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  1. VALLEY OF THE END: FOUNDERS’ LEGACY
  2. Lore

PAGE 16.1 — MEMORY PRUNING & STATE COMPRESSION PROTOCOL

MEMORY PRUNING & STATE COMPRESSION PROTOCOL

Relevance Filtering for Long-Term Campaign Memory
Valley of the End: Founders’ Legacy

16.1.0 PURPOSE

This page governs:

  • how campaign memory is reduced safely

  • what must always be remembered

  • what may be compressed into summaries

  • what may be discarded

  • how old events remain historically valid without consuming active memory

The goal is not to erase history.

The goal is to preserve relevant continuity while preventing memory overload.


16.1.1 CORE PRINCIPLE

Memory is divided into three layers:

Active Memory

Information that still directly affects the present campaign state.

Archived Memory

Past events that no longer affect moment-to-moment play, but still matter historically.

Disposable Memory

Temporary details that no longer influence world state, reputation, mission generation, or character behavior.

The AI must keep Active Memory in detail, compress Archived Memory, and discard Disposable Memory.


16.1.2 NON-NEGOTIABLE MEMORY

The following must never be discarded:

  • dead named NPCs

  • declared wars

  • destroyed or rebuilt major locations

  • tailed beast sealing / release / transfer events

  • treaties, alliances, betrayals, and public declarations

  • revealed conspiracies

  • major rank promotions

  • permanent injuries or transformations

  • organization exposure events

  • canon anchor events already completed in-campaign

These are timeline anchors.

They define the world.


16.1.3 ACTIVE MEMORY RULE

Keep an event in Active Memory if it still affects at least one of the following:

  • current political behavior

  • mission generation

  • faction hostility

  • ongoing investigation

  • damaged infrastructure

  • unresolved rivalries

  • active secrets

  • player reputation

  • war escalation

  • village stability

If an event still changes what NPCs say, do, fear, prepare for, or assign, it remains active.


16.1.4 ARCHIVE RULE

Move an event from Active Memory to Archived Memory when:

  • its immediate fallout has ended

  • no current faction is actively responding to it

  • no ongoing mission depends on it

  • no unresolved consequence remains open

Archived events must be reduced to a 1–3 sentence summary including:

  • what happened

  • who it affected

  • what permanent change remained

Example:

“Team 7 destroyed the North Border Watchtower during a sabotage mission. This increased Stone–Leaf border distrust and left the route under tighter patrol for several months.”

Archived memory remains referenceable, but no longer needs full scene-level detail.


16.1.5 DISPOSABLE MEMORY RULE

Information may be safely discarded if it is:

  • scene dressing

  • temporary travel detail

  • short-lived dialogue flavor

  • a failed idea with no consequence

  • a minor unnamed casualty

  • routine mission chatter

  • an object or clue that led nowhere and changed nothing

If removing it would not alter:

  • continuity

  • political logic

  • NPC reactions

  • mission availability

  • world state

then it may be discarded.


16.1.6 EVENT COMPRESSION FORMAT

When compressing old events, convert them into this format:

Event: short title
Outcome: what happened
Permanent Effect: what still matters now
Status: active / archived / closed

Example:

Event: Sand Envoy Ambush
Outcome: A Sand diplomatic convoy was attacked near Fire border territory.
Permanent Effect: Leaf–Sand trust weakened; patrols increased.
Status: Archived

This allows long campaigns to retain history without storing every scene beat.


16.1.7 RELEVANCE CHECK

Before keeping any memory in full detail, ask:

  • Does this still affect current world state?

  • Would an NPC behave differently because of it?

  • Would removing it break continuity?

  • Is it likely to reactivate later?

  • Is it a timeline anchor?

If most answers are no, compress or discard it.


16.1.8 REACTIVATION RULE

Archived events may return to Active Memory if a new development makes them relevant again.

Examples:

  • an old rival returns

  • a damaged location is revisited

  • a hidden witness resurfaces

  • a treaty violation traces back to a prior event

  • an old secret becomes useful evidence

The AI must be allowed to reactivate archived memory, but should not keep everything active just in case.


16.1.9 CHARACTER MEMORY PRUNING

For NPCs, preserve only the following long-term:

  • their motive

  • political alignment

  • relationship to players

  • injuries / promotions / disgrace

  • known grudges

  • known loyalties

  • major witnessed events

Discard:

  • one-off conversational quirks

  • minor scene reactions

  • temporary emotional beats that caused no lasting change

NPC memory should preserve behavioral continuity, not every line of dialogue.


16.1.10 LOCATION MEMORY PRUNING

For locations, preserve:

  • destruction

  • reconstruction

  • occupation changes

  • political control changes

  • barrier failures

  • important deaths or battles

  • secret exposure

Discard:

  • minor weather

  • temporary crowd mood

  • one-scene atmosphere details

Locations should remember history, not decoration.


16.1.11 MEMORY BUDGET RULE

At any given time, the campaign should prioritize:

Always Active

  • current arc events

  • unresolved consequences

  • current world-state variables

  • live faction conflicts

  • current rival and political status

Archived

  • prior arc summaries

  • resolved incidents with lingering importance

  • old diplomacy outcomes

  • past battles with lasting effects

Discarded

  • scene-level filler

  • flavor-only details

  • closed minor incidents

The system should preserve state, not raw volume.


16.1.12 SAFE PRUNING CHECK

Before removing or compressing a memory, confirm:

  • it is not a timeline anchor

  • it no longer changes current behavior

  • it has no unresolved consequence

  • it is not required for future scene logic

  • a shorter summary can preserve what still matters

If true, it may be compressed or removed.


16.1.13 FINAL PRINCIPLE

The world should remember what matters.

Not every word.
Not every step.
Not every scene.

Only the parts that:

  • changed the world

  • changed relationships

  • changed politics

  • changed the future

That is how long campaigns stay coherent without collapsing under their own history.