Files
AnotherReplayReader/WIP.md
T
2026-07-07 16:42:42 +02:00

439 lines
27 KiB
Markdown

# AI Analysis WIP
## User Need
The application is adding AI analysis for Red Alert 3 replay operation logs. The current flow sends player information and a compacted operation log to a chat-completion-compatible LLM, then displays the analysis in `AIChatPanel`.
The main goals are:
- Improve the current system prompt.
- Make the system prompt configurable by the user.
- Reduce AI analysis errors, especially errors caused by general-world assumptions or overconfident UnitId guesses.
- Add a validation path for LLM output so wrong claims can be detected and corrected without wasting all prior reasoning.
## Current Code Areas
- `Utils/AIAnalyze.cs`: builds the system prompt, user prompts, segment prompts, final summary prompts, and performs OpenAI-compatible chat completion calls.
- `AIChatPanel.xaml.cs`: runs the analysis workflow, displays streaming chunks, retries failed segments, and now logs machine-readable claim validation results.
- `Utils/AiSettings.cs`: stores AI provider/model settings and now prompt settings.
- `AIProviderSettingsControl.xaml(.cs)`: edits provider/model settings and now prompt settings.
- `EventDump.xaml.cs`: generates the replay operation text and starts AI analysis.
- `Utils/AIAnalysisValidation.cs`: new validation model and parser for machine-readable AI claims.
- `CONTEXT.md`: glossary for the AI analysis domain.
## Discussion Notes
### Prompt Problems
The current prompt has a lot of useful game knowledge, but the LLM can still:
- Use common sense that is wrong for the game or mod.
- Assume infantry, helicopters, transports, amphibious movement, and water placement work like they do in other RTS games.
- Treat one observed skill as conclusive evidence when multiple units share that skill.
- Overstate UnitId guesses.
Examples discussed:
- Only units explicitly marked amphibious can move on both land and water.
- Only units explicitly marked as passenger transports can transport infantry.
- Building water placement depends on game rules, not common assumptions.
- `SpecialPower_UnpackReplaceSelf` does not uniquely identify an Allied MCV because Allied miners can also unpack into a command hub.
- A UnitId claimed as an aircraft should be challenged if the same UnitId is observed using an unpack/deploy skill.
- A UnitId claimed as a bomber should be challenged if it is operated before the player starts producing their first bomber.
### Documented Example: MCV vs Miner Ambiguity (Allied)
Observed replay sequence:
1. UnitId 246 (confirmed main base) → `PackReplaceSelf`
2. Player selects UnitId 587
3. UnitId 587 → `UnpackReplaceSelf`
4. AI claims: `587 = AlliedMCV`, evidenceLevel: `confirmed`
**Why this cannot be definitively resolved:**
- After base 246 packs, the engine creates a new MCV (UnitId A). The miner (UnitId B) also exists on the map.
- When the player selects 587, we cannot prove 587 = A vs 587 = B.
- After `UnpackReplaceSelf`, 587 is replaced by yet another UnitId (C if MCV→base, D if miner→command hub).
- Even if we later see C building things (`开始建造建筑 [UnitId]C(建造者)`), there is no replay-observable link connecting C back to 587.
- Allied MCV in mobile form has no unique observable ability that would distinguish it from a miner.
**Conclusion:** There is **no deterministic validation rule** that can confirm an Allied MCV claim from replay operations alone. The upper bound for any such claim is `possible`, and an alternative (miner command hub) must always be listed.
**Contrast with other factions:**
- Soviet/Japan/神州 MCVs may have different observable behaviors (e.g., unique deploy animations, different upgrade paths) — each faction needs independent analysis.
**Validation rule (negative check only):**
- If a claim says `confirmed` or `highly likely` for AlliedMCV based only on `PackReplaceSelf → UnpackReplaceSelf` sequence, flag as **overconfident** (WeakEvidence). Downgrade recommendation: `possible` with miner command hub as alternative.
### Prompt Decisions
The default prompt should explicitly require:
- Evidence-first analysis.
- No use of external common sense over replay facts and supplied game rules.
- UnitId guesses with evidence levels.
- Multiple candidates when a behavior has several possible sources.
- Support evidence and possible counter-evidence for important claims.
- Correction or abandonment of claims contradicted by replay facts.
Evidence levels currently used:
- confirmed
- highly likely
- possible
- uncertain
- ruled out
The default provider temperature was lowered from `0.75` to `0.35` because this task is closer to audit/reconstruction than creative writing.
### Prompt Configuration Decisions
The prompt is now configurable through AI settings.
The design has two prompt layers:
- A built-in dynamic system prompt, still assembled from replay/mod/faction/map context.
- User prompt settings:
- optional full custom system prompt
- additional rules appended to the final system prompt
This keeps the normal path safe while allowing advanced users to override the whole prompt.
### Validation Philosophy
LLM natural-language analysis should not be treated as directly valid. The plan is to validate structured claims emitted by the LLM.
Important decision:
- Do not immediately throw away a whole analysis when a problem is found.
- Do not show the user two competing analyses or apology text such as "sorry, my previous answer was wrong."
- Prefer a hidden revision pass: send the draft, validation issues, and relevant replay facts back to the AI, asking it to output a clean corrected version without mentioning the revision.
- Limit retries/revisions. If the model still cannot resolve a claim, downgrade confidence or mark it uncertain instead of looping forever.
Severity model:
- `Info`: useful diagnostic only.
- `WeakEvidence`: claim may be plausible but lacks enough support.
- `Warning`: malformed or questionable claim that should be logged or possibly revised.
- `Contradiction`: claim conflicts with replay facts or game rules and should trigger revision.
- `Fatal`: output cannot be used for the current phase, such as empty or unparseable required output.
### JSON Format Decision
We discussed whether to require JSON or use a simpler line-based format.
Decision:
- Use JSON for machine-readable claims.
- Keep the schema small.
- Make the parser tolerant.
Reasoning:
- JSON can naturally represent evidence arrays, alternatives, and needed confirmations.
- A custom line format would be easier for a trivial parser but would become fragile once nested data is needed.
- The app can tolerate partial or missing JSON by logging validation issues instead of failing the whole analysis.
### Knowledge Architecture Decisions (2026-07-07)
We conducted a `/grilling` session (via `/domain-modeling` skill) to address the growing split between prompt knowledge and validation knowledge.
**Recognised problems:**
- Prompt knowledge lives in `BuildDefaultSystemPrompt()` as large hardcoded strings.
- Validation knowledge lives in `AIAnalysisValidation.cs` as hardcoded string matching (`claimLooksLikeBuilder` checks `"MCV"`, `"基地车"`, `"Nanocore"` etc.).
- The two are not synchronised — adding a unit type requires editing both places.
- Users can only override the entire system prompt or append text.
**Decisions reached (recorded in ADR 0002):**
1. **KnowledgeSet as the single source of truth.** Game knowledge is organised into named KnowledgeSets keyed by mod (e.g., `"default"`, `"corona"`). Each set is self-contained and complete — no cross-set inheritance or conditional sharing. The mod name from the replay directly selects which set to load, replacing the current `[MOD:]` inline tag system.
2. **KnowledgeEntry is the unified format.** Every entry has an `id`, `tags[]`, and `text` (markdown). Same format for built-in and user-supplied entries — no separate internal/external format.
3. **Predefined finite tag taxonomy.** Tags are the bridge between prompt knowledge and validation. Three categories: capability (`builder`, `pack`, `unpack`, `amphibious`, `returnToProducer`, ...), type (`infantry`, `vehicle`, `aircraft`, `naval`, `structure`, ...), combat role (`antiInfantry`, `antiVehicle`, `antiAir`, ...), plus `specialPower:*` references. No ad-hoc tags.
4. **Prompt rendering order:** global entries → faction entries (per player) → map entries. User `AdditionalRules` appended at the end.
5. **Validation consumes tags instead of hardcoded strings.** Validators query `entries.WithTag("builder")` instead of `claim.IndexOf("MCV") >= 0`.
6. **User extensibility via JSON.** User knowledge file (`AnotherReplayReader.user_knowledge.json`) overlays built-in entries by matching `id`. No code changes needed to add map/faction/mod knowledge.
7. **Storage format:** JSON container with markdown text in `text` fields. The existing `AiPromptSettings` text fields remain as a simpler escape hatch.
**Refinement — mods are independent complete sets:** Initially the ADR described mod knowledge sets as "overlaying or extending" the base set. After further discussion, this was corrected: each mod is a self-contained game version with its own complete knowledge set. There is no `[MOD:]`-style conditional sharing because:
- Users editing a mod's JSON should see only that mod's entries, not conditional inclusion logic.
- The replays already identify the mod; loading the right set is a simple name lookup.
- Duplication between mod sets is acceptable for clarity — the deduplication cost of `[MOD:]` tags is not worth it in a structured data format.
**Reversal from earlier statement:** The user noted that mods are game versions and should not be a separate scope dimension. This was accepted: the mod selects which KnowledgeSet to load, and within a set only `global`, `faction`, and `map` scopes exist.
**Reversal from earlier assumption:** I (the agent) initially claimed that Z-coordinate rules were duplicated across faction sections. After re-reading the full prompt, the user was correct — Z rules are in the `generalDescriptions` (global) section only. No duplication.
### Evidence Format Decision (2026-07-06)
We decided to move from free-form evidence text to a **structured pipe-delimited format**:
```
type|time|param1|param2|...
```
Supported types: `build`, `place`, `produce`, `sell`, `select`, `move`, `power`.
Reasoning:
- Free-form text could not be programmatically validated without NLP.
- Structured evidence can be parsed deterministically with a simple regex.
- Enables deterministic validation rules like unpack-ambiguity checking.
- The format is simple enough for AI models to follow reliably.
Current expected shape (all three claim types now have schema definitions in the prompt):
```json
{
"unitClaims": [
{
"unitId": 123,
"player": "PlayerA",
"claim": "AlliedMCV",
"evidenceLevel": "possible",
"evidence": ["8:30 使用 SpecialPower_UnpackReplaceSelf"],
"alternatives": ["AlliedMiner 展开后的指挥中心"],
"needsConfirmation": ["是否曾使用 SpecialPower_PackReplaceSelf", "后续是否作为建造者出现"]
}
],
"eventClaims": [
{
"claim": "PlayerA 主基地打包并开始迁移",
"evidenceLevel": "confirmed",
"evidence": ["1:24.00 SpecialPower_PackReplaceSelf", "后续移动和展开操作"]
}
],
"timelineClaims": [
{
"claim": "PlayerA 在开局 2 分钟内完成了基地迁移",
"evidenceLevel": "confirmed",
"evidence": ["1:24.00 打包", "1:41.00 展开"]
}
]
}
```
The prompt asks the AI to output:
```text
[机器可读声明]
```json
{ ... }
```
```
The parser first looks for the last fenced JSON block near `[机器可读声明]`, then falls back to the last `{...}`.
**Known format issue (fixed):** The original prompt only defined `unitClaims` entries; `eventClaims` and `timelineClaims` were shown as empty arrays. The AI therefore invented its own fields (e.g., `"event"` / `"time"` instead of `"claim"`), which the parser silently ignored. Fixed by:
1. Adding full schema definitions for all three claim types in the prompt.
2. Making the parser accept `"event"` as a fallback for `"claim"` in `eventClaims`.
**Claim count limits added:** Prompt instructs the AI to limit output (unitClaims ≤ 10, eventClaims ≤ 5, timelineClaims ≤ 3). The parser enforces these caps and emits Info-level issues if the AI exceeds them.
## Validation We Can Do
### Implemented Now
Format validation:
- Missing machine-readable claims.
- JSON parse failure.
- Root value is not an object.
- Claim count limits with truncation warnings.
- `eventClaims` accepts both `"claim"` and `"event"` as field names.
- Unknown `evidenceLevel` values logged as Info issue, fallback to `Uncertain`.
Self-consistency validation:
- Unit claim missing `unitId`.
- Unit claim missing `claim`.
- High-confidence UnitId guess without evidence.
- Low-confidence UnitId guess without alternatives or needed confirmation.
### Evidence Format (Structured)
The `evidence` field now uses a structured pipe-delimited format instead of free-form text:
```
build|time|assetName|builderUnitId
place|time|assetName|builderUnitId|x,y,z
produce|time|unitName|producerUnitId
sell|time|unitId
select|time|unitId
move|time|x,y,z
power|time|powerName|unitId
```
This format is parsed by `ParseStructuredEvidence()` into a `StructuredEvidence` record with typed `AIEvidenceType` enum. Parsing uses a single regex and is fully deterministic.
**Backward compatibility:** The parser silently returns `Unknown` type for strings that don't match the structured format. No validation rules currently fire on unknown-typed evidence, so it degrades gracefully but invisibly.
### Near-Term Validations
These need replay facts extracted from `CommandChunk` or an intermediate fact index:
- UnitId production timeline contradictions (e.g., "bomber" claimed before first bomber production — needs game knowledge of which unit names are bombers).
- Claims that use game knowledge not present in rules, such as transport/amphibious/building-placement abilities.
- **Overconfidence detection:** Claims with `confirmed`/`highly likely` that lack sufficient evidence given what is knowable from replay data alone (e.g., claiming AlliedMCV as `confirmed`).
### Implemented via Fact Index
The `ReplayFactIndex` now powers these checks:
- **Special power contradiction:** Evidence `power|...|SomePower|unitId` is cross-checked against the actual special powers observed for that UnitId. If the power was never used, a `Contradiction` issue is emitted.
- **UnitId existence:** Warns if a claim references a UnitId never seen in any replay command.
- **Builder consistency:** If a claim describes a unit as MCV/builder but the UnitId was never observed as a builder, emits `WeakEvidence`.
### Suggested Fact Index
Useful derived facts:
- `UnitId -> first observed time`
- `UnitId -> observed special powers`
- `UnitId -> observed as builder`
- `UnitId -> observed as production structure`
- `Player -> first production time by asset id`
- `Player -> selected UnitIds over time`
- `Player -> tech/protocol choices`
- `Player -> building placements by asset and position`
## Current Progress
Implemented:
- Added `CONTEXT.md` glossary.
- Added prompt settings:
- `AiPromptSettings`
- `UseCustomSystemPrompt`
- `CustomSystemPrompt`
- `AdditionalRules`
- Added prompt editing UI to `AIProviderSettingsControl`.
- Connected prompt settings from `EventDump` to `AIChatPanel` to `AIAnalyze`.
- Split default prompt construction from prompt composition.
- Strengthened default prompt with evidence-first and uncertainty rules.
- Added machine-readable JSON claim instructions to system and segment prompts.
- Added `Utils/AIAnalysisValidation.cs` with:
- evidence level enum
- machine-readable claim records
- validation issue records
- JSON extraction and parsing
- initial self-consistency checks
- Added per-segment validation logging in `AIChatPanel`.
- Fixed inconsistent prompt ↔ parser schema for `eventClaims`/`timelineClaims`:
- Added full schema definitions for all three claim types in the system prompt.
- Parser now accepts `"event"` as fallback for `"claim"` in `eventClaims`.
- Both prompt and parser enforce claim count limits (10 unit, 5 event, 3 timeline) with truncation warnings.
- Unknown `evidenceLevel` values now produce an Info-level validation issue (fallback to `Uncertain`).
- Created ADR 0001 documenting the hidden revision pass design decision.
- Recorded MCV vs Miner ambiguity as a documented validation scenario.
- Evidence format changed from free-form text to structured pipe-delimited format:
- 7 evidence types: `build`, `place`, `produce`, `sell`, `select`, `move`, `power`.
- Prompt updated to require structured format only.
- Added `StructuredEvidence` record and `ParseStructuredEvidence()` parser.
- Added `ParseAllEvidence()` to convert all evidence strings for a claim.
- Added first validation rule `ValidateUnpackAmbiguity()`:
- Flags `confirmed`/`highly likely` claims that use `UnpackReplaceSelf` without matching `PackReplaceSelf`.
- Emits `WeakEvidence`/`MissingAlternative` — the unpack could be MCV deploy or miner command hub deploy.
- If `PackReplaceSelf` IS present in the same claim's evidence, the chain is consistent and no flag.
- Created `Utils/ReplayFactIndex.cs` — builds a fact index from raw `CommandChunk` data:
- `UnitIdFirstObservedTime`: first time each UnitId appears in any command.
- `UnitIdSpecialPowers`: set of special powers used by each UnitId.
- `BuilderUnitIds`: UnitIds that appeared as builder in construction commands.
- `ProducerUnitIds`: UnitIds that appeared as production structures.
- `PlayerFirstProductionTime`: per player, first production time for each unit asset name.
- `PlayerSelectedUnitIds`: which UnitIds each player has selected.
- Plumbed `ReplayFactIndex` through the analysis pipeline:
- Built in `EventDump.ShowPlainText()` from `CommandChunk` + string hash table.
- Passed to `AIChatPanel.StartAnalysisAsync()` as new parameter.
- Forwarded to `AIAnalysisValidation.ValidateMachineReadableClaims()`.
- Added `ValidateTimelineConsistency()` — three checks using fact index:
1. **UnitId existence check:** Warns if a claim references a UnitId never seen in the replay.
2. **Special power verification:** Cross-references `power|...` evidence entries against actual special powers observed for that UnitId; emits `Contradiction` if the claim says a UnitId used a power it never used.
3. **Builder consistency check:** If a claim describes a unit as MCV/builder/Nanocore but that UnitId was never observed as a builder, emits `WeakEvidence`.
Build status:
- `dotnet build AnotherReplayReader.csproj --no-restore` succeeds.
- Remaining warnings are existing nullable warnings in `AIAnalyze.cs` stream response handling and a `System.Text.Encoding.CodePages` support warning for `net461`.
## Current Progress (continued)
This session (2026-07-07 knowledge architecture grilling):
- Conducted `/grilling` session via `/domain-modeling` skill to analyse knowledge split between prompt and validation.
- Reached consensus on knowledge architecture (see "Knowledge Architecture Decisions" above, recorded in ADR 0002):
- KnowledgeSet as single source of truth, keyed by mod.
- KnowledgeEntry as unified format (id + tags + text), scope inherited from path.
- Predefined finite tag taxonomy (capability, type, combat role, specialPower:*).
- Prompt rendering order: global → factions → map.
- Validation consumes tags instead of hardcoded string matching.
- User extensibility via JSON overlay file.
- Storage: JSON container with markdown text.
- Updated CONTEXT.md glossary with refined KnowledgeScope, plus new KnowledgeSet, KnowledgeEntry, and KnowledgeTag terms.
- Created ADR 0002 documenting the structured game knowledge decision.
- Updated WIP.md with discussion notes and migration plan.
- **Wrote `tools/expand_knowledge.py`** — Python script that extracts the 5 `@""` knowledge strings from `AIAnalyze.cs`, expands all `[MOD:]` / `[MOD:NO:]` tags (both line-level and inline), and outputs per-mod knowledge files.
- **Generated `knowledge_default.md`** (732 lines, 22427 chars) — base game knowledge with `[MOD:CORONA]` content stripped, `[MOD:NO:CORONA]` content retained.
- **Generated `knowledge_corona.md`** (743 lines, 23177 chars) — Corona mod knowledge with `[MOD:CORONA]` content retained, `[MOD:NO:CORONA]` content stripped.
- Verified all 27 `[MOD:]` tag locations across all content sections; confirmed correct expansion for line-level tags, inline tags, and double consecutive inline tags.
- **Created `Utils/AiKnowledge.cs`** with core data types:
- `KnowledgeTag` — static class with predefined tag constants (capability, type, combat role, `SpecialPower()` helper).
- `KnowledgeScope` / `KnowledgeScopeKind` — scope identification (global, faction, map).
- `KnowledgeEntry` — record with `Id`, `Tags[]`, `Text`; query methods `HasTag()`, `HasAnyTag()`.
- `KnowledgeSet` — collection with `ByScope()`, `ByTag()`, `ByAnyTag()` queries, `RenderAsPrompt()` rendering, and `ForMod()`/`ForReplay()` factory methods that load from `knowledge_{mod}.md` files.
- **Updated `AIAnalyze.GetSystemPrompt()`** — tries `KnowledgeSet.ForMod()` with file-based loading first, falls back to legacy `BuildDefaultSystemPrompt()` if file not found.
- **Updated `AnotherReplayReader.csproj`** — added `knowledge_*.md` as `<Content>` with `CopyToOutputDirectory=PreserveNewest`.
- Build verified: `dotnet build AnotherReplayReader.csproj --no-restore` succeeds (5 pre-existing nullable warnings).
- **Created `knowledge_units.json`** — structured JSON knowledge for 盟军 (20 units, 8 buildings), each with assetName, tags, specialPowers, producedBy, and text. First pilot faction.
- **Added `UnitKnowledge`/`BuildingKnowledge` records** + `StructuredKnowledge` class to `AiKnowledge.cs` — lazy-loaded singleton, queries by tag, special power, and asset name.
- **Updated `ValidateTimelineConsistency()`** — `claimLooksLikeBuilder` now queries `StructuredKnowledge.Instance.UnitsWithTag("builder")` first, falls back to heuristic string matching.
- Added `knowledge_units.json` to `.csproj` as `<Content>`.
- **Merged `UnitKnowledge`/`BuildingKnowledge` → `EntityKnowledge`** — unified record with nullable `Tier` and `IsBuilding`/`IsUnit` helpers via tag check.
- **Added `SpecialPowerInfo`** record (`Name` + `Description`) — special powers now carry descriptions for prompt rendering.
- **`knowledge_units.json` format 1.1** — `specialPowers` changed from string array to `[{name, description}]`; `text` de-duplicated (no longer repeats assetName, displayName, specialPowers, producedBy); `produces` field removed (production type expressed via tags); corrected tag semantics (removed `naval` from amphibious land units).
- **Structured field-based rendering** — units now render as multi-line entries with explicit `类型`/`技能`/`生产`/`描述` fields instead of dumping raw `text`. Buildings render as `displayName(assetName): text`. Added `TagDisplayName()` helper for Chinese tag labels.
- **Refined tag taxonomy** — split type tags from capability/role tags; fixed misapplied `naval` tag on AlliedMiner, AlliedMCV, 激流ACV (these are amphibious vehicles, not naval vessels).
## Resolved Open Questions
- "How much game-unit knowledge should live in code versus prompt text?" — **Resolved by ADR 0002.** Knowledge lives in KnowledgeSets (structured data), not in code strings or prompt text. Code renders it to prompt; validation queries it by tag.
- "Should the first verifier use hardcoded RA3/Corona knowledge, or should it load a small unit capability table from data files?" — **Resolved by ADR 0002.** The first verifier uses the same KnowledgeSet as the prompt builder, queried by tag.
## Remaining Open Questions
- Should AI natural-language output continue streaming live, or should content be buffered until validation and possible revision are complete?
- Should reasoning chunks remain visible during hidden revision, or should only final content be shown?
- How strict should missing machine-readable claims be?
- Current behavior: warning log only.
- Possible future behavior: one hidden repair request asking the model to append valid claims.
- Should validation issues be visible by default, or only in an advanced/debug foldout?
## Suggested Next Steps
1. ✅ Build a replay fact index from `CommandChunk` — done (`ReplayFactIndex`).
2. ✅ Add first deterministic validation rules:
- ✅ ambiguous Allied unpack — done (`ValidateUnpackAmbiguity`).
- ✅ pack/unpack consistency — covered by unpack rule.
- ✅ UnitId used as builder — done (builder consistency check in `ValidateTimelineConsistency`).
- ✅ special power contradictions — done (special power verification in `ValidateTimelineConsistency`).
- ⬜ first production time vs first operation time — needs game knowledge of unit type names (e.g., "which names are bombers").
3. ✅ **Knowledge migration** — implement the KnowledgeSet/KnowledgeEntry model planned in ADR 0002:
- ✅ Extract built-in knowledge from `BuildDefaultSystemPrompt()` strings into mod-specific text files (`knowledge_default.md`, `knowledge_corona.md`). `[MOD:]` tags expanded by `tools/expand_knowledge.py`.
- ✅ Define C# records (`KnowledgeSet`, `KnowledgeEntry`, `KnowledgeScope`, `KnowledgeTag` constants) in `Utils/AiKnowledge.cs`.
- ✅ Wire `KnowledgeSet.ForReplay()` / `ForMod()` into `AIAnalyze.GetSystemPrompt()` — loads `knowledge_{mod}.md` at runtime if available, falls back to legacy `BuildDefaultSystemPrompt()`.
- ✅ Added `knowledge_*.md` as `<Content>` in `.csproj` with `CopyToOutputDirectory=PreserveNewest`.
- ✅ **Step 3: Structured data participates in rendering.** `KnowledgeSet.ForMod()` now merges flat text (`knowledge_*.md`) with structured entries (`knowledge_units.json`). Unit/building sections are automatically stripped from flat text (via `StripUnitSections()`) and replaced by structured entries rendered by tier. `RenderAsPrompt()` outputs both clean global text and structured faction entries in correct order.
- ✅ **Step 2: More validation rules migrated.** `ClaimLooksLikeBuilder()` now queries `StructuredKnowledge.Instance.UnitsWithTag("builder")` first; falls back to heuristic string matching if structured data is unavailable.
- ✅ **Step 1: Pilot faction (盟军) in `knowledge_units.json`.** 20 units + 8 buildings with assetName, tags, specialPowers, producedBy. Includes `aliases` support for multi-source units (e.g., 激流ACV).
- ✅ **EntityKnowledge unification.** `UnitKnowledge`/`BuildingKnowledge` merged into single `EntityKnowledge` record; `SpecialPowerInfo` added for name+description pairs.
- ✅ **JSON format 1.1.** `specialPowers` → object array with `name`/`description`; `text` de-duplicated; `produces` removed; tag semantics corrected.
- ✅ **Field-based structured rendering.** Units render with `类型`/`技能`/`生产`/`描述` fields; `TagDisplayName()` maps tags to Chinese labels.
- ⬜ Add user knowledge JSON file loading in `AiSettings.Load()`.
4. Decide whether to buffer per-segment content before display.
5. Add one hidden revision pass for `Contradiction` issues.
6. Add validation summary UI, such as "验证器发现并修正 N 个问题".