docs(architecture): add interaction memory KG schema design (#442)
Design doc at docs/architecture/interaction-memory-schema.md extending FactKnowledge with interaction tracking. FactMetadata enum on existing BTreeMap, 5-state InteractionState (Active/Completed/WalkedAway/ Confrontation/ConflictAbandoned), monologue prerequisite extension. Includes entity slug resolution approach, NpcTolerance reconciliation, and fact decay exemption documentation. Ref: D-041, D-064, D-063 Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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# InteractionMemory Knowledge Graph Schema Design
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**Ticket:** #442 | **Sprint:** 7 | **Priority:** MEDIUM
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**Decisions:** D-041 (KG data model), D-064 (walk-away consequences), D-063 (confrontation), D-028 (dialogue architecture)
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**Audience:** Engine developers (Dudley), narrative designers (Paula, Mellanie), QA (Hoshe)
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---
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## 1. Purpose
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The InteractionMemory schema extends the existing `FactKnowledge` system (D-041) to track conversation history between the player character and NPCs. This enables:
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- **Walk-away consequences** (D-064): The KG records that an interaction was started but not finished, affecting future dialogue and NPC behavior.
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- **Confrontation tracking** (D-063): The KG records whether an interaction escalated to confrontation.
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- **Dialogue history queries**: "Have I talked to X before?", "Did I walk away from X?", "When did I last complete a conversation with X?"
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- **Monologue triggers**: Post-interaction reflection that references prior conversation outcomes.
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This is a schema design document. It defines data structures and query patterns — implementation follows in a future ticket.
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---
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## 2. Design Constraints
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From D-041:
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- All maps are `BTreeMap` (deterministic iteration, non-negotiable per D-010 principle 4)
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- Facts live in `KnowledgeGraph.facts: BTreeMap<FactId, FactKnowledge>`
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- `FactId` format is `"category.topic"` (string)
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- `FactKnowledge` has `confidence`, `source`, `state`, `acquired_tick`
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From D-064:
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- Walk-away triggers three phases: immediate break, NPC reaction, KG recording
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- KG must log that the interaction was initiated but not completed
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- This is queryable and affects future dialogue, monologue, and NPC behavior
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- NPC tolerance thresholds vary per seed (no universal rules to metagame)
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From the existing codebase (`server/src/knowledge/types.rs`):
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- `KnowledgeConfidence`: Suspects < KnowsOf < KnowsDetails < Direct
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- `KnowledgeState`: Active, Contradicted, Stale
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- `KnowledgeSource`: DirectObservation, Heard, ToldBy, Inferred, Background
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- `RelationshipState`: Unknown, Known, Friendly, PersonOfInterest, Hostile
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---
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## 3. Schema Extension
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### 3.1 Interaction FactId format
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Interaction facts use a dedicated `interaction` category in the FactId namespace:
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```
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interaction.{entity_slug}_{sequence}
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```
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| Segment | Format | Description |
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|---------|--------|-------------|
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| `interaction` | literal | Category prefix — distinguishes from other fact categories |
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| `entity_slug` | kebab-case | NPC slug matching their content file (e.g., `kael-davan`, `lera-sessik`) |
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| `_sequence` | `_NNN` | Zero-padded sequence number for multiple interactions with the same NPC |
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**Examples:**
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- `interaction.kael-davan_001` — first tracked interaction with Kael
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- `interaction.kael-davan_002` — second tracked interaction with Kael
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- `interaction.sera-venn_001` — first tracked interaction with Sera
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**Why sequence numbers, not timestamps?** FactIds are string keys in a BTreeMap. Sequence numbers are shorter, sortable, and don't tie the ID format to the tick system. The timestamp is stored in the metadata (see Section 3.3).
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#### Entity slug resolution at runtime
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The `{entity_slug}` segment in the FactId (e.g., `kael-davan`) must be resolvable from an `Entity` (bevy ECS handle) during gameplay. Currently, no component maps Entity → content slug at runtime.
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**Proposed approach:** Add a `ContentSlug` component to the NPC entity bundle, populated from the NPC profile filename during spawn:
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```rust
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/// Stable content identifier for an entity, derived from its YAML profile filename.
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/// e.g., NPC profile `kael-davan.yaml` → ContentSlug("kael-davan").
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/// Used to construct FactIds like `interaction.kael-davan_001`.
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#[derive(Component, Debug, Clone)]
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pub struct ContentSlug(pub String);
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```
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The interaction event handler resolves Entity → ContentSlug → FactId:
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```rust
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// In InteractionStarted event processing:
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let slug = world.get::<ContentSlug>(target)
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.expect("NPC must have ContentSlug component");
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let seq = next_interaction_sequence(&kg.facts, &slug.0);
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let fact_id = FactId(format!("interaction.{}_{:03}", slug.0, seq));
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```
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**Implementation note:** The `ContentSlug` component is a prerequisite for this schema. It should be added as part of the NPC spawn pipeline (#423 or a follow-up ticket) before interaction tracking is implemented. Until `ContentSlug` exists, the interaction system cannot construct FactIds.
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### 3.2 InteractionState enum
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New enum representing the outcome of an interaction:
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```rust
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/// Outcome state of a tracked interaction.
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/// Drives walk-away mechanics (D-064) and confrontation tracking (D-063).
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize)]
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pub enum InteractionState {
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/// Conversation started, still in progress.
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/// Set when dialogue box opens. Cleared on transition to another state.
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Active,
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/// Conversation completed normally (both parties finished talking).
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/// The default "good" outcome.
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Completed,
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/// Player walked away mid-conversation (D-064 Phase 3).
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/// The KG records incompleteness. NPC tolerance threshold determines
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/// severity of consequence.
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WalkedAway,
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/// Conversation escalated to confrontation (D-063).
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/// Player made an accusation or NPC became hostile during dialogue.
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/// Separate from WalkedAway — a confrontation can be completed.
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Confrontation,
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/// Confrontation was initiated but player walked away before resolution.
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/// The most consequential outcome — walking away from a confrontation
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/// you started is worse than walking away from smalltalk.
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ConflictAbandoned,
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}
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```
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**State transitions:**
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```
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┌─────────────┐
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│ Active │ ← dialogue opens
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└──────┬──────┘
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│
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┌────────────┼────────────┐
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│ │ │
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▼ ▼ ▼
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┌───────────┐ ┌──────────┐ ┌──────────────┐
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│ Completed │ │ WalkedAway│ │Confrontation │
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└───────────┘ └──────────┘ └──────┬───────┘
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│
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┌─────────┼──────────┐
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│ │
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▼ ▼
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┌───────────┐ ┌──────────────────┐
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│ Completed │ │ConflictAbandoned │
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└───────────┘ └──────────────────┘
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```
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All transitions are one-way. Once an interaction reaches a terminal state (Completed, WalkedAway, ConflictAbandoned), it cannot change.
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### 3.3 InteractionMetadata
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New metadata struct attached to interaction facts. This extends the base `FactKnowledge` with interaction-specific data.
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```rust
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/// Metadata for an interaction fact.
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/// Stored alongside the FactKnowledge in the knowledge graph.
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct InteractionMetadata {
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/// The NPC this interaction was with.
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pub target_entity: StableId,
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/// Interaction outcome.
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pub interaction_state: InteractionState,
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/// Tick when dialogue was initiated.
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pub started_tick: u64,
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/// Tick when interaction ended (completed, walked away, etc.).
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/// None if interaction is still Active.
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pub ended_tick: Option<u64>,
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/// Primary conversation topic(s) discussed.
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/// References topic enum values from content/global/enums/topics.yaml.
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/// Empty if no specific topic was identified.
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pub topics: Vec<String>,
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/// Whether a confrontation occurred during this interaction.
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/// True if InteractionState is Confrontation or ConflictAbandoned.
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pub confrontation: bool,
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/// Whether the player initiated the conversation (approached NPC)
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/// or the NPC initiated (unprompted disclosure, D-028 Layer 4).
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pub player_initiated: bool,
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/// Location slug where the interaction took place.
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pub location: String,
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}
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```
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### 3.4 Storage strategy
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Interaction metadata is stored in a new field on `FactKnowledge`. There are two viable approaches:
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**Option A: Typed metadata field (recommended)**
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Add an optional metadata enum to `FactKnowledge`:
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```rust
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/// Optional typed metadata attached to a fact.
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/// Extensible for future fact types beyond interactions.
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub enum FactMetadata {
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Interaction(InteractionMetadata),
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// Future: Evidence(EvidenceMetadata), Gossip(GossipMetadata), etc.
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}
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/// Updated FactKnowledge with optional metadata.
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pub struct FactKnowledge {
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pub confidence: KnowledgeConfidence,
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pub source: KnowledgeSource,
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pub state: KnowledgeState,
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pub acquired_tick: u64,
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pub metadata: Option<FactMetadata>, // NEW
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}
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```
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**Why Option A over alternatives:**
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- No separate data structure — interactions are facts, stored in the existing `BTreeMap<FactId, FactKnowledge>`
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- The `FactMetadata` enum is extensible for future fact types (evidence, gossip) without changing the graph structure
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- `Option<FactMetadata>` adds zero overhead to facts that don't need metadata (the vast majority)
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- Queries use existing `KnowledgeGraph.facts` infrastructure — no new maps to maintain
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**Option B (rejected): Separate InteractionLog map**
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A separate `BTreeMap<InteractionId, InteractionRecord>` on KnowledgeGraph. Rejected because it fragments the knowledge model — interactions ARE facts about the world, and should be queryable through the same API as other facts. Separate storage also complicates serialization and tier transitions (D-026).
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---
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## 4. Confidence Mapping
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Interaction facts use the existing 4-level confidence hierarchy, but the levels have interaction-specific semantics:
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| Confidence | Interaction meaning | When set |
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|------------|-------------------|----------|
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| `Suspects` | Not used for interactions | — |
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| `KnowsOf` | "I talked to X" | Set when dialogue starts |
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| `KnowsDetails` | "I talked to X about Y, and it ended with Z" | Set when dialogue ends with meaningful outcome |
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| `Direct` | "I am talking to X right now" | Set during active dialogue, cleared on end |
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Interaction facts start at `Direct` (active conversation) and settle to `KnowsDetails` when the conversation ends. They do not decay below `KnowsDetails` — you don't forget that you had a conversation.
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#### Fact decay exemption status
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The current `decay_knowledge` system (`server/src/knowledge/events.rs:106`) only iterates `KnowledgeGraph.entities` (EntityKnowledge), **not** `KnowledgeGraph.facts` (FactKnowledge). This means interaction facts stored in `self.facts` are **inherently immune to decay today** — no code path touches them.
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However, this is an implementation coincidence, not an explicit guarantee. When a future fact decay system is built (to handle stale evidence, fading gossip, etc.), it **must** respect `DECAY_FLOOR` for interaction facts. Interaction facts should never decay below `KnowsDetails` — you remember that you had a conversation, even if other details fade.
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**Requirement for future fact decay implementation:** Check `FactMetadata::Interaction` and clamp confidence at `DECAY_FLOOR`:
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```rust
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impl InteractionMetadata {
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/// Interaction facts do not decay below KnowsDetails.
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/// You remember that you had a conversation, even if details fade.
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pub const DECAY_FLOOR: KnowledgeConfidence = KnowledgeConfidence::KnowsDetails;
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}
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// In future fact decay system:
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for (id, fact) in kg.facts.iter_mut() {
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if let Some(FactMetadata::Interaction(_)) = &fact.metadata {
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// Interaction facts: clamp at DECAY_FLOOR
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if fact.confidence.decayed() < InteractionMetadata::DECAY_FLOOR {
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continue; // Skip — would drop below floor
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}
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}
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// ... normal decay logic ...
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}
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```
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---
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## 5. Query Patterns
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### 5.1 Core queries
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These are the queries the dialogue system, monologue system, and NPC behavior need:
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```rust
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impl KnowledgeGraph {
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/// Has the player ever interacted with this entity?
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fn has_interacted_with(&self, target: StableId) -> bool;
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/// Get the most recent interaction with an entity.
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fn last_interaction_with(&self, target: StableId) -> Option<&InteractionMetadata>;
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/// Get all interactions with an entity, ordered by started_tick.
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fn interactions_with(&self, target: StableId) -> Vec<&InteractionMetadata>;
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/// Has the player walked away from this entity?
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fn has_walked_away_from(&self, target: StableId) -> bool;
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/// Count of interactions with an entity.
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fn interaction_count_with(&self, target: StableId) -> usize;
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/// Has the player ever had a confrontation with this entity?
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fn has_confronted(&self, target: StableId) -> bool;
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/// Is there currently an active (in-progress) interaction?
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fn active_interaction(&self) -> Option<&InteractionMetadata>;
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}
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```
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### 5.2 Implementation sketch
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All queries scan `self.facts` for entries with `interaction.{slug}` prefix and `FactMetadata::Interaction` metadata. Since BTreeMap iterates in lexicographic order, all interactions with the same entity are contiguous (they share the `interaction.{slug}` prefix).
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```rust
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/// Iterate all interaction facts for a given entity.
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/// Uses BTreeMap range query for O(log N + K) where K = number of interactions.
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fn interaction_facts_for<'a>(
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&'a self,
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entity_slug: &str,
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) -> impl Iterator<Item = (&'a FactId, &'a InteractionMetadata)> {
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let prefix = format!("interaction.{entity_slug}_");
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self.facts
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.range(FactId(prefix.clone())..)
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.take_while(move |(id, _)| id.0.starts_with(&prefix))
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.filter_map(|(id, fact)| {
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match &fact.metadata {
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Some(FactMetadata::Interaction(meta)) => Some((id, meta)),
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_ => None,
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}
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})
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}
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```
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**Performance:** At expected scale (10-30 interactions per playthrough), this is negligible. BTreeMap range queries are O(log N) to find the start, then O(K) to iterate matches. With N=50 total facts and K=5 interactions per NPC, this is ~6-8 comparisons + 5 iterations.
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### 5.3 Dialogue system queries
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The dialogue selection pipeline (D-028) needs interaction history for Layer 2 (relationship history):
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| Query | Use case | Implementation |
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|-------|----------|----------------|
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| "First time talking to X?" | Greeting selection — fresh vs. returning | `interaction_count_with(target) == 0` |
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| "Did I walk away last time?" | NPC reacts differently, may reference it | `last_interaction_with(target).state == WalkedAway` |
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| "How many times have we talked?" | Familiarity progression | `interaction_count_with(target)` |
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| "Was there a confrontation?" | Permanently shifts NPC posture | `has_confronted(target)` |
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| "Active conversation right now?" | Block new dialogue initiation | `active_interaction().is_some()` |
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### 5.4 Monologue system queries
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The monologue system (D-032, D-035) uses interaction facts as prerequisites:
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```yaml
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# Monologue line that fires after walking away from Kael
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- id: the-last-shift_m_s_050
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text: "Shouldn't have left like that. Kael noticed."
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trigger: post_conversation
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prerequisites:
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facts:
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- fact_id: interaction.kael-davan_001
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min_confidence: knows_details
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tags: [kael, walk-away, regret]
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```
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For more precise gating on interaction outcome, the monologue system needs to check the `InteractionMetadata.interaction_state` field. This extends the prerequisite system:
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```yaml
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# More specific: only fires if the player walked away
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prerequisites:
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facts:
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- fact_id: interaction.kael-davan_001
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min_confidence: knows_details
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interaction: # NEW prerequisite type
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target: npc:kael-davan
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state: walked_away # matches InteractionState::WalkedAway
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```
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This extends the monologue prerequisite schema (Section 6).
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---
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## 6. Monologue Prerequisite Extension
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The existing `monologue-pool.schema.json` supports `facts`, `entity_attributes`, and `relationship` prerequisites. Interaction memory adds a new prerequisite type:
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```json
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"interaction_prerequisite": {
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"type": "object",
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"required": ["target"],
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"additionalProperties": false,
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"properties": {
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"target": {
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"type": "string",
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"description": "Entity reference (e.g., npc:kael-davan)"
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},
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"state": {
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"type": "string",
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"enum": ["active", "completed", "walked_away", "confrontation", "conflict_abandoned"],
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"description": "Required interaction outcome. If omitted, any interaction satisfies."
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},
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"min_count": {
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"type": "integer",
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"minimum": 1,
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"default": 1,
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"description": "Minimum number of interactions matching the criteria"
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}
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}
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}
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```
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Added to the `prerequisites` object in the monologue schema:
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```json
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"prerequisites": {
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"type": "object",
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"properties": {
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"facts": { ... },
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"entity_attributes": { ... },
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"relationship": { ... },
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"interaction": { "$ref": "#/$defs/interaction_prerequisite" }
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}
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}
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```
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**Examples:**
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```yaml
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# Fires after any interaction with Kael (first meeting)
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prerequisites:
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interaction:
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target: npc:kael-davan
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# Fires only if player walked away from Kael
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prerequisites:
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interaction:
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target: npc:kael-davan
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state: walked_away
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# Fires after 3+ completed conversations with Lera
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prerequisites:
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interaction:
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target: npc:lera-sessik
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state: completed
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min_count: 3
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# Combined: walked away from Kael AND knows about the ring
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prerequisites:
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facts:
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- fact_id: contraband.ring_exists
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min_confidence: knows_of
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interaction:
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target: npc:kael-davan
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state: walked_away
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```
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---
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## 7. Event Integration
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### 7.1 New KnowledgeEventType variants
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|
||||
Extend `KnowledgeEventType` in `server/src/knowledge/events.rs`:
|
||||
|
||||
```rust
|
||||
pub enum KnowledgeEventType {
|
||||
// ... existing variants ...
|
||||
|
||||
/// Dialogue initiated with an NPC.
|
||||
InteractionStarted {
|
||||
target: Entity,
|
||||
player_initiated: bool,
|
||||
location: String,
|
||||
},
|
||||
|
||||
/// Dialogue completed normally.
|
||||
InteractionCompleted {
|
||||
target: Entity,
|
||||
topics: Vec<String>,
|
||||
},
|
||||
|
||||
/// Player walked away mid-conversation (D-064).
|
||||
InteractionWalkedAway {
|
||||
target: Entity,
|
||||
},
|
||||
|
||||
/// Conversation escalated to confrontation (D-063).
|
||||
InteractionConfrontation {
|
||||
target: Entity,
|
||||
},
|
||||
|
||||
/// Player walked away from a confrontation they started.
|
||||
InteractionConflictAbandoned {
|
||||
target: Entity,
|
||||
},
|
||||
}
|
||||
```
|
||||
|
||||
### 7.2 Event flow
|
||||
|
||||
```
|
||||
Player approaches NPC → dialogue system opens
|
||||
│
|
||||
├─ Emit InteractionStarted
|
||||
│ → KG creates interaction.{slug}_{seq} fact with InteractionState::Active
|
||||
│ → FactKnowledge.confidence = Direct (in conversation now)
|
||||
│
|
||||
├─ ... conversation proceeds ...
|
||||
│
|
||||
└─ Conversation ends (one of):
|
||||
│
|
||||
├─ Normal end → Emit InteractionCompleted
|
||||
│ → KG updates fact: Active → Completed, confidence → KnowsDetails
|
||||
│ → Record topics discussed
|
||||
│
|
||||
├─ Player walks away (WASD) → Emit InteractionWalkedAway
|
||||
│ → KG updates fact: Active → WalkedAway, confidence → KnowsDetails
|
||||
│ → D-064 Phase 3: KG records incompleteness
|
||||
│
|
||||
├─ Confrontation escalation → Emit InteractionConfrontation
|
||||
│ → KG updates fact: Active → Confrontation
|
||||
│ → Conversation continues (may still complete or be abandoned)
|
||||
│
|
||||
└─ Walk away from confrontation → Emit InteractionConflictAbandoned
|
||||
→ KG updates fact: Confrontation → ConflictAbandoned
|
||||
→ Most severe consequence path
|
||||
```
|
||||
|
||||
### 7.3 Sequence number allocation
|
||||
|
||||
The `process_knowledge_events` system allocates sequence numbers when processing `InteractionStarted` events:
|
||||
|
||||
```rust
|
||||
/// Determine next sequence number for an interaction FactId.
|
||||
/// Scans existing facts for the highest sequence number with this prefix.
|
||||
fn next_interaction_sequence(
|
||||
facts: &BTreeMap<FactId, FactKnowledge>,
|
||||
entity_slug: &str,
|
||||
) -> u32 {
|
||||
let prefix = format!("interaction.{entity_slug}_");
|
||||
facts
|
||||
.range(FactId(prefix.clone())..)
|
||||
.take_while(|(id, _)| id.0.starts_with(&prefix))
|
||||
.count() as u32
|
||||
+ 1
|
||||
}
|
||||
```
|
||||
|
||||
This is O(log N + K) — acceptable for the expected interaction count.
|
||||
|
||||
---
|
||||
|
||||
## 8. NPC Tolerance System
|
||||
|
||||
Per D-064, walk-away consequences vary by NPC tolerance threshold per seed. This is orthogonal to the KG schema — it lives on the NPC entity, not in the player's knowledge graph.
|
||||
|
||||
### 8.1 Relationship to existing tolerance types
|
||||
|
||||
The codebase already has two tolerance-related types:
|
||||
|
||||
| Type | Location | Purpose |
|
||||
|------|----------|---------|
|
||||
| `ToleranceThreshold` | `server/src/npc/mod.rs:122` | **ECS Component.** General NPC stress tracker with `current_stress: i16` and `threshold: i16`. Drives overall NPC frustration behavior (D-024 Axis 4). |
|
||||
| `NpcTolerance` | `server/src/content/types.rs:302` | **Content definition.** Deserialization struct from NPC YAML profiles with `threshold: Option<i32>`. Populates `ToleranceThreshold` at spawn. |
|
||||
|
||||
The proposed `InteractionTolerance` is **not a replacement** for either. It tracks walk-away–specific consequence parameters that `ToleranceThreshold` does not cover (penalty magnitude, forgiveness policy). The relationship:
|
||||
|
||||
- `NpcTolerance` (content YAML) → populates `ToleranceThreshold` (ECS runtime)
|
||||
- `ToleranceThreshold` tracks **general stress accumulation** — any irritant contributes
|
||||
- `InteractionTolerance` tracks **walk-away–specific consequence parameters** — how the NPC reacts to conversational abandonment specifically
|
||||
|
||||
**Recommended implementation approach:** Rather than adding a third standalone component, extend the existing `ToleranceThreshold` or co-locate walk-away fields on a new `InteractionTolerance` component that **reads** `ToleranceThreshold.current_stress` as a factor. Walk-away consequences should feed back into `ToleranceThreshold.current_stress` (walking away from a stressed NPC is worse). The walk-away system would:
|
||||
|
||||
1. Check `InteractionTolerance.walk_away_threshold` — has the NPC been walked away from too many times?
|
||||
2. If threshold exceeded, apply `walk_away_penalty` to relationship
|
||||
3. Increase `ToleranceThreshold.current_stress` by a walk-away–specific delta
|
||||
4. Check `permanent_confrontation_memory` for confrontation abandonment
|
||||
|
||||
```rust
|
||||
/// Walk-away–specific consequence parameters. Extends general tolerance
|
||||
/// (ToleranceThreshold) with interaction-specific mechanics per D-064.
|
||||
/// Populated from NPC profile YAML, seeded per playthrough.
|
||||
/// Reads ToleranceThreshold.current_stress as an aggravating factor.
|
||||
#[derive(Component, Debug, Clone)]
|
||||
pub struct InteractionTolerance {
|
||||
/// How many walk-aways before relationship degradation.
|
||||
/// Range: 1-5, seeded per NPC per playthrough.
|
||||
pub walk_away_threshold: u8,
|
||||
|
||||
/// How much relationship damage per walk-away beyond threshold.
|
||||
/// Range: 0.1-0.5, seeded per NPC.
|
||||
pub walk_away_penalty: f32,
|
||||
|
||||
/// Stress delta applied to ToleranceThreshold.current_stress per walk-away.
|
||||
/// A walk-away from a stressed NPC (high current_stress) hits harder.
|
||||
pub walk_away_stress_delta: i16,
|
||||
|
||||
/// Whether this NPC remembers confrontation abandonment permanently.
|
||||
/// Some NPCs forgive, some don't (per seed).
|
||||
pub permanent_confrontation_memory: bool,
|
||||
}
|
||||
```
|
||||
|
||||
The NPC behavior system queries both the player's KG (for interaction history) and the NPC's tolerance components (for consequence magnitude). This separation means:
|
||||
- The player's KG is what THEY remember
|
||||
- `ToleranceThreshold` is the NPC's general frustration level
|
||||
- `InteractionTolerance` is how the NPC reacts to walk-aways specifically (feeding back into general stress)
|
||||
- The NPC may also have their own KG entry for the interaction (future: NPC-to-NPC gossip about "the person who walked out on Kael")
|
||||
|
||||
---
|
||||
|
||||
## 9. Scope and Limitations
|
||||
|
||||
### 9.1 v0.1 scope (this ticket)
|
||||
|
||||
- Player character interaction tracking only
|
||||
- Interactions with Active-tier NPCs (30-80 per D-026)
|
||||
- Single `interaction` prerequisite per monologue line
|
||||
- No NPC-to-NPC interaction tracking
|
||||
- No gossip about interactions ("I heard you walked out on Kael")
|
||||
|
||||
### 9.2 Future extensions
|
||||
|
||||
| Feature | Ticket/Sprint | Schema impact |
|
||||
|---------|--------------|---------------|
|
||||
| NPC-to-NPC interaction tracking | Future | Same schema, applied to NPC KnowledgeGraphs |
|
||||
| Gossip about interactions | Sprint 3+ (ToldBy source) | New `KnowledgeSource::ToldBy` entries referencing interaction facts |
|
||||
| Interaction-driven relationship decay | Future | Query interaction history to modulate decay rates |
|
||||
| Multi-NPC conversations | Future | `InteractionMetadata.target_entity` becomes `Vec<StableId>` |
|
||||
|
||||
### 9.3 Memory budget
|
||||
|
||||
Per-interaction memory cost: ~200 bytes (InteractionMetadata + FactKnowledge overhead).
|
||||
|
||||
Expected interactions per playthrough: 50-150 (2-5 per Active NPC).
|
||||
|
||||
Total interaction memory: ~10-30 KB per player character. Negligible against the D-041 budget of ~6 MB for the full knowledge graph.
|
||||
|
||||
---
|
||||
|
||||
## 10. Schema Summary
|
||||
|
||||
| Component | Location | Type | Description |
|
||||
|-----------|----------|------|-------------|
|
||||
| `InteractionState` | `server/src/knowledge/types.rs` | enum | 5 outcome states |
|
||||
| `InteractionMetadata` | `server/src/knowledge/types.rs` | struct | Per-interaction data |
|
||||
| `FactMetadata` | `server/src/knowledge/types.rs` | enum | Extensible typed metadata on FactKnowledge |
|
||||
| `FactKnowledge.metadata` | `server/src/knowledge/types.rs` | `Option<FactMetadata>` | New field on existing struct |
|
||||
| `ContentSlug` | `server/src/npc/` (proposed) | Component | Entity → content slug mapping for FactId construction |
|
||||
| `InteractionTolerance` | NPC template system | Component | Walk-away consequence parameters (extends ToleranceThreshold) |
|
||||
| `interaction_prerequisite` | `content/_schema/monologue-pool.schema.json` | schema | New prerequisite type |
|
||||
| `KnowledgeEventType` variants | `server/src/knowledge/events.rs` | enum variants | 5 new event types |
|
||||
| Interaction FactId format | Convention | `interaction.{slug}_{NNN}` | Fact category for interactions |
|
||||
|
||||
### Breaking changes
|
||||
|
||||
One field addition to an existing struct:
|
||||
|
||||
```diff
|
||||
pub struct FactKnowledge {
|
||||
pub confidence: KnowledgeConfidence,
|
||||
pub source: KnowledgeSource,
|
||||
pub state: KnowledgeState,
|
||||
pub acquired_tick: u64,
|
||||
+ pub metadata: Option<FactMetadata>,
|
||||
}
|
||||
```
|
||||
|
||||
This is an additive change. Existing facts have `metadata: None`. All existing queries continue to work unchanged. The only code change required beyond adding the field is to add `metadata: None` to existing `FactKnowledge` construction sites.
|
||||
Reference in New Issue
Block a user