which it never could before.
  • state_after needed the same flush guard place_action has. The migration derives every existing row's outcome from the next row's state_before, and the tip's from the adventure's live state — but a row written by a fixture or a script after that has nobody to derive from, and the failure mode is undo silently leaving the scoreboard where it was. tree.stamp_outcome runs from before_flush beside place_new_nodes. It writes the truth as of the flush: a writer that changes no state between two nodes leaves the same state behind both.
  • Switching attempts hands the caller a different row id, because that is what an attempt being a node means. The endpoints are addressed by any attempt at the turn rather than by the live one, so a client holding a stale id still asks about the right turn — but Play.jsx matched the reply against updated.id and had to be changed to match against the action it asked about. One line, and SP7 removes the pager anyway.
  • Deleting a turn deletes its attempts. A discarded attempt is only reachable through its coordinate, so leaving it behind would leave a row nothing can name and no read can see. delete_turn is that rule in one place, called by undo and by delete-an-action, and it works whichever attempt's id the caller happens to hold.
  • Siblings share the legacy index. They are takes on one turn, so two rows now carry one index — which max_action_index (a maximum, not a count) survives, and which is what lets the v1 export fold a group back into a variants array. Export is now the only producer of that shape anywhere; nothing in the database holds one.

Measured: index 1.8 kB, page load 62.7 kB, one turn 734.8 kB — the first two byte-identical to SP1's and SP3's, the turn up 1.0 kB (0.14 %) for the live column across a 346-row read. Migrations 57–59 each rewrite every row of actions and 60 inserts one per discarded attempt, so this deploy owes a VACUUM FULL actions; — the SP1 one is still owed too, and one vacuum after this deploy settles both.

SP5 — Fork on continue

Playing past a non-head sibling promotes it: a branches row with parent_branch_id, fork_depth, and a lineage computed once from the parent's. Nothing is copied. adventures.head_* moves. The cooldown clock must not advance on a re-run of the same turn — the one item still open above.

Verify: a fork creates exactly one branch row and copies no actions; lineage is correct and capped at each fork_depth; both branches read independently; switching restores the right script/world state; the cooldown test from test_worldstate.py still holds across a retry.

Done, 2026-08-18 (branch sp5-fork-on-continue). 365 tests green, the 347 from SP4 plus 18 in test_branch_forking.py. tree.fork is the whole of it; three endpoints (GET /branches, POST /branches/{id}/switch, POST /actions/{id}/fork) are what SP7's tree view will be drawn on.

Where the promotion happens, and why not where the plan said. The plan put it on the next turn: attempts stay leaves, and one becomes a branch when a turn is played past it. Promoting the winner then means moving a row off the branch the reader is standing on and leaving that branch to pick a new node for the depth — it disturbs a story nobody asked to change. The same divergence, seen from the other side, promotes the attempt you are leaving for: POST /actions/{id}/fork gives the discarded attempt a branch and moves the head to it, and the line it leaves is untouched. Branch count is identical either way — one per divergence somebody actually built on — and one of the two never rewrites a story in place. Without it, the losing attempts would also be unreachable forever, since only the tip can be switched: fork-on-continue alone is a one-way door.

Six things worth not rediscovering:

  • A fork must not move the derived work, and it was about to. The first cut moved the memories at the forked coordinate onto the new branch and re-anchored the cursors that named it. Both are wrong, and for the same reason: a memory describes whichever attempt was live at that coordinate, which is the one staying on the parent. The right answer needs no code at all — the lineage caps the parent at fork_depth, one depth short of it, so the memory is simply out of range from the fork, invisible to both the retrieval clause and Path.depth_on. The block is summarized again, from the text this branch actually tells.
  • Depth had to stop following index. They agreed until now. index is adventure-wide (the v1 bundle is keyed on it) so on a story forked at depth 6 after twenty turns it hands the next node depth 21 and leaves a fourteen-deep hole in the middle of a path — which every windowing estimate then has to work around. next_depth is head_depth + 1; place_action still derives depth from index for fixtures and imports, which is what that default is for.
  • Undo has to stop at the fork. It reads the newest two nodes on the path and deletes the turn they make up — and on a fresh branch the second of them is borrowed from the parent, whose story also contains it. The guard is on the row's own branch_id, not on the fork depth, because that is the fact that decides it.
  • The cooldown clock came out right for free. It lives in _meta.last_changed inside the world state, and the world state is restored from the tip's world_state_after on every switch — so each branch carries its own clock without anything knowing there is one. The carried-over open item (a retry must not advance it) is SP4's reused depth, and both are pinned by tests.
  • The session does not autoflush, and fork read the sibling group after moving the node out of it — so the move had not been written and the node was renumbered straight back into the group it had just left. Read the group first. (autoflush=False is deliberate, in database.py; anything in this phase that mutates then queries the same rows has to order itself by hand.)
  • /fork has to be idempotent before it is anything else, because a fork leaves the promoted attempt alone on its branch: a repeated call — a double click, a retried request — would otherwise be told the turn it just forked has nothing to fork to. The "already the story" case is answered before the shape of the turn is looked at.

Measured, on a 40-turn story forked twenty times against the same story flat: 21 branches, 140 rows, an 80-action story, and a page load of 31,652 B against 31,433 B (1.007×). A branch costs 103 B of id, parent, fork depth and cached ancestry. No migration, no vacuum.

One gap, deliberately left for SP6. A forked adventure has no honest v1 export — the format has one story and there are two — so export emits every branch's turns interleaved by index, which reads as a mangled story rather than as lost data. SP6's v2 bundle fixes it, and SP7 is where a player first gets any way to fork at all, so the order those two ship in is the order that matters.

Also known, and not fixed here: the two cursors are one pair on the adventure, so switching branches makes the mark on the branch being left unreadable from the new one (Path.depth_on answers "nothing covered", which is the safe direction — redo the work, never skip it). Switching back and forth therefore re-summarizes. Per-branch cursors are the fix if it ever matters; it costs AI calls, not correctness.

SP6 — Export/import v2

ai-dnd-adventure-v2 carries branches and nodes; import accepts v1 and v2, mapping a v1 bundle's linear actions plus variants onto one branch with siblings. limits.check_bundle_lists learns about branches.

Verify: v2 round-trip of a branched adventure is lossless; a v1 bundle still imports; a bundle claiming more branches than rows is rejected rather than half-applied.

Done, 2026-08-18 (branch sp6-bundle-v2). 381 tests green, the 365 SP5 finished with plus 16 in the new test_bundle_v2.py. app/bundle.py owns both formats; the two endpoints in routers/adventures.py are a delegation and the shared plumbing, and the variants array now exists nowhere but the v1 reader.

The rule the module is built on: a bundle carries what was chosen, never what is derived. The head branch, the fork points, the live flags and the anchors are decisions somebody made, and they are in the file. lineage, the head depth, index and the variant ordinals are computed from those and are rebuilt on the way in. That is not tidiness — a bundle is a text file anybody can edit, and every derived field shipped beside its source is a chance for the file to disagree with itself in a way no read would report. It is also the answer to "is the round trip lossless?": everything omitted is reconstructed, and the tests assert the reconstruction rather than the bytes.

Six things worth not rediscovering:

  • depth cannot be the legacy index, and this is where that stops being academic. They agreed until SP5, and a bundle is the first writer that has to fill index for a forked story — where two branches both have a node at depth 4. index's one remaining job is handing the next row a number nothing else holds, which is a fact about the adventure rather than about a path, so the import allocates one per turn in bundle order: siblings share it, the way SP4 leaves them, and no two coordinates do.
  • Validation happens before the adventure row exists. Everything a hand-edited file can get wrong about the shape of a tree — a node naming a branch that is not listed, a fork with no depth, a branch forking from one listed after it — is a 400 raised by plan, which touches no session. The alternative is an adventure holding a story with a hole in it, and this whole phase exists because a story with a hole in it fails by going quiet.
  • A branch may only fork from one listed before it. That is how the export writes them, and requiring it buys acyclicity for the price of a comparison — a cycle in the parent chain would be an import that never returns rather than one that fails.
  • {} and absent are different snapshots. An empty state_after means "this node left an empty scoreboard behind"; a missing one means "nobody knows, leave the live state alone" (attempts.restore_state). Trimming empty dicts on the way out would have saved eighteen bytes a row and turned an undo that clears a score into one that leaves it standing. Only worldDelta, which is display, is dropped when empty.
  • A file is allowed to be wrong about which attempt is live, and the import corrects it rather than refusing. "Exactly one sibling in a group is live" is an invariant of the database, not of the format; a coordinate with none is a turn no read can see, so the first attempt is made live. That is a different class from a missing branch, which is structure, and is refused.
  • limits.MAX_BRANCHES_PER_ADVENTURE (1000) has no live counterpart. Forking is a POST that adds one row and has no cap of its own, so this is the one bundle cap that does not mirror something creation enforces. Worth closing if branch management ever makes forking cheap to repeat.

The verify line above was slightly wrong, and the code does the honest version. "More branches than rows" fails on an adventure with no actions, which legitimately has one branch and no rows. It became two rules instead: a cap on the branch list, and every branch a node names must exist.

Measured with tools/measure_bundle.py on the 600-action --rich fixture — 600 turns, 750 nodes, because 150 of them were retried:

bytes vs v1
v1 shape 587,475 —
v2 911,229 1.551×
v2 without the outcomes 544,318 0.927×

The tree is free; the outcomes are what cost. Coordinates save 57.5 B a node against v1's turn-and-variants shape, and the entire 1.55× is state_after / world_state_after at 489 B a node — which are there because a bundle without them imports a tree nobody can switch inside. Twenty forks add 660 B to the same file, 33 B a branch, so the format is as indifferent to fork count as the reads are. The longest adventure production holds exports at 4.3 % of MAX_IMPORT_BODY_BYTES.

Two lines of the SP0 baseline changed, not the one it predicted. The note in test_story_tree_baseline.py allowed for the format assertion; the variants array in test_export_keeps_retry_attempts is the same fact from the other side — a bundle with coordinates has no use for a repeating group. Everything else in that file still passes unmodified.

No migration, no vacuum. SP6 adds no column and rewrites no row.

And one trap, paid for once. tools/measure_bundle.py imported app before tools.stress_session, which is what points AIDND_DB_PATH at a throwaway file — app.database reads it at module scope. It fails by working: the first run seeded a synthetic user and adventure into the local backend/data.db and printed perfectly good numbers, and only the second run tripped over the unique email. Anything importing that harness must import it first, and the file now says so where the imports are.

SP7 — Frontend: the tree becomes reachable

VariantPager is removed. A branch view replaces it, plus switch, rename and delete-with-confirm. api.js gains the branch endpoints.

Verify: this is where the standing open gap gets closed — drive the 600-action --keep fixture in a browser by hand, on the same scroll path that has never been driven and already hid one bug. A vitest + jsdom harness covers the prepend arithmetic; jsdom has no layout, so scroll position still needs eyes.

Done, 2026-08-18 (branch sp7-tree-ui). 396 tests green, the 381 SP6 finished with plus 15 in the new test_branch_management.py. Driven by hand against the --keep fixture in Chrome, which is how the one bug below was found.

Shape chosen: a branch rail, not a spatial node map. Three mockups were built and compared before any of it was written, and the deciding argument was not aesthetic. A node map is a second windowing problem — the fixture this subphase must be verified against is 600 actions, which is 600 nodes — so building one would have spent SP7 on the thing that delays the verification SP7 exists to do. The rail ships now; the map is a later feature and costs nothing extra to add, because both draw from the same GET /branches. The panel sits beside Plot/Memory/Scripts/Insights, which is this app's existing idiom for a right-hand rail rather than a new one.

SP7 was not a frontend-only subphase, and the spec above did not say so. Of the three operations it names, SP5 had built exactly one. switch existed; rename had no column and no route, delete had no route at all. So it opens with migration 61 (branches.name), a PATCH and a DELETE — worth remembering for any future subphase whose one-line spec says "plus the UI for X".

Five things worth not rediscovering:

  • A name is stored; a label is derived. branches.name is NULL until somebody chooses one, and the client draws an unnamed branch from its fork depth (Fork at moment 547). A generated "branch 4" in the column would be a lie the moment branch 3 is deleted and the ordinals shift under it; a fork depth is a coordinate, and nothing can shift it. The v2 bundle carries the name for exactly the reason SP6 gives for carrying the fork points — it is a decision, not something computed from one.

  • Refusing to delete the head is only half of it. The other half is refusing any branch the head was forked from: parent_branch_id cascades, so deleting an ancestor takes the head with it and leaves head_branch_id pointing at a row that is gone. One membership test against the head's own lineage covers both, because a lineage already names itself and every branch it borrows from.

  • A deleted branch's cursor has to be cleared, and the reason is SQLite. On Postgres a stale branch id simply never resolves. SQLite hands the freed id to the next fork, at which point the anchor resolves onto a branch it has never seen and reports a stretch of story as already summarized — losing it from the memories for good. Same class as the width-mismatch cosine returning 0.0: it reports nothing.

  • VariantOut had to grow an id. A fork is addressed by the node being taken. The group renumbers whenever an attempt is added, so an ordinal held across that points at a different take — the same reason SP4's note called the pager's index match "one line, and SP7 removes the pager anyway".

  • Four panels reloaded on the wrong thing, and only a browser could say so. actions.length was the refresh key for the Branches panel, the Status drawer (script state), Insights and the Memory Bank. A branch switch does not change the length of the story — it changes which story it is. So the Branches panel drew a one-branch tree while the reader was already on a second, Insights showed the prompt for the path just left, and the scoreboard kept the other line's numbers. The server was correct throughout, and nothing in 396 tests could see any of it. All four now key on ${actions.length}:${stateKey}, and stateKey is bumped by adoptWindow — the two operations that move the head — plus branch deletion, which removes that branch's memories without a turn being played.

    tools/branch_fixture.py exists because of this: it builds two branches of equal path length, which is the case actions.length cannot distinguish at all. The --keep fixture could not have found it, and neither could a fixture whose branches happened to differ in length.

What a switch puts back was checked end to end, not just server-side. SP5 already proved restore_state in test_switching_restores_the_script_and_world_state; what had never been looked at is whether the screen re-reads it. On tools/branch_fixture.py, switching between the two branches moves the World State drawer from hp 60 to hp 95 live, redraws the bar, swaps the story to the other take (hp -5, not hp -40) and repoints Insights at the other path — "History: 5 of 5 actions", carrying the scratch and not the beating.

Every memory is now a memory of a story, not of an adventure — migration 62. A hand-written memory used to carry a NULL depth, described as "belongs to the adventure rather than to a path". That reads as 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 events it never described. tree.place_memory anchors it at the head instead — the story you were reading when you wrote it — and it then obeys exactly the rule a summarised memory obeys.

The whole unanchored escape clause in lineage.Path.clause existed for that one case and is deleted, not merely unused. Its docstring argued a capped depth <= fork would drop a typed memory "the moment its branch stopped being the newest entry"; anchoring is the better answer to the same worry, because the memory is not exempt from the path, it is on one.

The drawer shows the path being read, and nothing else. Same clause as retrieval, so the bank you can see is the bank the model can see — one question, one answer. The earlier attempt at this shipped an adventure-wide list with an on_path flag and an another branch badge; anchoring makes that redundant, and the field, the badge and its CSS are gone. Nothing is stranded by hiding: a memory lives on a branch, switching to that branch shows it, and deleting the branch deletes it (test_deleting_a_branch_deletes_the_memories_written_on_it).

Pinning is unchanged and still path-scoped: it decides order, the path decides existence. A pinned memory on a branch you are not reading is not sent, because the path clause runs before pinning is considered.

Migration 62 anchors existing NULL-depth memories at depth 0 of their branch, not 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 — the anchor takes nothing out of anybody's bank on deploy. Anchoring at the tip would have emptied them out of every branch forked earlier than they were typed, on a database with real users on it.

The scroll path was driven, and it holds. Three prepends on the 602-action fixture, 60 actions and ~16,200 px each. The same DOM node stayed at viewport top 792 → 787 — a 5 px drift across the prepend — and the view stayed 48,174 px from the bottom, so PR #2's throw-to-the-end does not reproduce. Console clean. One note for anyone measuring it again: the fixture's prose repeats, so an anchor found by matching text lands on an older copy of the same sentence and reads as a huge jump. Hold the DOM node.

Still open, deliberately: no vitest + jsdom harness. The verify line offers hand-driving or the harness and this took the first. The harness remains the thing that would catch a prepend regression without a person in the loop, and jsdom's lack of layout means it would not have settled the 5 px question either way.

One user-visible change nobody asked for, recorded here because a script author would otherwise find it by being surprised. Moving _history onto context_history.story_actions fixed the branch bug it was there to fix, and carried a second change with it: story_actions drops blank-text rows, which adventure.actions did not. So a user script's history array and info.actionCount both got shorter for any adventure holding one. It is the right shape — a textless row is bookkeeping with no AI Dungeon counterpart, and the prompt never included one — but a script that fires "every N actions" now fires on different turns. Not compatible with both readings; this is the one chosen.

SP8 — Drop the legacy columns

Only once the tree is proven live. Migration drops index, variants, variant_index, variant_count, followed by VACUUM FULL actions;. Also adventures.memory_cursor and summary_cursor — unread since SP3, kept only so a rolled-back build resumes from a real number. They are on adventures, so dropping them costs no vacuum.

And actions.state_before / world_state_before, unwritten and unread since SP4 for the same reason: a rolled-back build still finds a real snapshot on every row it wrote itself. They are deferred JSON on actions, so they go in the same rewrite as index and cost nothing extra.

variant_count and variant_index are the two to check before dropping: SP4 left them as a maintained cache of the sibling group's shape, because the pager reads both for every row of a page and must not pay a query per turn to get them. They are dead only once SP7's tree view has replaced the pager.

Verify: full suite; egress ceilings; a measured before/after size, aggregates only.

Standing constraints

  • No production data is read at any point in this phase. Migrations, the e2e baseline and every egress measurement run on local SQLite and the synthetic --keep fixture. If a real Postgres is ever needed for a write path, it is a throwaway database whose name contains stress/scratch, and it is asked for first.
  • Any migration that rewrites actions is followed by VACUUM FULL actions; on the direct endpoint, not -pooler. SP1, SP4 and SP8 each rewrite every row. As of 2026-08-18 two are owed (SP1's and SP4's) and neither has been deployed; one vacuum after the SP4 deploy settles both.