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interactive-story/backend/app/memorybank.py
T
parththakkar106andClaude Opus 5 47e33fa311 Read a window of the story per turn instead of all of it
Two reads still grew without bound after the snapshot fix.

`Action.variants` holds every discarded retry attempt, but a list response
only needs how many there are — so each retry permanently added ~5 KB to
every later load of that adventure. Defer the column and keep the count
beside it (migration 37, backfilled server-side), with set_variants() as the
one write path that keeps the two in step.

`story_actions()` walked adventure.actions, then every caller threw almost
all of it away: the builder concatenates the story and immediately cuts it
back to the token budget, the NPC check looks at the last 6, retrieval at the
last 4, the cursor clamp only wants a count. A turn on a 200-action adventure
read 839 KB to use ~70 KB, and grew with every turn played. app/context/
history.py serves those shapes from SQL; window_covering() measures the
actions it fetched and projects how many more it needs, fetching only the
part it does not already hold. Memorybank cursors move to position_of_index()
and settled_count()/settled_slice() — same arithmetic, no full list.

The scripting pipeline still receives the whole history per AI Dungeon's API,
and every helper reuses adventure.actions when it is already loaded, so a
scripted adventure pays what it always did and never twice.

Measured at production shape: retry tax 5.1 KB -> 0; turn 200 839 KB -> 129 KB
and flat from ~turn 50; a 200-turn playthrough 84.5 MB -> 23.0 MB; a delete
115 KB -> 5 KB.

Verified the window builds a byte-identical prompt to the full story across
budgets from 1K to 100K tokens, with and without the retry exclusion - this
is a cost change and nothing else. Cursor helpers checked against the old list
arithmetic, including after deleting a middle action. Counts are real
SELECT count(...): Query.count() wraps the entity select in a subquery, so the
SQL named every deferred column and the egress guard could not tell it apart
from a bulk fetch. 139 tests pass; the four new guards verified by sabotage.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01UeQVy5bEjLhfgWNc27Efet
2026-08-06 15:25:27 +05:30

420 lines
17 KiB
Python

"""Phase 6 — auto summarization + embedding memory bank
(per help.aidungeon.com/faq/the-memory-system).
After each turn, a fire-and-forget task (`run_post_turn`) runs with its own DB
session:
- every MEMORY_INTERVAL actions (starting at MEMORY_START), each uncovered
block of actions is summarized into a short "memory". Summarization only
ever reads *settled* actions (see settled_story_actions) — the newest action
is held back one turn because it is still retryable;
- every SUMMARY_INTERVAL actions, the Story Summary is rewritten folding in
the new memories (the user-edited text is always the base, never clobbered);
- new memories are embedded (OpenAI-compatible /v1/embeddings) and the bank
is evicted down to capacity ("forgotten" memories are kept for the UI).
At generation time, `retrieve_memories` embeds the recent story text and ranks
the bank by cosine similarity; the top-K become the "Memories" context section.
All AI calls here are best-effort: failures are logged (debug page) and retried
on a later turn because the cursors only advance on success.
"""
import asyncio
import math
from sqlalchemy.orm import Session
from . import models
from .context import history, story_actions, truncate_to_last_tokens
from .database import SessionLocal
from .providers import OpenAICompatibleProvider, ProviderError
MEMORY_INTERVAL = 6 # actions per memory
MEMORY_START = 12 # first memory once the adventure reaches this many actions
SUMMARY_INTERVAL = 15 # actions between Story Summary updates
MAX_MEMORIES_PER_RUN = 5 # cap catch-up work (e.g. imported adventures) per turn
MAX_EMBED_BATCH = 32
RETRIEVAL_WINDOW_TOKENS = 600 # recent story text used as the similarity query
RETRIEVAL_WINDOW_ACTIONS = 4 # ...taken from this many of the newest actions
SUMMARY_MAX_WORDS = 250
MEMORY_SYSTEM_PROMPT = (
"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."
)
SUMMARY_SYSTEM_PROMPT = (
"You maintain the running summary of an interactive-fiction story. Respond "
"with only the updated summary: a single plain-prose overview of the plot "
f"so far, at most {SUMMARY_MAX_WORDS} words. Preserve important established "
"facts; compress older events harder than recent ones."
)
# Adventures with a post-turn task currently running (single-process app).
_running: set[int] = set()
# Strong refs to in-flight tasks — the event loop only keeps weak references,
# so a fire-and-forget task can otherwise be garbage-collected mid-run.
_tasks: set[asyncio.Task] = set()
# BYOK-only by construction: both factories below take the user's own
# endpoint/key straight from Settings and never auth.DEMO_*, so summarization
# and embedding can't spend the shared demo key (their call sites are also
# skipped when using_demo). Don't "fix" this by passing a ProviderConfig in —
# summary_model/embedding_model are free-form user input and are not on the
# demo whitelist.
def summary_provider(settings: models.Settings) -> OpenAICompatibleProvider:
return OpenAICompatibleProvider(
settings.endpoint_url,
settings.api_key_plain,
settings.summary_model or settings.model,
settings.api_mode,
settings.reasoning_max_tokens,
)
def embedding_provider(settings: models.Settings) -> OpenAICompatibleProvider:
return OpenAICompatibleProvider(
settings.endpoint_url, settings.api_key_plain, settings.embedding_model
)
def cosine(a: list[float], b: list[float]) -> float:
# Different lengths means the embedding model changed since this vector was
# stored; zip() would silently score garbage.
if len(a) != len(b):
return 0.0
dot = sum(x * y for x, y in zip(a, b))
norm = math.sqrt(sum(x * x for x in a)) * math.sqrt(sum(y * y for y in b))
return dot / norm if norm else 0.0
def settled_count(adventure: models.Adventure) -> int:
"""How many story actions are old enough to summarize: all but the newest.
See settled_story_actions for why one action is held back. Counting rather
than listing keeps the post-turn pass off the whole story.
"""
return max(history.count(adventure) - 1, 0)
def settled_slice(adventure: models.Adventure, start: int, length: int) -> list[models.Action]:
"""Settled story actions at positions [start, start + length).
Callers must already have checked against `settled_count()`; this only
fetches, it does not re-clamp.
"""
return history.slice_(adventure, start, length)
def settled_story_actions(adventure: models.Adventure) -> list[models.Action]:
"""Story actions old enough to summarize: everything but the newest one.
The plain-list form of the rule. The passes below use `settled_count` and
`settled_slice` instead, which express the same thing without reading the
whole story; this stays as the statement of what they must agree with.
Only the *last* action can be retried, so once an action has another action
after it, its text is final. Summarizing right up to the newest action meant
a memory could describe an attempt the player then retried away — the
memory's cursor has already advanced, so it is never regenerated, leaving a
memory (and, downstream, a story summary) describing narration that is no
longer in the story. Holding one action back costs a turn of latency and
makes that unreachable.
The result is always a prefix of story_actions(), so memory_cursor and
summary_cursor stay valid positions and no action is ever skipped.
"""
return story_actions(adventure)[:-1]
def _rewind_cursors_to_index(adventure: models.Adventure, index: int) -> None:
"""Move both cursors back to the position of Action.index `index`.
The cursors are *positions* into story_actions() while Memory.source_* are
Action.index values, so the two spaces have to be translated between (they
diverge as soon as any action is deleted).
"""
position = history.position_of_index(adventure, index)
adventure.memory_cursor = min(adventure.memory_cursor, position)
adventure.summary_cursor = min(adventure.summary_cursor, position)
def note_action_removed(adventure: models.Adventure, action: models.Action) -> None:
"""Keep the cursors pointing at the same actions when one is deleted from
*before* them. Call BEFORE the delete, while the action is still in the list.
memory_cursor counts actions from the start of the story, so removing an
earlier action slides every later one down a slot — without this, an action
that was never summarized shifts into the "already covered" range and is
skipped forever.
"""
if not history.is_story_text(action.text):
return # not in the list the cursors count, so nothing shifts
# Actions are ordered by index, so "how many come before it" is exactly
# "how many have a lower index" — no need to walk the list to find it.
position = history.position_of_index(adventure, action.index)
if position < adventure.memory_cursor:
adventure.memory_cursor -= 1
if position < adventure.summary_cursor:
adventure.summary_cursor -= 1
def prune_dangling_memories(adventure: models.Adventure, db: Session) -> int:
"""Delete memories that summarized actions which no longer exist (e.g. after
undo). source_start/source_end are Action.index values; a memory is dangling
if any covered action is past the current end of the story. Returns the count
removed.
Throwing a memory away is not enough on its own: the actions it covered are
still behind memory_cursor, so they would read as summarized with nothing
describing them. Rewind to where the earliest discarded memory began, so
those actions are summarized again.
"""
max_index = history.max_action_index(adventure)
dangling = [
m for m in adventure.memories
if m.source_end is not None and m.source_end > max_index
]
if not dangling:
return 0
starts = [m.source_start for m in dangling if m.source_start is not None]
for m in dangling:
db.delete(m)
if starts:
_rewind_cursors_to_index(adventure, min(starts))
return len(dangling)
# ---------- Retrieval (runs inside the turn, before build_context) ----------
async def retrieve_memories(
adventure: models.Adventure,
settings: models.Settings,
*,
update_stats: bool,
exclude_action_id: int | None = None,
) -> dict | None:
"""Returns {"used": [{id, text, similarity, pinned}], "error": str|None},
or None when the memory bank is off for this adventure. `update_stats`
bumps use counters (real turns only, not Insights dry runs).
`exclude_action_id` drops the action being retried from the similarity
query, so the discarded attempt can't steer which memories come back."""
if not adventure.memory_bank_enabled:
return None
if not settings.embedding_model.strip():
return {"used": [], "error": "No embedding model configured in Settings."}
candidates = [m for m in adventure.memories if not m.forgotten and m.embedding]
if not candidates:
return {"used": [], "error": None}
recent = history.tail(adventure, RETRIEVAL_WINDOW_ACTIONS, exclude_action_id)
query = truncate_to_last_tokens(
"\n\n".join(a.text for a in recent), RETRIEVAL_WINDOW_TOKENS
)
if not query.strip():
return {"used": [], "error": None}
try:
[query_vec] = await embedding_provider(settings).embed([query])
except ProviderError as exc:
return {"used": [], "error": str(exc)}
scored = sorted(
((cosine(query_vec, m.embedding), m) for m in candidates),
key=lambda pair: pair[0],
reverse=True,
)
# Pinned memories are always used and count toward top_k, so the injected
# set never exceeds the configured budget (unless pinned alone exceed it).
top_k = max(1, settings.memory_top_k)
used = [(score, m) for score, m in scored if m.pinned]
remaining = max(0, top_k - len(used))
used += [(score, m) for score, m in scored if not m.pinned][:remaining]
used.sort(key=lambda pair: pair[0], reverse=True)
if update_stats:
now = models.utcnow()
for _, m in used:
m.use_count += 1
m.last_used_at = now
return {
"used": [
{"id": m.id, "text": m.text, "similarity": round(score, 4), "pinned": m.pinned}
for score, m in used
],
"error": None,
}
# ---------- Post-turn background work ----------
def schedule_post_turn(adventure: models.Adventure) -> None:
"""Fire-and-forget summarization/embedding work after a turn is saved."""
if not (adventure.auto_summarize or adventure.memory_bank_enabled):
return
if adventure.id in _running:
return
task = asyncio.get_running_loop().create_task(run_post_turn(adventure.id))
_tasks.add(task)
task.add_done_callback(_tasks.discard)
async def run_post_turn(adventure_id: int) -> None:
if adventure_id in _running:
return
_running.add(adventure_id)
db = SessionLocal()
try:
adventure = db.get(models.Adventure, adventure_id)
if adventure is None:
return
# Settings are per-user (Phase 8): use the adventure owner's row.
settings = (
db.query(models.Settings)
.filter(models.Settings.user_id == adventure.user_id)
.first()
)
if settings is None:
return
# Undo/retry can shrink the action list below a stored cursor, which
# would stall summarization until the story grew past it again.
# Deliberately the FULL count, not the settled one: an adventure that
# was caught up under the old rule can have a cursor equal to the action
# count, and clamping to settled would rewind it one step, re-covering
# an already-summarized action in the next block. Both consumers below
# read settled actions and bail on a negative remainder, so a cursor
# briefly sitting one past the settled end is harmless.
total = history.count(adventure)
adventure.memory_cursor = min(adventure.memory_cursor, total)
adventure.summary_cursor = min(adventure.summary_cursor, total)
if adventure.auto_summarize:
await _create_due_memories(adventure, settings, db)
await _update_story_summary(adventure, settings, db)
if adventure.memory_bank_enabled and settings.embedding_model.strip():
await _embed_pending(adventure, settings, db)
_evict_over_capacity(adventure, settings, db)
finally:
db.close()
_running.discard(adventure_id)
async def _create_due_memories(
adventure: models.Adventure, settings: models.Settings, db: Session
) -> None:
provider = summary_provider(settings)
for _ in range(MAX_MEMORIES_PER_RUN):
# Re-counted each pass: a memory just committed doesn't change the
# count, but this loop is the only thing that moves the cursor, so the
# comparison has to be against a total that is still current.
settled = settled_count(adventure)
cursor = adventure.memory_cursor
if settled < MEMORY_START or settled - cursor < MEMORY_INTERVAL:
return
block = settled_slice(adventure, cursor, MEMORY_INTERVAL)
if len(block) < MEMORY_INTERVAL:
return
excerpt = truncate_to_last_tokens("\n\n".join(a.text for a in block), 2000)
try:
text = await provider.complete(
MEMORY_SYSTEM_PROMPT, f"Story excerpt:\n\n{excerpt}\n\nMemory:"
)
except ProviderError:
return # logged in the debug page; cursor unchanged → retried next turn
if not text:
return
db.add(
models.Memory(
adventure_id=adventure.id,
text=text,
source_start=block[0].index,
source_end=block[-1].index,
)
)
adventure.memory_cursor = cursor + MEMORY_INTERVAL
db.commit()
async def _update_story_summary(
adventure: models.Adventure, settings: models.Settings, db: Session
) -> None:
settled = settled_count(adventure)
if settled - adventure.summary_cursor < SUMMARY_INTERVAL:
return
# Fold in memories covering the uncovered stretch; fall back to raw story
# text if memory creation is lagging (e.g. it just failed).
# summary_cursor is a position into story_actions(); Memory.source_end is
# an Action.index. Translate the cursor to an index boundary before
# comparing — the two spaces diverge once actions are deleted or empty.
if adventure.summary_cursor < settled:
[first_uncovered] = settled_slice(adventure, adventure.summary_cursor, 1)
boundary = first_uncovered.index
else:
last = settled_slice(adventure, settled - 1, 1) if settled else []
boundary = last[0].index + 1 if last else 0
new_events = [
m.text
for m in adventure.memories
if m.source_end is not None and m.source_end >= boundary
]
if new_events:
events_text = "\n".join(f"- {t}" for t in new_events)
else:
block = settled_slice(
adventure, adventure.summary_cursor, settled - adventure.summary_cursor
)
events_text = truncate_to_last_tokens("\n\n".join(a.text for a in block), 2000)
current = adventure.story_summary.strip()
user_prompt = (
f"Current story summary:\n{current or '(none yet)'}\n\n"
f"New events since the last update:\n{events_text}\n\n"
"Updated summary:"
)
try:
text = await summary_provider(settings).complete(
SUMMARY_SYSTEM_PROMPT, user_prompt, max_tokens=600
)
except ProviderError:
return
if not text:
return
adventure.story_summary = text
adventure.summary_cursor = settled
db.commit()
async def _embed_pending(
adventure: models.Adventure, settings: models.Settings, db: Session
) -> None:
pending = [m for m in adventure.memories if m.embedding is None and not m.forgotten]
pending = pending[:MAX_EMBED_BATCH]
if not pending:
return
try:
vectors = await embedding_provider(settings).embed([m.text for m in pending])
except ProviderError:
return
for memory, vector in zip(pending, vectors):
memory.embedding = vector
db.commit()
def _evict_over_capacity(
adventure: models.Adventure, settings: models.Settings, db: Session
) -> None:
active = [m for m in adventure.memories if not m.forgotten]
overflow = len(active) - max(1, settings.memory_bank_capacity)
if overflow <= 0:
return
evictable = sorted(
(m for m in active if not m.pinned),
key=lambda m: (m.use_count, m.last_used_at or m.created_at),
)
for memory in evictable[:overflow]:
memory.forgotten = True
db.commit()