Phase 2 T44 deferred interjection regenerate — when the original turn group included a follow-on interjection beat we left it untouched. Now regenerate redoes BOTH halves: - Detect a sibling interjection by looking up assistant_turn events pinned to the same user_turn_id with `interjection_of` set. - After streaming the new primary, run `detect_interjection` against the new primary text. - If True: stream a new interjection from the silent witness, append with `interjection_of=<new primary speaker_id>`, supersede the original interjection, and re-run memory + state-update for the new beat. - If False: supersede the original interjection without a replacement (back-pointer goes to the new primary so the row stays consistently hidden). Also broadcast a `turn_html_replace` event for the new interjection so the front-end can swap the prior interjection node in place (mirrors T73.1's primary swap). Tests: - `test_regenerate_with_interjection_redoes_both_turns`: classifier returns True; assert two new assistant_turns land for the same user_turn, second carries `interjection_of`, originals superseded. - `test_regenerate_drops_interjection_when_classifier_returns_false`: classifier returns False; assert one new assistant_turn (primary only) and the original interjection is superseded with no replacement. `interjection_of` carries the primary's *speaker_id* (matching the existing convention in chat/web/turns.py) rather than the event_id.
chat
A local-first roleplay chat engine that treats fiction as a simulation, not a chat log.
The LLM is a renderer for structured world state — it does not hold the state. State lives in an event-sourced SQLite database and is projected on demand. Models can be swapped freely behind a stateless generate(prompt, params) -> text interface.
Status: design phase. No code yet. See rp-engine-design.md for the full design and CLAUDE.md for the working summary and conventions.
Why
Conventional RP chatbots have three persistent failure modes:
- Memory loss — old context drops as history grows.
- Quality decay — bots get terse and generic over long conversations.
- Stale state pollution — bots fixate on past props (the "picnic basket" problem: bring a basket to one scene, the bot reaches for it forever).
The fix is to model the world as structured state — locations, time, who's present, what they're doing, what they remember, how they feel about each other — and use the LLM only to render that state into prose.
Scope
Deliberately small, so the design can be made to actually work:
- Single user, single machine.
- Maximum 3 entities per scene:
you+ up to 2 bots. The 3-entity cap is load-bearing — it makes the relationship graph fully enumerable (6 directed edges + 1 group node). - Chat-only. No voice, no real-time.
Multi-session casts and N-entity scenes are explicit non-goals for v1.
How it works (at a glance)
- Entities (
you,botA,botB) have identity, state (mood/goals/status), an activity record (where they are, what they're doing, what they're holding, where their attention is), and per-POV memory. - Containers (car, restaurant booth, room) hold entities in defined slots and provide spatial constraints the model can reason over.
- Relationship graph: 6 directed edges + 1 group node. Asymmetric feelings are first-class — BotA can secretly resent BotB while BotB thinks they're best friends.
- Witnessed-by flags: every memory carries a 3-bit
[you, botA, botB]mask. A speaker can only retrieve memories their bit is set on. This is what stops bots referencing things they couldn't possibly know. - Events have lifecycles (
planned → active → completed) and own their own props. When the picnic ends, the basket goes back into the closed event record. Only narrative gist, acquired objects, learned facts, and relationship changes promote to permanent memory. - Per-POV scene summaries: every witness gets their own version of a closed scene, written from their angle. Different details, different interpretations. This is what gives bots inner lives.
- Event sourcing: state is a projection of an append-only event log. Free rewind, branching ("what if BotA had said yes"), surgical delete with impact preview, and survivable schema changes — all fall out for free.
Architecture
┌──────────────────────────────────────────────┐ ┌────────────────────────┐
│ Mac (always-on) │ │ Inference endpoint │
│ │ │ (stateless) │
│ Web UI │ │ │
│ Orchestrator │ → │ Anthropic API │
│ Event log + projector ← SQLite (one file) │ │ OpenAI / OpenRouter │
│ Persistence + retrieval + prompt builder │ │ Local MLX / llama.cpp │
│ │ │ Rented GPU │
└──────────────────────────────────────────────┘ └────────────────────────┘
The Mac side holds everything that survives — state, history, retrieval, orchestration. Inference is a swappable, stateless service. State outlives any one model.
Stack
- SQLite (single file) for everything structured. WAL mode, foreign keys on, each turn in a transaction.
- sqlite-vss / sqlite-vec for embedding search in the same DB file (Phase 4).
- JSON for snapshots, character templates, scene exports.
- No Postgres. No Redis. No Pinecone. No Docker.
Roadmap
- Core loop — schema, entities + edges, single container, event log + projector, single-bot conversation, one LLM backend, streaming UI, manual rollback.
- Multi-entity — second bot, group node, scene configurations, witness filtering, per-POV memories, activity/containers, scene transitions with compression.
- Events & skips — event queue with triggers, time skips (elision and jump), active threads, significance classifier.
- Polish — vector retrieval, branching, surgical delete + regenerate, snapshots, backup automation, impact-preview UI for rewinds.
Each phase must work end-to-end before the next begins.
Repository
- rp-engine-design.md — full design document.
- CLAUDE.md — working summary and conventions for development with Claude Code.
License
TBD.