Simplify D&D scene chunking responses
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@@ -1,52 +1,8 @@
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Good reasons to start a new scene include:
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- the party moves to a new location;
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- a combat encounter begins or ends;
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- combat changes into a substantially different phase;
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- the party shifts between combat, exploration, social interaction, discussion,
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planning, travel, rest, or downtime;
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- a new NPC, faction, threat, or objective becomes central;
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- the party completes one immediate goal and begins another;
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- a major table-level rules discussion interrupts and materially changes play.
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Cover the complete provided transcript from its first source unit to its last
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source unit. Return scenes in source-unit order with no gaps or overlaps. Use
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only positive integer source-unit IDs from the transcript, and give every scene
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one inclusive `start_unit_id` and one inclusive `end_unit_id`.
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Do not start a new scene merely because:
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- the speaker changes;
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- a new combat round begins;
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- a player asks a brief rules question;
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- there is a joke, aside, or short table comment;
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- a character takes a routine turn;
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- the same encounter continues without a meaningful change in situation.
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dnd/scenes boundary policy:
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- cover the full provided transcript from the first source unit to the last
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source unit;
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- return sequential scenes with no gaps;
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- do not overlap scenes;
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- preserve source-unit order;
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- use integer source-unit IDs from the transcript;
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- each scene must have start_unit_id and end_unit_id;
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- do not include final chunk IDs or chunk indexes.
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For each scene:
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- short_title should be brief and factual;
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- primary_mode must be Recap, Discussion, Combat, or Narrative;
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- main_participants should include only principal characters, NPCs, factions, or
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groups involved;
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- summary should be factual and compact, usually one to three sentences;
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- boundary_note should explain why the scene begins at start_unit_id and ends at
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end_unit_id;
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- boundary_confidence must be High, Medium, or Low.
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Primary mode guidance:
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- Use Recap for opening recap, initiative setup, session framing, or immediate
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continuation from prior events.
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- Use Discussion when the party is primarily discussing options or choosing a
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course of action.
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- Use Combat when active combat or combat-resolution mechanics dominate.
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- Use Narrative for all other non-combat gameplay, including exploration, social
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interactions, shopping, preparation, travel, rest, and downtime.
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In boundary_caveats, list overall caveats about scene divisions. Include scenes
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that could reasonably be split differently, combat phases that were kept
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together, gradual transitions, or places where map context would have helped.
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Return exactly one JSON object and no explanatory text.
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Return exactly one JSON object and no explanatory text. The object must contain
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only a non-empty `scenes` array. Each scene object must contain only
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`start_unit_id` and `end_unit_id`.
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@@ -1,5 +1,18 @@
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Divide the provided transcript into coherent Dungeons & Dragons scenes for the
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dnd/scenes chunk module.
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`dnd/scenes` chunk module.
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A scene is a coherent unit of play. Start a new scene when there is a meaningful
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change in location, objective, threat, activity, encounter, or mode of play.
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A scene is a coherent unit of play. Start a new scene when the transcript
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establishes a meaningful change in location, objective, threat, activity,
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encounter, or mode of play. Good reasons include a material move, beginning or
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ending combat, a substantially different encounter phase, a shift between
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combat, exploration, social interaction, planning, travel, rest, or downtime,
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a change in the central NPC, faction, threat, or objective, or a sustained
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table-level interruption that materially changes the activity.
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Do not split a scene merely because a speaker or combat round changes, a
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routine turn occurs, or the table briefly digresses. Prefer fewer coherent
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scenes over speculative or fine-grained boundaries.
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Return only inclusive `start_unit_id` and `end_unit_id` endpoints for each
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scene. Do not return titles, modes, participants, summaries, boundary notes,
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confidence, caveats, final chunk IDs, or chunk indexes.
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@@ -3,10 +3,7 @@
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"$id": "notarius.dnd.scenes",
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"type": "object",
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"additionalProperties": false,
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"required": [
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"scenes",
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"boundary_caveats"
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],
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"required": ["scenes"],
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"properties": {
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"scenes": {
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"type": "array",
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@@ -14,16 +11,7 @@
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"items": {
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"type": "object",
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"additionalProperties": false,
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"required": [
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"start_unit_id",
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"end_unit_id",
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"short_title",
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"primary_mode",
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"main_participants",
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"summary",
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"boundary_note",
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"boundary_confidence"
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],
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"required": ["start_unit_id", "end_unit_id"],
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"properties": {
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"start_unit_id": {
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"type": "integer",
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@@ -32,53 +20,9 @@
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"end_unit_id": {
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"type": "integer",
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"minimum": 1
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},
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"short_title": {
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"type": "string",
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"minLength": 1
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},
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"primary_mode": {
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"type": "string",
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"enum": [
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"Recap",
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"Discussion",
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"Combat",
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"Narrative"
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]
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},
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"main_participants": {
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"type": "array",
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"minItems": 1,
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"items": {
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"type": "string",
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"minLength": 1
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}
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},
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"summary": {
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"type": "string",
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"minLength": 1
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},
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"boundary_note": {
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"type": "string",
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"minLength": 1
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},
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"boundary_confidence": {
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"type": "string",
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"enum": [
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"High",
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"Medium",
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"Low"
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]
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}
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}
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}
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},
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"boundary_caveats": {
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"type": "array",
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"items": {
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"type": "string",
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"minLength": 1
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}
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}
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}
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}
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