Tagged “turns”
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The turn where the state did not arrive
One reply in a thousand is amnesiac because a piece of state was missing at assembly. Partial state fails silently and looks like a successful turn.
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The first turn has no history
At turn one the definition is the entire input, so the character is at maximum expression. The demo is the ceiling, and cold start has its own failures.
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What a model change does to a character
The definition is not a specification, it is text interpreted by one model. Change the model and the same words produce a different character, unevenly.
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The cost of a turn
Costs scale with usage and with history length, so your heaviest users get more expensive the longer they stay. That shapes every state decision you make.
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What the model remembers between turns
Nothing. Continuity is entirely something you build, and the four ways of building it fail in four different directions.
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A persona is state, not a personality
Four categories of state get stored as one blob, and that is why a character cannot be versioned, corrected, or debugged when it goes wrong.
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The character has no clock
Elapsed time is not in the state unless you put it there. Turns are a sequence, so three weeks of absence and three seconds look identical in the input.