Trust the statement count, not the stopwatch: this machine's suite timings drift about 20% between runs, so the branch-read regression is recorded as 201 SELECTs -> 2 rather than as seconds. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_017Dvvqn9ZDR4ixeFPHNbww7
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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.
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+depthon 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.depthreplacesindexas the ordering key.- A
branchestable withparent_branch_idandfork_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 thefork_depthof 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_beforealready snapshot the script scoreboard and RPG world state per action, andapply_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
branchestable,branch_id/depthonactions,head_*onadventures.- Lineage computation + a single module that owns the branch clause — same role
context/history.pyplays today. Every query must go through it; one forgotten clause shows the wrong story, quietly. history.pyrewritten against lineage windowing.window_coveringkeeps its shape.- Memories/summary attached to nodes; delete the cursor-position machinery
(
position_of_index,settled_*,note_action_removed,_rewind_cursors_to_index). - Sibling storage for un-promoted tip attempts + the promotion step.
- Node state moves from before to after snapshots.
- Migration: every existing adventure becomes branch A;
index→depth;variantsentries become sibling nodes;variant_indexbecomes the head pointer. - Frontend: branch picker replacing
VariantPager, plus branch management (rename, delete, switch) — required, given no auto-pruning.
Open
retry_of.indexreuse stops the world-state cooldown clock advancing on a re-run of the same turn. Whatever replaces it must preserve that. (Carried into SP5 below.)
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()slicesadventure.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()readadventure.actionsdirectly, and hand it to user scripts as the documented history API. Same trap, user-visible.Adventure.actionsisorder_by="Action.index". Ordering it bydepthis 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 hitsMAX_ACTIONS_PER_ADVENTUREwhile 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_actionsexists 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.
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.pyandmigrations.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.pyis 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, plusseed_demo.pyandtools.stress_session(a fixture built bycreate_allis stamped LATEST, so no migration ever runs against it). adventures.head_branch_idcannot be a foreign key.branches.adventure_idalready points the other way, and the pair is then a cyclecreate_allrefuses to order; the fix for that isuse_alter, which SQLite has no ALTER for. It is a plain integer, documented as a cache, andhead_branchrecovers onto the root if it ever names a branch that is gone.lineageis NOT NULL, becausebranchescomes fromcreate_all. The backfill cannot insert a row and fill the lineage afterwards via a NULL marker, so it inserts'[]'and guards step two onjson_array_length(lineage) = 0— not= '[]', because Postgresjsonhas no equality operator.- SQLite cannot drop a column a foreign key names. So a current-schema database
cannot be rewound past
branch_idat all, which broke the two existing tests that simulate an old database by rewinding only the stamp. Fixed properly:migrations._column_already_theremakes everyADD COLUMNidempotent (theIF NOT EXISTSthe module docstring asks for and SQLite has no syntax for), andtests/schema_rewind.pyholds 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 CASCADEon the twobranch_idcolumns. 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_nodesruns fromSession.before_flushand places anything unplaced, registered inmodels.pyso 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_branchdiddb.add(); db.flush()to get the id its lineage names, and a nested flush insidebefore_flushraises. 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
branchesrow 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 ofbranches, 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_narrationpicks 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_indexallocates the legacyindex, 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'saction_countcounts the tree, and will overstate a branched story until SP5. Adventure.actionswas left ordered byindexon 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.
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.
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.
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.
SP7 — Frontend: full tree visualisation
VariantPager is removed. A spatial tree 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.
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;.
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
--keepfixture. If a real Postgres is ever needed for a write path, it is a throwaway database whose name containsstress/scratch, and it is asked for first. - Any migration that rewrites
actionsis followed byVACUUM FULL actions;on the direct endpoint, not-pooler. SP1, SP4 and SP8 each rewrite every row.