AI Story Engine — High-Intensity Strategic Simulation Test Report · GitHub
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wangkening3-eng/stress-test-wwi-germany.md
Created<br>June 6, 2026 05:32
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stress-test-wwi-germany.md
AI Story Engine — High-Intensity Strategic Simulation Test Report
Prelude
This report is based on a staged snapshot of a WWI Germany strategic playthrough (currently 63 in-game days, 95 dialogue rounds, tens of thousands of words). The real target isn't tens of thousands of words — it's hundreds of thousands, after multiple rounds of context compression. A few tens of thousands of words not breaking means nothing. Whether the AI can maintain strategic consistency after everything gets compressed down to summaries — that's what this test is meant to verify.
The test is currently at the tens-of-thousands mark, still a ways off from hundreds of thousands.
A few things weren't tested separately because they're too basic to bother:
The world doesn't obey absurd commands — If the player says "I pull out a laser sword," the engine won't actually manifest one. Characters get confused, refuse, or push back with in-world logic. That's baseline behavior for a narrative engine. Testing it in isolation would be a waste of space.
NPC persistent memory — Every NPC has a full memory, preserved across sessions. Moltke confessed his lack of confidence in the Schlieffen Plan on day one; on day 63 he still remembers the Kaiser's line about "waiting for the world to accept Germany's strength."
RPG stats are permanent — HP, MP, equipment, traits, attributes — once written, they stay. Occasionally the AI adds new traits based on player behavior — if you actually fly, next round you might find a "Flight" trait on your sheet. Not a bug; the AI is maintaining the character card according to narrative logic.
Faction reputation system — Every faction independently tracks reputation values and rank labels, updating automatically with diplomatic actions.
The above four — one playthrough confirms them. Not expanding on them here.
Foreword: Why a High-Intensity Test
Single-character adventure stories — exploration, combat, NPC interaction — basically have no issues. Character cards update correctly, items increment and decrement correctly, dialogue history saves correctly. But the complexity ceiling for those scenarios is too low: one player plus two or three NPCs talking in one location, with only a handful of variables. You can't see how the engine behaves under information density that's about to explode.
So we stress-tested with WWI Germany: one player (Kaiser Wilhelm II) + at least 6 active NPCs (Moltke, Bethmann-Hollweg, Goschen, Falkenhayn, Hindenburg, Conrad) + 4 factions (British Empire, Tsarist Russia, Austria-Hungary, France) + two fronts (Eastern, Western) + domestic political dimension (Social Democrats,...