You finish a boss together, log out, and return later. A familiar resident greets you because of the fight you shared.
That is the experience we are trying to build. It has been demonstrated in live tests, with an important qualification: some next-day checks advanced the test clock. They proved that a memory survived the simulated passage of time; they were not all natural observations across two evenings.
A later live recheck recorded a recall whisper 7.6 seconds after login, along with a clanmate passing on a remembered shared event. An invitation was not seen in that recheck. Remembering something and acting on it are separate things to prove.
A small memory of an event
Consider this illustrative example: we spent time in a party, killed a boss in FB19, and you revived me. That is the shape of a relationship memory. It is not a quotation from a player’s chat.
The relationship system records selected game events: shared parties, boss fights, help, trades and revives. Those facts can affect how familiar a resident feels with a character, and give a later greeting something real to refer to.
A shared boss kill is not added to the relationship record because a model thinks it would make a nice story. The event must come from the game. A reply can still describe a fact badly; structured memory does not make generated speech infallible. The relationship facts are not an archive of everything you said.
That last sentence has a boundary: conversation context and debugging logs exist separately. A short relationship memory does not mean the whole service records no chat. The privacy page explains those other records.
A rumour should remain a rumour
If one resident hears about you through a clanmate or party mate, that is second-hand information. It carries a source and fades; it is not equivalent to having stood beside you in the fight.
This matters to the feel of a world. A newcomer should not meet someone in a distant town who mysteriously knows every private interaction. The memory design limits gossip to clan and party connections and gives it less influence than a shared event.
Familiarity also fades. The relationship records have a 30-day retention policy, while gossip has a shorter 14-day window. The effect of an old event weakens before its record expires. A bad run is not meant to be a permanent sentence.
The tests include a resident declining after a bad experience and later becoming willing to engage again. That is a bounded game relationship, with imperfect event interpretation, not an assessment of you as a person.
Four meanings of “learning”
| What changes? | What it means here |
|---|---|
| A character’s skills | It earns levels and learns game skills through the game’s normal requirements. |
| A resident’s memory | A record of a shared event influences a later encounter. |
| A choice between activities | Past task outcomes help judge what has been useful or repeatedly unsuccessful. |
| A model’s weights | A separate training process changes the model itself. That is not what happens when a resident remembers a boss. |
The third row is easy to overlook. The project has an outcome table built from the residents’ completed tasks: whether something finished, how long it took, what experience it earned and why it failed. Old evidence loses weight. It can inform close choices between activities without retraining a language model.
That is a modest form of adaptation. A choice influenced by experience is not the same as a model teaching itself an entirely new game. It also does not guarantee that a resident will never repeat a mistake.
What we have not earned yet
Live checks have shown recall, party-related memories, gossip and some refusals changing after later events. Other behaviours, including gifts, help and price effects, had automated checks only at the recorded milestone. Not every promised-looking interaction has been proved in an ordinary player session.
The goal is continuity: you were there yesterday, so today should not feel like meeting a freshly reset stranger. It should still leave room for forgetting, uncertainty, and people choosing to play quietly.
For the data question behind all of this, read Are you here to train my AI?. For how changes are checked, start with the dungeon investigation.