Large Memory Context
Your characters remember — for real
Pick a message below and watch the exact ranking that decides which memories get recalled. Real algorithm, real numbers, run against this instance's own embedding provider.
Memory bank (24)
- Prefers being called by the nickname "Wren", not their full name.
- Is playing a rogue character named Kess who distrusts authority figures.
- Wants combat encounters to lean tactical rather than narrated in one line.
- Kess has a younger sibling who was taken by the Ashwood cult.
- Dislikes when NPCs resolve plot points off-screen without the player present.
- Kess struck a bargain with a smuggler named Voss — still owes him a favor.
- Enjoys morally grey choices over clear-cut good/evil options.
- Kess is allergic to a fictional herb called nightbell, established as a running plot device.
- Prefers shorter, punchier assistant replies during action scenes.
- Kess secretly kept a coin from the Ashwood cult as a personal token.
- The party's current base of operations is a disused watchtower outside Greymarch.
- Wants dice-roll outcomes to have real narrative consequences, not be cosmetic.
- Kess is on uneasy terms with a rival mercenary named Dara after a botched job.
- Prefers dark fantasy tone over lighthearted fantasy.
- Kess picked up a dented compass in the watchtower that doesn't point north.
- Wants romance subplots to develop slowly, not be rushed.
- Kess has a scar on her left forearm from the fight with Dara's crew.
- Prefers when the AI asks a clarifying question rather than assuming intent.
- The watchtower's lower level is flooded and hasn't been explored yet.
- Dislikes excessive scene-setting description before the action starts.
- Kess overheard Voss mention a second smuggler route through Greymarch.
- Wants NPCs to remember prior insults or kindnesses shown to them.
- Kess's sibling's name is Tamsin, last seen wearing a grey traveling cloak.
- Prefers the story to occasionally fail forward rather than hard-block on a bad roll.
Top 20 retrieved, ranked
- 1.Wants combat encounters to lean tactical rather than narrated in one line.pinned
- 2.Prefers being called by the nickname "Wren", not their full name.pinned
- 3.Prefers shorter, punchier assistant replies during action scenes.0.637
- 4.Prefers the story to occasionally fail forward rather than hard-block on a bad roll.0.718
- 5.Dislikes when NPCs resolve plot points off-screen without the player present.0.722
- 6.Dislikes excessive scene-setting description before the action starts.0.724
- 7.Kess is on uneasy terms with a rival mercenary named Dara after a botched job.0.739
- 8.Kess has a scar on her left forearm from the fight with Dara's crew.0.743
- 9.Is playing a rogue character named Kess who distrusts authority figures.0.750
- 10.Enjoys morally grey choices over clear-cut good/evil options.0.757
- 11.The party's current base of operations is a disused watchtower outside Greymarch.0.765
- 12.Wants dice-roll outcomes to have real narrative consequences, not be cosmetic.0.778
- 13.Prefers when the AI asks a clarifying question rather than assuming intent.0.784
- 14.Prefers dark fantasy tone over lighthearted fantasy.0.787
- 15.Kess struck a bargain with a smuggler named Voss — still owes him a favor.0.820
- 16.Wants NPCs to remember prior insults or kindnesses shown to them.0.829
- 17.Wants romance subplots to develop slowly, not be rushed.0.832
- 18.Kess has a younger sibling who was taken by the Ashwood cult.0.835
- 19.Kess overheard Voss mention a second smuggler route through Greymarch.0.847
- 20.The watchtower's lower level is flooded and hasn't been explored yet.0.860
Assembled block (1482/8000 chars)
Known facts about the user: - Wants combat encounters to lean tactical rather than narrated in one line. - Prefers being called by the nickname "Wren", not their full name. - Prefers shorter, punchier assistant replies during action scenes. - Prefers the story to occasionally fail forward rather than hard-block on a bad roll. - Dislikes when NPCs resolve plot points off-screen without the player present. - Dislikes excessive scene-setting description before the action starts. - Kess is on uneasy terms with a rival mercenary named Dara after a botched job. - Kess has a scar on her left forearm from the fight with Dara's crew. - Is playing a rogue character named Kess who distrusts authority figures. - Enjoys morally grey choices over clear-cut good/evil options. - The party's current base of operations is a disused watchtower outside Greymarch. - Wants dice-roll outcomes to have real narrative consequences, not be cosmetic. - Prefers when the AI asks a clarifying question rather than assuming intent. - Prefers dark fantasy tone over lighthearted fantasy. - Kess struck a bargain with a smuggler named Voss — still owes him a favor. - Wants NPCs to remember prior insults or kindnesses shown to them. - Wants romance subplots to develop slowly, not be rushed. - Kess has a younger sibling who was taken by the Ashwood cult. - Kess overheard Voss mention a second smuggler route through Greymarch. - The watchtower's lower level is flooded and hasn't been explored yet.
How it works
- 1
After each exchange, an LLM extracts durable facts (preferences, identity, relationships, ongoing plot threads) — this runs after the reply is already sent, so it never slows down the conversation.
- 2
Each fact is embedded and compared against existing memories from the same conversation; near-duplicates update the existing memory instead of piling up.
- 3
When you send a new message, it's embedded and compared against every memory in scope — the most similar ones (pinned memories first) are pulled in.
- 4
The retrieved memories are assembled into a short block and injected into the system prompt for that reply.
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