RPGameBot
When you play an AI role-playing game, the biggest pain is that the model hallucinates. Characters know things they aren’t supposed to know. Mages suddenly pull off the impossible. The story turns to mush after twenty turns.
A single AI that has access to everything is the main source of these hallucinations. We split it into roles, isolated the context, and put reviewers on both sides of the narrator — so the hallucinations are structurally ruled out.
The facts
in Telegram
it needs resources I don’t have yet
One turn
What’s beautiful inside
NPCs hear only what they could have heard
Every fact carries a list of witnesses — who was physically present. An NPC agent only gets the facts where it’s either a participant or on that list. A structural antidote to metagaming.
Memory by the Stanford Generative Agents formula
Each memory has two weights: recency (decaying with every turn that passes) and emotional charge. Relevance is computed by a formula, and the top 15 are picked. The old is forgotten, the important is held.
The world graph is derived from the facts
The source of truth is the structured facts after each turn. Everything is assembled from them: character relationships, chains of events, the state of the world. The model doesn’t remember the world — it queries the archive.
One shot to rewrite
If the keeper of canon spots a violation in a finished turn, the narrator gets one chance to fix it, with the problem pointed out explicitly. Not a loop. Like an editor with a writer: “fix this bit and let’s move on.”