The model sent a total rather than a change for almost every number: `npc.ivysaur.hp: 96`, `npc.milo.active_hp: 88`, `player.potions: 2`. Because every `hp` starts at its maximum, each one clamped back to where it started, and the potion count rose when the player spent one. `EMIT_RULE` does say "deltas (not new totals)", but the scenario contradicted it at closer range. `milo.active_hp`'s description said "Reset this to the newcomer's full HP", which asks for an absolute and is injected every turn. The bullets said "drop the HP, and raise it when healed", naming a direction but no sign. Five HP descriptions said only whose HP it was. The one line that said "not a delta" covered `player.active_pokemon`, so naming the exception made the rule look optional. `pokemon_fainted` is the control: its description says "add 1 each time", and it is the only number that behaved. Every stat description now states the sign, and the lead-in gives a worked example. `milo.active_hp.max_delta_per_turn` goes 65 to 98, because a switch moves that stat a full bar from 0 and the old cap made the reset unreachable in one turn. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PacdRuPXSkQQy4ZYdH32hF
234 lines
12 KiB
Markdown
234 lines
12 KiB
Markdown
# World-state refusals: what the engine throws away, and who gets told
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Read this before you play the Pokémon demo again. It records why two bugs in
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`plan/15-pokemon-demo-handover.md` were diagnosed wrongly, what the engine was
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actually doing, and what changed. Everything here is merged and green. It **has** now been driven in a browser;
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read "Driven in a browser" at the end first, because three of the five changes
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did not work and one bug explains all three.
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**Last updated: 2026-08-28.**
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---
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## The one sentence version
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`apply_delta` records three outcomes for every change the model sends —
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`applied`, `clamped`, `rejected` — and everything downstream read only
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`applied`. A refused change therefore reached the player as an ordinary chip and
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reached the model, on the next turn, as a change that had succeeded.
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## What was actually wrong
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`plan/15` recorded two bugs and named a cause for each. Both causes were wrong,
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and the investigation is worth keeping because the same reasoning trap is easy
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to repeat: **the visible evidence was "the number did not move", and the natural
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reading of that is that the model never tried.**
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### `pokemon_left` was emitted every time
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Adventure 43's action rows carry `milo pokemon_left` in `world_changes` at both
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faints, each with `"delta": 0, "value": 3`. The model saw the faint and wrote
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the path. It was not forgetting anything.
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`old == new == 3` is reachable only from a **positive** value. `pokemon_left`
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was `min 0, max 3, initial 3, max_delta_per_turn 1`, so `+2` capped to `+1`,
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reached 4, and clamped back to the ceiling of 3. Net zero.
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So the model sent the remaining count as an absolute — "two left" — instead of
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a delta of `-1`. Milo's four stats alternate between the two conventions:
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| stat | convention |
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|---|---|
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| `active_pokemon` | text, absolute |
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| `active_hp` | number, delta |
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| `active_status` | text, absolute |
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| `pokemon_left` | number, delta |
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HP survives because damage is naturally phrased as a change. A count is
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naturally phrased as a state, so it got text semantics.
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**The general rule this produces:** a numeric stat whose `initial` equals the
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boundary it moves away from turns every wrong-signed change into a silent
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no-op. Every `hp` in the scenario has that shape (`initial == max`). It has
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never fired only because damage is phrased as a decrease by luck of language.
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### Milestones were never emitted at all
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Zero milestone changes across nine AI turns. `EMIT_RULE` asks for
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`"milestones.<id>": true` and `apply_delta` matches `<id>` against the schema
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key, but `render_state_section` printed only the description, and
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`render_reference` skipped the milestones section entirely
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(`STAT_SECTIONS = ("world", "player")`). The string `graveler_defeated` was
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nowhere in the prompt.
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The same playtest is its own control: `sandstorm_active` is a flag, flags
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*are* printed by name, and it worked.
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### The replay was teaching the model to repeat itself
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Found while deciding whether to feed refusals forward, and the most damaging of
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the three. `_history_text` re-attached each past turn's state block from
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`world_delta["delta"]` — **what the model sent**, not what was applied. So the
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turn after the faint contained the model's own block claiming
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`"npc.milo.pokemon_left": 2`, directly above a live values line reading
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`pokemon_left 3/3`, with nothing to say which was true.
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That is a per-turn lesson that sending `2` is correct. The identical mistake at
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the second faint is what that lesson predicts.
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## What changed
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Five changes, on `fix-silent-clamps-and-milestone-ids`.
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1. **`Action.world_changes` reports refusals** (`models.py`). Reads `clamped`
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and `rejected` beside `applied`. Accepted stats carry `clamped`; refusals
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become `kind: "rejected"` entries. The `fix` key is present only when the
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engine wrote one — it is empty for every accepted change, and this property
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runs for every action of every list response.
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2. **The UI distinguishes three outcomes** (`Play.jsx`, `index.css`). Clamped to
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a standstill reads `no change — at its limit` on a dashed chip; a partial
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clamp is marked `(limited)`; a rejection carries its reason. Dashed and
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dimmed rather than red: the rules refusing a change is them working.
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3. **Milestones are named to the model** (`engine.py`). The goals line is now
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`Goals (mark with milestones.<id>): graveler_defeated — Knock out Milo's lead
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Graveler; …`, the same treatment NPCs get with `(npc.milo)`.
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4. **Refusals carry a generated correction** (`engine.py`). Each rejection, and
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each clamp that moved nothing, builds a `fix` string from the stat definition
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at the point of refusal, so it quotes the real limits and lists the real
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names. `render_refusals()` renders them into the prompt directly above
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`EMIT_REMINDER`, for the previous AI turn only.
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5. **History replays what was accepted** (`builder.py`). `applied_delta()`
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rebuilds the block from `report["applied"]`, dropping any numeric entry where
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`new == old` so a change that moved nothing cannot be copied as a zero.
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Plus the demo scenario: `pokemon_left` became `pokemon_fainted`
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(`type: counter`, `initial: 0`), which puts a wrong sign on the counter rule
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where it is rejected out loud instead of absorbed. The faint instruction moved
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into its own paragraph, and a `world.turn` line was added — it sat at 0 for the
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whole playtest because nothing ever told the model to move it.
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### The design call worth not re-litigating
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**A clamp that reduced a change but still moved the value says nothing.** Only
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total losses are reported. If you tell a model its 80 damage became 30, it can
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treat the shortfall as a debt and send the remaining 50 next turn — which is the
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swing `max_delta_per_turn` exists to prevent. A rejection has no partial credit
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to chase. `test_a_clamp_that_still_moved_the_value_says_nothing` pins this.
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## How to test it
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532 backend tests pass and the frontend builds. **The UI work has no automated
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cover** — this project has no frontend test runner, which is the standing
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reason its UI bugs are found by hand.
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Run the backend from `backend/` with
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`.venv/Scripts/python.exe -m pytest tests/`. The new file is
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`tests/test_change_visibility.py` (23 tests). Each of the three mechanisms fails
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its own test when disabled; that was checked by sabotage, not assumed.
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To drive it, re-seed the scenario and play the demo:
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1. **A refusal chip.** Open the World State drawer, use its ✎ edit mode to put
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Milo's `active_hp` at full, then play a turn where he takes no damage but the
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model tries to heal him. Easier and more reliable: send a deliberately wrong
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block by editing an AI turn. What you are looking for is a dashed chip
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reading `no change — at its limit`, not a `+0`.
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2. **The milestone.** Knock out Graveler. `graveler_defeated` should tick, and
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a `✓ graveler defeated` chip should appear. This is the single clearest
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pass/fail in the whole change — it never once happened before.
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3. **The faint counter.** At the same faint, `pokemon_fainted` should go 0 → 1.
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If the model sends an absolute again, it is now refused rather than absorbed,
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and the refusal note should appear in the *next* turn's prompt. Read it under
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Insights → the turn's context snapshot, section `world_state_refusals`.
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4. **The replay.** In the same snapshot, check the replayed history: a past
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turn's `state` block should carry only the changes that were accepted.
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5. **`world.turn`** should now advance by 1 per reply.
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Check the narrow layout too. The chips grew longer text, and `.chg` is inside
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the story column with nothing to scroll sideways — `overflow-wrap: anywhere` is
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doing the work, and it was not re-checked at 390 px. Chrome clamps its minimum
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window width to ~500 px, so relaunch with `--window-size=` rather than trying to
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resize a maximized window.
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## Still open
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- **The missing `state` block from `plan/15` bug 1 is unexplained.** Truncation
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at `max_output_tokens` removes the block, which `LENGTH_HEADROOM` exists to
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prevent, and it was never ruled out. The distinguishing evidence is whether
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the narration ends mid-sentence with `finish_reason: length`.
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- **Every `hp` stat still has the `initial == max` shape.** Now visible when it
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bites, rather than silent, but not designed out.
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- **The stale "Road to the Champion" scenario and adventure 42** are still on
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production. Deleting them is hand-work and was deliberately not automated.
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- **The Bandit Camp demo (`04-rpg-world-state.json`) was not checked** for the
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same milestone problem. Its milestones were equally unnamed to the model
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before this change, so it is worth asking whether one has ever fired there.
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---
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## Driven in a browser, 2026-08-28
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Adventure 45, four turns, on production against the demo model. Two of the five
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changes worked. Three did not reach anyone, for one reason.
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### The bug: the stored column dropped two of the three lists
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`world_delta_of` in `routers/adventures.py` wrote `delta` and `applied` only.
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Every consumer that distinguishes outcomes reads the other two:
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- `Action.world_changes` builds `clamped_paths` from `world_delta["clamped"]`,
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so every chip carried `clamped: false`. `Play.jsx`'s `blocked = c.clamped &&
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d === 0` could never be true, and `(limited)` could never render.
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- With no `rejected` list, a `kind: "rejected"` chip was unreachable.
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- `worldstate.refusals` reads both lists, so `render_refusals` always returned
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an empty string and no correction ever reached the next prompt.
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The `fix` string survived only because the engine stores it inside the `applied`
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entry. Turn 3 is the record: the snapshot's `report.clamped` held
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`npc.ivysaur.hp` and `npc.milo.active_hp` with correct `fix` text, both chips
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came back `clamped: false`, turn 4's prompt contained no correction, and the
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model repeated the same mistake.
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`world_delta_of` now carries all three lists.
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**Why the 21 tests passed.** The `action()` helper in
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`test_change_visibility.py` built the column by hand as `{"delta": delta,
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**report}`, with every list present. The write path was never exercised. The
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helper now fills the column through `world_delta_of`. Removing the two lines
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again fails 9 of the 23 tests; that was checked, not assumed.
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### The two that were not code faults
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`graveler_defeated` never fired and `world.turn` never moved. Both instructions
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are present and correct in the assembled prompt: the goals line reads `Goals
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(mark with milestones.<id>): graveler_defeated — …`, and the scenario says to
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add 1 to `world.turn` every reply. The demo model ignores both. Change 3
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landed; the model is the limit.
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### The absolutes were coming from the scenario's own wording
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The model sent a total, not a change, for almost every number:
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`npc.ivysaur.hp: 96`, `npc.milo.active_hp: 65` then `88`, `player.potions: 2`.
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Because every `hp` has `initial == max`, each one clamped back to where it
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started. `potions` went **up** when the player spent one.
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`EMIT_RULE` does say "CHANGES ONLY, as deltas (not new totals)", and
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`EMIT_REMINDER` repeats "deltas only". The scenario contradicted both at closer
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range. `milo.active_hp.desc` said "**Reset this to** the newcomer's full HP",
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which is an instruction to send an absolute, and that desc is injected every
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turn. The bullets said "**Drop** the HP … and **raise** it", naming a direction
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but never a sign. The only line that said "(not a delta)" was
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`player.active_pokemon`, so naming the exception made the rule look optional.
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The one stat whose desc used delta wording, `pokemon_fainted` ("Add 1 each
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time"), is the one that worked.
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Fixed in `05-league-championship.json`: every `hp` desc and the potion desc now
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state the sign, the bullets do too, and the lead-in says plainly that every
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number is a change with a worked example. `milo.active_hp.max_delta_per_turn`
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went 65 → 98, because a switch legitimately moves that stat a full bar and the
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old cap made the reset unreachable in one turn.
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**Not fixed:** the `initial == max` shape itself. It is now loud rather than
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silent, and the wording removes the usual cause, but the shape is still there.
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