Plan chunk map exports and scene descriptions
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@@ -16,28 +16,88 @@ not as committed release dates.
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validator, and normalizer development. Treat model-quality review as an
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iterative human evaluation aid, not a deterministic correctness gate.
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### Expand Sequential D&D Artifacts
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### Extract NPC Interactions
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- Add narrative extraction for scene summaries, party actions, and NPCs
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encountered when that output proves useful beyond the dedicated NPC artifact.
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- Use ordered pipeline steps when a later artifact needs an accepted earlier
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artifact as context. Keep independent lanes in the same step and do not
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introduce a general DAG or concurrent cross-lane reconciliation model.
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- Add an ordered NPC-interaction artifact that records how an identifiable NPC
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participates in the session without adding occurrence-level state to the
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normalized NPC registry. Use `npc-interactions` as the working lane and
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product name; the exact artifact kind may be finalized with its contract.
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- Keep each record minimal: canonical NPC `name`, one bounded interaction
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`kind`, and transcript `source_refs` supporting both the identity and
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classification.
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- Start with the mutually exclusive vocabulary `mentioned`,
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`noncombat_presence`, `dialogue`, `combat_ally`, `combat_opponent`, and
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`other`. Define narrow inclusion rules and category precedence before
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implementation so overlapping activity does not produce arbitrary labels.
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- Model interactions as ordered occurrences rather than one scalar NPC
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category. The same NPC may therefore have separate records when the
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transcript establishes distinct interactions, such as dialogue followed by
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hostile combat.
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- Run NPC identity extraction first and provide its accepted names-only
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projection to the interaction extractor for grounding. Registry names may
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disambiguate identity but never establish that an interaction occurred, and
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registry source references must not be copied into interaction evidence.
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- Evaluate category agreement, evidence sufficiency, duplicate behavior, and
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smaller-model reliability on human-reviewed transcripts before expanding the
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enum or adding additional fields.
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### Improve D&D Scene Classification
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### Export Accepted Chunk Maps
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- Extend scene annotations with classifications that downstream extractors can
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use, including reliable combat and narrative indicators.
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- Strengthen the scene prompt so every scene containing combat turns is marked
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as combat, and add validation capable of detecting missing or inconsistent
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combat classifications.
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- Allow the combat extractor to no-op for chunks that are not classified as
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combat, avoiding unnecessary model calls where practical.
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- Allow a narrative extractor to select the corresponding scene classification
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rather than processing every chunk indiscriminately.
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- Add an option to emit the accepted materialized chunk map as a proper,
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framework-owned artifact with a documented schema identity, version, media
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type, canonical encoding, and source/chunker provenance.
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- Export the exact ordered chunks used for lane execution, including stable
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chunk IDs and current-source ranges. Do not expose a model's raw boundary
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proposal or require a second model call to reconstruct information already
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owned by the framework.
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- Treat chunk-map export as an output concern rather than an ordinary
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extraction lane. Chunking is pipeline-wide and precedes lane extraction; a
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pseudo-extractor would duplicate work and obscure that ownership boundary.
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- Keep the generic contract independent of D&D interpretation. Namespaced
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annotations may be preserved when they are part of the accepted chunk plan,
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but downstream applications should not need domain-specific annotations to
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understand chunk identity, order, or source coverage.
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### Extract D&D Scene Descriptions
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- Add a `dnd/scene-descriptions` extractor that runs once for each accepted
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scene chunk and explicitly owns the small amount of scene synthesis useful to
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downstream applications.
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- Keep the private model response to exactly `kind`, `title`, and `summary`.
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Use the enum `combat`, `narrative`, `recap`, and `meta`: `narrative` means
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current-session in-world gameplay that is not combat, recap, or sustained
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out-of-character discussion.
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- Treat brief table talk or rules clarification as incidental to the enclosing
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gameplay scene. A sustained transition between kinds should normally create
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a chunk boundary; define a primary-kind rule for residual mixed chunks before
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implementation.
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- Deterministically attach the accepted chunk ID and its exact source range
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while mapping the private response into the durable artifact. Do not ask the
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model to reproduce IDs or segment boundaries, and do not defer required
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identity or evidence until normalization.
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- Keep normalization limited to stable ordering, exact deduplication, and
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canonical invariant enforcement. Titles and summaries are explicit,
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source-bounded synthesis owned by this artifact rather than by the chunker.
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- Do not add `participants`. Derive participant-oriented views by joining scene
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ranges with NPC evidence or, preferably, NPC-interaction occurrences. An NPC
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registry reference proves identity, not exhaustive presence in every scene.
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### Minimize And Use D&D Scene Chunking
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- Reduce the D&D scene chunker toward its narrow responsibility: identifying
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coherent scene boundaries. Retain boundary confidence or caveats only when a
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demonstrated validator or operator workflow consumes them; move title,
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summary, scene kind, and participant duties to dedicated artifacts.
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- Allow the combat extractor to no-op for chunks classified as non-combat only
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after the scene-description artifact can be supplied through an explicit
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ordered dependency. Do not make generic chunk materialization depend on a D&D
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classification.
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- Use ordered pipeline steps whenever a later artifact needs an accepted
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earlier artifact as context. Keep independent lanes in the same step and do
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not introduce a general DAG or concurrent cross-lane reconciliation model.
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- Reassess whether one shared scene plan provides enough context for NPC,
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spell, combat, and narrative pipelines after these extractors have real-world
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usage. Add more complex chunking only in response to demonstrated failures.
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spell, combat, interaction, and scene-description lanes after real-world use.
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Add more complex chunking only in response to demonstrated failures.
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## Shared Normalization And Quality Work
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