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

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

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

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

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

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# Phase 0B — Follow-Up Checks
Four open questions settled after the undo/redo spike. Ordered by how much each
changes the plan.
---
## 1. The world-state referee under a local model
**Why it mattered:** the referee is the closest thing AI-DnD has to
specification §2's "the model proposes, the application owns authoritative
state", and §7's structured narrative state. It was never exercised in the main
round, because the RPG path was deliberately left empty to prove genre-neutrality.
If it only works with a cloud-class model, the principle the architecture rests
on is at risk locally.
**How it works.** `EMIT_RULE` asks for a fenced ` ```state ` block of **relative
deltas**, with an example (`{"player.hp": -15, ...}`) and a recency reminder
appended at the end of the prompt. `apply.py` computes `new = old + delta`, then
clamps by `max_delta_per_turn`, then by `min`/`max`, and reports every change as
applied / clamped / rejected with corrective text fed back to the model.
### Result A — in the full application, `qwen2.5:3b-instruct` sent absolute values
Playing the seeded "Bandit Camp (RPG world state)" scenario:
```
turn 1 proposed: {"player.hp": 92, "npc.gwen.trust": 25,
"player.outfit": "...arrow in shoulder", "npc.gwen.health": 90}
applied : player.hp 100 -> 100 "did not move. It is already at its
maximum of 100 ... at most 35 per turn"
gwen.trust 20 -> 40 (clamped from +25 to +20)
gwen.health 100 -> 100 (clamped)
outfit updated correctly
turn 2 proposed: {"npc.gwen.trust": 30}
applied : gwen.trust 40 -> 60 (clamped from +30 to +20)
```
The model meant "hp is now 92". The engine read `+92`, clamped it to `+35`, then
to the ceiling of 100. **The player took an arrow to the shoulder and finished
the turn at full health**, with the prose describing a wound.
This is the failure mode that matters: it is not corruption, and no validator can
catch it, because `+92` is a perfectly legal proposal. The application stayed
authoritative — which is the point of the referee — but the authoritative state
silently stopped tracking the narration.
The free-text stat (`player.outfit`) was handled correctly, because it is marked
`(free text)` and takes a whole value rather than a delta.
### Result B — in isolation, the same model gets it right
An isolated probe using AI-DnD's own `EMIT_RULE` and `extract_delta` verbatim, so
that only the model varies. A short stat guide, live values, one wound scene,
3 samples each:
| Model | Emitted a parsable state block | Correct relative (negative) hp |
|---|---|---|
| `qwen2.5:0.5b` | 0/3 | 0/3 |
| `qwen2.5:3b-instruct` | 3/3 | **3/3** (−20, −20, −15) |
| `qwen2.5:7b-instruct` | 3/3 | **3/3** (−15, −30, −15) |
So the delta protocol is **not** beyond a 3B model. The difference between A and
B is context: the full application prompt carries scenario prose, persona, a
stat guide, live values, story cards and history, and under that load the 3B
model degraded to absolute values. In a short prompt it followed the same
instruction perfectly.
> Recorded because it nearly became a wrong finding: the first run of this probe
> reported 0/3 for both models. That was a bug in the probe, not the models —
> `extract_delta` returns `(clean_text, delta)` and the harness was reading
> element 0. The table above is the corrected run.
Note also `qwen2.5:7b-instruct` sample 2 proposing `npc.gwen.trust: +75`, which
the referee would clamp to +20. Even a capable model proposes disproportionate
values, which is precisely what the clamp is for.
### What this means for the design
1. **Not a blocker for the fork.** The referee is per-scenario and opt-in, and we
are generalizing it into narrative state rather than adopting it as-is.
2. **Prefer an unambiguous state vocabulary.** A relative-delta protocol has a
failure mode that validation cannot detect, and it degrades with context
length. ai-adventure's typed events (`set_flag key=… value=…`) are explicit
and absolute, so the same mistake is impossible to express. **This is a
concrete argument for taking ai-adventure's event vocabulary rather than
AI-DnD's delta vocabulary when generalizing to genre-neutral narrative state.**
3. **Keep the emission rule close to generation.** AI-DnD already appends
`EMIT_REMINDER` at the end of the prompt for exactly this reason; whatever we
build should keep that property and be tested at realistic context length,
not just in a clean harness.
4. **Sample sizes are small** (3 per model; 2 parsed in-app turns). Enough to
establish the failure mode exists and that it is context-dependent, not enough
to rank models. A proper capability matrix belongs in the build phase.
---
## 2. Export/import silently redoes an undone story
**Status: a real defect the spike introduces into the export path. One-field fix.**
`bundle.py:_point_the_head` sets the head on import by recomputing it:
```python
depths = [n["depth"] for n in story["nodes"] if n["branch"] == head]
if depths:
adventure.head_depth = max(depths)
```
The export format carries `headBranch` (line 120) but **not** the head depth.
With the destructive undo this was correct — undone rows did not exist, so
`max(depths)` was the head. With the spike's non-destructive undo, an adventure
exported while its head sits behind the tip comes back with every abandoned turn
restored. The undo is silently undone by a round-trip.
**Fix:** add `headDepth` to the bundle (optional field, or a `v3`), and honour it
in `_point_the_head`, falling back to `max(depths)` when absent so that existing
`ai-dnd-adventure-v2` files still import. Small, but it must land in the same
change as the non-destructive undo, not after it.
---
## 3. Story cards are not lineage-scoped
**Status: a design constraint for imported knowledge, not a present defect.**
`models.StoryCard` is keyed by `scenario_id` **or** `adventure_id`, and carries
**no `branch_id` and no `depth`** — unlike `Memory`, which carries both and is
therefore filtered by the same capped lineage clause that gives memories their
branch isolation.
`context.builder.match_cards` is pure keyword matching over the adventure's whole
card list; `routers/story_cards.py` contains no lineage reference at all.
This is harmless today, because cards are authored by the user or copied from a
scenario — nothing derives a card from story content, so an abandoned branch
cannot invent one.
It stops being harmless the moment imported knowledge or any derived-card feature
lands. **Implication for `IMPORTED-KNOWLEDGE-DESIGN.md`:** any knowledge source
that can be created or updated from story content must carry `(branch_id, depth)`
like `Memory` does, and be read through `lineage.Path.clause`. Do that and it
inherits both the branch isolation and the undo isolation for free — which is the
strongest argument for a new table rather than extending `story_cards`.
---
## 4. Postgres/psycopg is cleanly removable
**Status: resolved, low effort.**
The entire Postgres surface is three places:
- `database.py` — the `AIDND_DATABASE_URL` / `DATABASE_URL` branch and
`_normalize_url`. Deleting the branch leaves the SQLite path, which is already
the default when neither variable is set.
- `migrations.py` — two helpers that tolerate SQLite returning a raw JSON string
where psycopg returns a parsed list. They simplify rather than disappear.
- `analytics.py` — `from sqlalchemy.dialects.postgresql import insert as pg_insert`,
which goes with analytics, already scheduled for removal.
`psycopg[binary]` then drops out of `requirements.txt`. No blockers.