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# The Scouting Desk — proactive poker recall + villain identity resolution
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*Design spec. Not built yet. Companion to the "she remembers" north star in the
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`poker-copilot` memory. Written 2026-07-03, before the trial-by-fire session.*
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## Purpose
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Turn the copilot from a logbook into a copilot that **remembers across sessions,
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unprompted** — the way a broadcast stats desk slides a note to the color
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commentator: *"he mentioned the guy's hot streak → here are his last 10 games."*
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Target moments:
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- *"you had this exact leak last week too, remember?"*
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- *"neck-tattoo guy just 3-bet you — last time he did that at the Meadows he had it."*
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- *"Sleepy John was here two weeks ago; you stacked off AK into his set."*
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The failure mode to avoid at all costs: **confident-but-wrong.** A stats desk that
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guesses gets the commentator burned on air. **Silence is the default; the desk
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speaks only when there's real signal.**
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## What already exists (don't rebuild it)
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`mind.build_messages()` already runs a recall pass on **every** message:
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`memory.recall(user_msg)` over past exchanges + `memory.recall_summaries(user_msg)`
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over session gists, injected as system notes before she replies. The
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"slide-a-note-in-before-she-speaks" machinery is already the architecture. This
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spec **adds a poker desk** to that pass — it does not build a new RAG system.
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Episodic links also already exist: `link_hand_players` writes a
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`player_observations` row per named villain in a recorded hand, carrying
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`hand_id` AND `session_id`; `player_reads` carry `session_id`. So villain →
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observation → hand → session/date is reconstructable today.
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## Two retrieval channels (don't conflate them)
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1. **Entity desk — deterministic.** A known **name** in the message → exact/fuzzy
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SQL match on `poker_players` → pull dossier + your history vs him. ~1ms, no
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hallucination. This is the "hears the name, pulls last 10 games" case.
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2. **Pattern desk — semantic.** No entity to key on ("I keep punting these river
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bluffs") → embed the message, retrieve similar **scar notes / hands / recap
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passages** by meaning. This is where embeddings earn their keep. Also the
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backbone of nameless-villain matching (below).
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Both feed one injected **STATS DESK** system note, relevance-gated.
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## The hard part: nameless villains
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Most live villains have no name. Brian identifies them by **physical descriptor**
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("guy with the lips/neck tattoo"), by **seat** ("seat 4", "two to my left"), or —
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uselessly — **generically** ("mid-aged white dude with glasses").
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### Current gap
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`poker_players.name` is `NOT NULL` and identity is an **exact name match**
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(`upsert_player` → `WHERE name = ?`). The `description` column exists but is dead
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weight: not a key, not embedded, never matched. **Nameless villains can't exist
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today.** This is the core schema fix.
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### Identity model — descriptor as a fuzzy primary key
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Store a villain as:
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- `name` — now **optional**.
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- `descriptors` — accumulated distinctive physical tags heard over time
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("neck tattoo", "lips ink", "heavyset", "bald+beard").
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- `descriptor_embedding` — embedding of the accumulated distinctive tags, for
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semantic match against drifting phrasings.
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- `venue` — a strong disambiguator (the neck-tattoo reg at the Meadows ≠ the one
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at Wheeling, unless Brian travels).
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- `distinctiveness` — a weight; distinctive features (tattoos, scars, a name)
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score high, generic ones (age/race/glasses) near zero.
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### Resolver — matching an incoming reference
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1. **Name present** → exact/fuzzy SQL match (entity desk). Done.
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2. **Descriptor present** → embed it, compare to `descriptor_embedding` of known
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villains **scoped to the current venue**, weighted by distinctiveness.
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3. **Confidence bands:**
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- **High** (distinctive + strong match) → surface the file; if live, a light
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confirm ("the neck-tattoo LAG from 3 weeks ago?").
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- **Medium/ambiguous** (several candidates, or a middling score) → **do NOT
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interrupt.** File a `needs_clarification` task to the review queue and stay
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quiet, OR ask only if it's decision-relevant right now.
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- **Generic-only** (no distinctive signal) → **refuse to guess.** Stay silent
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or ask for one distinctive detail ("anything that stands out — ink, chips,
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how he plays?"). Wrong-guy citation is worse than nothing.
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- **No match** → new villain; open a descriptor-keyed dossier.
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### Seat = within-session alias only
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The live session keeps a `seat → villain` map so reads accumulate whether Brian
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says "seat 4" or "the tattoo guy." Seats evaporate when the session ends — they
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mean nothing next week.
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## Confirmation loop (live, in chat)
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Auto-merging on a fuzzy match is dangerous, so she **proposes and Brian confirms**
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in natural language:
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> Brian: "neck tattoo guy just 3-bet me again"
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> Lyra: "The neck-tattoo LAG from the Meadows three weeks ago — the one who
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> stacked you with the flush? Or new guy?"
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> Brian: "yeah him" → reinforce identity · "nah different" → split, and learn
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> what distinguishes them.
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Handles name-arrives-later for free: catch his name off Bravo → "merge neck-tattoo
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guy into 'Danny'" → history follows.
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## The review interface (async, out-of-band)
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Silence at the table ≠ forget it → it routes to a queue Brian clears at his pace.
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### `/players` — villain file browser
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List: name-or-lead-descriptor, venue, category (feeder/risky/reg), hands
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observed, VPIP/PFR (when sample is real), last seen, distinctive tags. Detail
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view: reads, showdowns, notable hands (link to `/hand/{id}`), sessions seen,
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stats. Edit / rename / retag / delete / manual-merge.
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### Resolution queue — two lanes
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- **Possible merges** — two profiles likely one person (high descriptor
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similarity + same venue, below auto-merge). Side-by-side → **Same guy** (merge)
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/ **Different** (split).
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- **Needs clarification** — a descriptor that matched several candidates, or a
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nameless villain the resolver couldn't place → pick match / **New guy**.
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### Two rules that keep the queue from rotting
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1. **A rejected merge stays rejected** — record the pair as *known-distinct* so it
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never re-surfaces; start tracking the distinguishing tell.
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2. **Merge-candidate scan runs in the dream cycle**, not the hot path — nightly,
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compare descriptor embeddings within each venue, file new maybes. Zero live
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latency.
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## Injection format & gating
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A single system note, clearly marked as structured fact so she cites it (not
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confabulates), e.g.:
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```
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STATS DESK — Neck-tattoo guy (Meadows, LAG/reg): seen 3×, last 2wk ago.
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vs you: hand #38 (AK, stacked off into his set). Reads: overfolds turn,
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3-bets light from the CO. Sample: 22 hands — VPIP 41 / PFR 28.
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```
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Gate hard: inject only on a confident entity hit or a strong semantic score.
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Default to nothing. Never inject a generic-only guess.
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## Honest limits
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Never perfect. Some players are genuinely indistinguishable — fine. The system's
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only job: **right when there's signal, quiet when there isn't.**
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## New data model (sketch)
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- `poker_players`: `name` → nullable; add `descriptors TEXT`,
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`descriptor_embedding BLOB`, `distinctiveness REAL`.
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- `player_distinct_pairs(a_id, b_id, note, created_at)` — rejected merges.
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- `identity_queue(id, kind, player_ids, descriptor, context, session_id,
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confidence, status, resolution, created_at)` — kind ∈ {merge_candidate,
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needs_clarification}.
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- Live-session `seat → player_id` alias map (in-session only).
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## Sequencing (after the trial-by-fire session — recall feeds on real data)
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1. **Nameless identity + resolver** — schema, descriptor embedding, venue-scoped
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semantic match, distinctiveness gate. (Unblocks everything.)
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2. **Scouting-desk injection** — wire entity + pattern recall into
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`build_messages` as the gated STATS DESK note.
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3. **Confirmation loop** — the live propose/confirm/merge/split UX in the persona.
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4. **`/players` browser + resolution queue UI** — the async review interface.
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5. **Dream-cycle merge scan** — nightly candidate generation.
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6. **Pattern desk** — semantic recall over scars/notes/recaps for "this leak
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again."
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