# InteractionMemory Knowledge Graph Schema Design **Ticket:** #442 | **Sprint:** 7 | **Priority:** MEDIUM **Decisions:** D-041 (KG data model), D-064 (walk-away consequences), D-063 (confrontation), D-028 (dialogue architecture) **Audience:** Engine developers (Dudley), narrative designers (Paula, Mellanie), QA (Hoshe) --- ## 1. Purpose The InteractionMemory schema extends the existing `FactKnowledge` system (D-041) to track conversation history between the player character and NPCs. This enables: - **Walk-away consequences** (D-064): The KG records that an interaction was started but not finished, affecting future dialogue and NPC behavior. - **Confrontation tracking** (D-063): The KG records whether an interaction escalated to confrontation. - **Dialogue history queries**: "Have I talked to X before?", "Did I walk away from X?", "When did I last complete a conversation with X?" - **Monologue triggers**: Post-interaction reflection that references prior conversation outcomes. This is a schema design document. It defines data structures and query patterns — implementation follows in a future ticket. --- ## 2. Design Constraints From D-041: - All maps are `BTreeMap` (deterministic iteration, non-negotiable per D-010 principle 4) - Facts live in `KnowledgeGraph.facts: BTreeMap` - `FactId` format is `"category.topic"` (string) - `FactKnowledge` has `confidence`, `source`, `state`, `acquired_tick` From D-064: - Walk-away triggers three phases: immediate break, NPC reaction, KG recording - KG must log that the interaction was initiated but not completed - This is queryable and affects future dialogue, monologue, and NPC behavior - NPC tolerance thresholds vary per seed (no universal rules to metagame) From the existing codebase (`server/src/knowledge/types.rs`): - `KnowledgeConfidence`: Suspects < KnowsOf < KnowsDetails < Direct - `KnowledgeState`: Active, Contradicted, Stale - `KnowledgeSource`: DirectObservation, Heard, ToldBy, Inferred, Background - `RelationshipState`: Unknown, Known, Friendly, PersonOfInterest, Hostile --- ## 3. Schema Extension ### 3.1 Interaction FactId format Interaction facts use a dedicated `interaction` category in the FactId namespace: ``` interaction.{entity_slug}_{sequence} ``` | Segment | Format | Description | |---------|--------|-------------| | `interaction` | literal | Category prefix — distinguishes from other fact categories | | `entity_slug` | kebab-case | NPC slug matching their content file (e.g., `kael-davan`, `lera-sessik`) | | `_sequence` | `_NNN` | Zero-padded sequence number for multiple interactions with the same NPC | **Examples:** - `interaction.kael-davan_001` — first tracked interaction with Kael - `interaction.kael-davan_002` — second tracked interaction with Kael - `interaction.sera-venn_001` — first tracked interaction with Sera **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). #### Entity slug resolution at runtime 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. **Proposed approach:** Add a `ContentSlug` component to the NPC entity bundle, populated from the NPC profile filename during spawn: ```rust /// Stable content identifier for an entity, derived from its YAML profile filename. /// e.g., NPC profile `kael-davan.yaml` → ContentSlug("kael-davan"). /// Used to construct FactIds like `interaction.kael-davan_001`. #[derive(Component, Debug, Clone)] pub struct ContentSlug(pub String); ``` The interaction event handler resolves Entity → ContentSlug → FactId: ```rust // In InteractionStarted event processing: let slug = world.get::(target) .expect("NPC must have ContentSlug component"); let seq = next_interaction_sequence(&kg.facts, &slug.0); let fact_id = FactId(format!("interaction.{}_{:03}", slug.0, seq)); ``` **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. ### 3.2 InteractionState enum New enum representing the outcome of an interaction: ```rust /// Outcome state of a tracked interaction. /// Drives walk-away mechanics (D-064) and confrontation tracking (D-063). #[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize)] pub enum InteractionState { /// Conversation started, still in progress. /// Set when dialogue box opens. Cleared on transition to another state. Active, /// Conversation completed normally (both parties finished talking). /// The default "good" outcome. Completed, /// Player walked away mid-conversation (D-064 Phase 3). /// The KG records incompleteness. NPC tolerance threshold determines /// severity of consequence. WalkedAway, /// Conversation escalated to confrontation (D-063). /// Player made an accusation or NPC became hostile during dialogue. /// Separate from WalkedAway — a confrontation can be completed. Confrontation, /// Confrontation was initiated but player walked away before resolution. /// The most consequential outcome — walking away from a confrontation /// you started is worse than walking away from smalltalk. ConflictAbandoned, } ``` **State transitions:** ``` ┌─────────────┐ │ Active │ ← dialogue opens └──────┬──────┘ │ ┌────────────┼────────────┐ │ │ │ ▼ ▼ ▼ ┌───────────┐ ┌──────────┐ ┌──────────────┐ │ Completed │ │ WalkedAway│ │Confrontation │ └───────────┘ └──────────┘ └──────┬───────┘ │ ┌─────────┼──────────┐ │ │ ▼ ▼ ┌───────────┐ ┌──────────────────┐ │ Completed │ │ConflictAbandoned │ └───────────┘ └──────────────────┘ ``` All transitions are one-way. Once an interaction reaches a terminal state (Completed, WalkedAway, ConflictAbandoned), it cannot change. ### 3.3 InteractionMetadata New metadata struct attached to interaction facts. This extends the base `FactKnowledge` with interaction-specific data. ```rust /// Metadata for an interaction fact. /// Stored alongside the FactKnowledge in the knowledge graph. #[derive(Debug, Clone, Serialize, Deserialize)] pub struct InteractionMetadata { /// The NPC this interaction was with. pub target_entity: StableId, /// Interaction outcome. pub interaction_state: InteractionState, /// Tick when dialogue was initiated. pub started_tick: u64, /// Tick when interaction ended (completed, walked away, etc.). /// None if interaction is still Active. pub ended_tick: Option, /// Primary conversation topic(s) discussed. /// References topic enum values from content/global/enums/topics.yaml. /// Empty if no specific topic was identified. pub topics: Vec, /// Whether a confrontation occurred during this interaction. /// True if InteractionState is Confrontation or ConflictAbandoned. pub confrontation: bool, /// Whether the player initiated the conversation (approached NPC) /// or the NPC initiated (unprompted disclosure, D-028 Layer 4). pub player_initiated: bool, /// Location slug where the interaction took place. pub location: String, } ``` ### 3.4 Storage strategy Interaction metadata is stored in a new field on `FactKnowledge`. There are two viable approaches: **Option A: Typed metadata field (recommended)** Add an optional metadata enum to `FactKnowledge`: ```rust /// Optional typed metadata attached to a fact. /// Extensible for future fact types beyond interactions. #[derive(Debug, Clone, Serialize, Deserialize)] pub enum FactMetadata { Interaction(InteractionMetadata), // Future: Evidence(EvidenceMetadata), Gossip(GossipMetadata), etc. } /// Updated FactKnowledge with optional metadata. pub struct FactKnowledge { pub confidence: KnowledgeConfidence, pub source: KnowledgeSource, pub state: KnowledgeState, pub acquired_tick: u64, pub metadata: Option, // NEW } ``` **Why Option A over alternatives:** - No separate data structure — interactions are facts, stored in the existing `BTreeMap` - The `FactMetadata` enum is extensible for future fact types (evidence, gossip) without changing the graph structure - `Option` adds zero overhead to facts that don't need metadata (the vast majority) - Queries use existing `KnowledgeGraph.facts` infrastructure — no new maps to maintain **Option B (rejected): Separate InteractionLog map** A separate `BTreeMap` 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). --- ## 4. Confidence Mapping Interaction facts use the existing 4-level confidence hierarchy, but the levels have interaction-specific semantics: | Confidence | Interaction meaning | When set | |------------|-------------------|----------| | `Suspects` | Not used for interactions | — | | `KnowsOf` | "I talked to X" | Set when dialogue starts | | `KnowsDetails` | "I talked to X about Y, and it ended with Z" | Set when dialogue ends with meaningful outcome | | `Direct` | "I am talking to X right now" | Set during active dialogue, cleared on end | 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. #### Fact decay exemption status 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. 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. **Requirement for future fact decay implementation:** Check `FactMetadata::Interaction` and clamp confidence at `DECAY_FLOOR`: ```rust impl InteractionMetadata { /// Interaction facts do not decay below KnowsDetails. /// You remember that you had a conversation, even if details fade. pub const DECAY_FLOOR: KnowledgeConfidence = KnowledgeConfidence::KnowsDetails; } // In future fact decay system: for (id, fact) in kg.facts.iter_mut() { if let Some(FactMetadata::Interaction(_)) = &fact.metadata { // Interaction facts: clamp at DECAY_FLOOR if fact.confidence.decayed() < InteractionMetadata::DECAY_FLOOR { continue; // Skip — would drop below floor } } // ... normal decay logic ... } ``` --- ## 5. Query Patterns ### 5.1 Core queries These are the queries the dialogue system, monologue system, and NPC behavior need: ```rust impl KnowledgeGraph { /// Has the player ever interacted with this entity? fn has_interacted_with(&self, target: StableId) -> bool; /// Get the most recent interaction with an entity. fn last_interaction_with(&self, target: StableId) -> Option<&InteractionMetadata>; /// Get all interactions with an entity, ordered by started_tick. fn interactions_with(&self, target: StableId) -> Vec<&InteractionMetadata>; /// Has the player walked away from this entity? fn has_walked_away_from(&self, target: StableId) -> bool; /// Count of interactions with an entity. fn interaction_count_with(&self, target: StableId) -> usize; /// Has the player ever had a confrontation with this entity? fn has_confronted(&self, target: StableId) -> bool; /// Is there currently an active (in-progress) interaction? fn active_interaction(&self) -> Option<&InteractionMetadata>; } ``` ### 5.2 Implementation sketch 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). ```rust /// Iterate all interaction facts for a given entity. /// Uses BTreeMap range query for O(log N + K) where K = number of interactions. fn interaction_facts_for<'a>( &'a self, entity_slug: &str, ) -> impl Iterator { let prefix = format!("interaction.{entity_slug}_"); self.facts .range(FactId(prefix.clone())..) .take_while(move |(id, _)| id.0.starts_with(&prefix)) .filter_map(|(id, fact)| { match &fact.metadata { Some(FactMetadata::Interaction(meta)) => Some((id, meta)), _ => None, } }) } ``` **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. ### 5.3 Dialogue system queries The dialogue selection pipeline (D-028) needs interaction history for Layer 2 (relationship history): | Query | Use case | Implementation | |-------|----------|----------------| | "First time talking to X?" | Greeting selection — fresh vs. returning | `interaction_count_with(target) == 0` | | "Did I walk away last time?" | NPC reacts differently, may reference it | `last_interaction_with(target).state == WalkedAway` | | "How many times have we talked?" | Familiarity progression | `interaction_count_with(target)` | | "Was there a confrontation?" | Permanently shifts NPC posture | `has_confronted(target)` | | "Active conversation right now?" | Block new dialogue initiation | `active_interaction().is_some()` | ### 5.4 Monologue system queries The monologue system (D-032, D-035) uses interaction facts as prerequisites: ```yaml # Monologue line that fires after walking away from Kael - id: the-last-shift_m_s_050 text: "Shouldn't have left like that. Kael noticed." trigger: post_conversation prerequisites: facts: - fact_id: interaction.kael-davan_001 min_confidence: knows_details tags: [kael, walk-away, regret] ``` For more precise gating on interaction outcome, the monologue system needs to check the `InteractionMetadata.interaction_state` field. This extends the prerequisite system: ```yaml # More specific: only fires if the player walked away prerequisites: facts: - fact_id: interaction.kael-davan_001 min_confidence: knows_details interaction: # NEW prerequisite type target: npc:kael-davan state: walked_away # matches InteractionState::WalkedAway ``` This extends the monologue prerequisite schema (Section 6). --- ## 6. Monologue Prerequisite Extension The existing `monologue-pool.schema.json` supports `facts`, `entity_attributes`, and `relationship` prerequisites. Interaction memory adds a new prerequisite type: ```json "interaction_prerequisite": { "type": "object", "required": ["target"], "additionalProperties": false, "properties": { "target": { "type": "string", "description": "Entity reference (e.g., npc:kael-davan)" }, "state": { "type": "string", "enum": ["active", "completed", "walked_away", "confrontation", "conflict_abandoned"], "description": "Required interaction outcome. If omitted, any interaction satisfies." }, "min_count": { "type": "integer", "minimum": 1, "default": 1, "description": "Minimum number of interactions matching the criteria" } } } ``` Added to the `prerequisites` object in the monologue schema: ```json "prerequisites": { "type": "object", "properties": { "facts": { ... }, "entity_attributes": { ... }, "relationship": { ... }, "interaction": { "$ref": "#/$defs/interaction_prerequisite" } } } ``` **Examples:** ```yaml # Fires after any interaction with Kael (first meeting) prerequisites: interaction: target: npc:kael-davan # Fires only if player walked away from Kael prerequisites: interaction: target: npc:kael-davan state: walked_away # Fires after 3+ completed conversations with Lera prerequisites: interaction: target: npc:lera-sessik state: completed min_count: 3 # Combined: walked away from Kael AND knows about the ring prerequisites: facts: - fact_id: contraband.ring_exists min_confidence: knows_of interaction: target: npc:kael-davan state: walked_away ``` --- ## 7. Event Integration ### 7.1 New KnowledgeEventType variants 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, }, /// 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, 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`. 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` | ### 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` | 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, } ``` 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.