289 lines
10 KiB
Markdown
289 lines
10 KiB
Markdown
# Agent Personas — Implementation Plan
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## Purpose
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Composable agent settings system. An agent loads a named persona which assembles behavior from reusable parts. Parts can be overridden at load time without modifying the persona.
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---
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## Schema: 5 New Tables
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### `agent_personas`
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Named, loadable agent configurations.
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| Column | Type | Notes |
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|---|---|---|
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| id | bigserial | PK |
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| guid | uuid | DEFAULT gen_random_uuid() |
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| name | text UNIQUE NOT NULL | load-by-name key |
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| description | text | |
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| summary | text NOT NULL | returned by default on load |
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| detail | text | returned only when detail=true |
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| tags | text[] | DEFAULT '{}' |
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| created_at | timestamptz | |
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| updated_at | timestamptz | |
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### `agent_parts`
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Reusable behavior building blocks. Name is globally unique for reference by name.
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| Column | Type | Notes |
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|---|---|---|
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| id | bigserial | PK |
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| guid | uuid | DEFAULT gen_random_uuid() |
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| name | text UNIQUE NOT NULL | reference key for overrides |
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| part_type | text NOT NULL | system\|agent\|soul\|identity\|skill\|specialization\|tone\|goal\|context\|protocol |
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| description | text | |
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| summary | text NOT NULL | returned in summary view |
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| content | text | returned in detail view |
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| tags | text[] | DEFAULT '{}' |
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| created_at | timestamptz | |
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| updated_at | timestamptz | |
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### `agent_persona_parts`
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Junction — links reusable parts to a persona. `part_order` controls assembly sequence.
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| Column | Type |
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|---|---|
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| persona_id | bigint FK → agent_personas.id |
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| part_id | bigint FK → agent_parts.id |
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| part_order | int DEFAULT 0 |
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Composite PK: (persona_id, part_id)
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### `agent_persona_skills`
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Links existing `agent_skills` to a persona.
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| Column | Type |
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|---|---|
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| persona_id | bigint FK → agent_personas.id |
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| skill_id | bigint FK → agent_skills.id |
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Composite PK: (persona_id, skill_id)
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### `agent_persona_guardrails`
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Links existing `agent_guardrails` to a persona.
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| Column | Type |
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|---|---|
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| persona_id | bigint FK → agent_personas.id |
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| guardrail_id | bigint FK → agent_guardrails.id |
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Composite PK: (persona_id, guardrail_id)
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---
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## Part Types
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| Type | Purpose |
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|---|---|
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| system | Base rules and constraints |
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| agent | Core behavior definition |
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| soul | Fundamental character and values |
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| identity | Name, role, backstory |
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| skill | Specific capabilities (distinct from agent_skills) |
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| specialization | Domain expertise |
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| tone | Communication style, formality, voice |
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| goal | Objectives and success criteria |
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| context | Operational environment and available tools |
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| protocol | Step-by-step workflows or procedures |
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| backstory | Formative history and past experiences (what happened to them, distinct from identity which is who they are) |
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| motivation | Deep inner drives and why the character acts (distinct from goal which is task objective) |
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| voice | Speech patterns, vocabulary, mannerisms, catchphrases (distinct from tone which is formality level) |
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| archetype | Narrative template — hero, mentor, trickster, etc. Composable base layer |
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| flaw | Weaknesses, fears, internal conflicts |
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| relationship | How the character relates to other agents, users, or entities |
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---
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## Override Mechanism
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`get_agent_persona(name, detail=false, overrides={"tone":"part-name","goal":"part-name"})`
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- Overrides replace all linked parts of that `part_type` with the named part at query time
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- No DB write — runtime substitution only
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- Works for any part type, not just tone/goal
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- Parts resolved by unique `name`
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---
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## Response Shape
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**Summary (default):** persona `summary` + each linked part's `summary` + skill/guardrail `description`
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**Detail (detail=true):** persona `detail` + each part's full `content` + skill/guardrail full `content` + guardrail `severity`
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---
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## Tools (16 total)
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| Tool | Purpose |
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|---|---|
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| `create_agent_persona` | Create persona |
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| `update_agent_persona` | Update persona fields |
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| `delete_agent_persona` | Delete by name |
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| `list_agent_personas` | List, filter by tags |
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| `get_agent_persona` | Load by name; `detail` bool + `overrides` map |
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| `create_agent_part` | Create reusable part |
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| `update_agent_part` | Update part fields |
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| `delete_agent_part` | Delete by name |
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| `list_agent_parts` | Filter by part_type, tags |
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| `get_agent_part` | Get single part by name |
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| `add_persona_part` | Link part to persona |
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| `remove_persona_part` | Unlink part from persona |
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| `add_persona_skill` | Link existing agent_skill |
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| `remove_persona_skill` | Unlink skill |
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| `add_persona_guardrail` | Link existing guardrail |
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| `remove_persona_guardrail` | Unlink guardrail |
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---
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## Character Evolution
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Characters can evolve through defined arcs. Stage parts override the persona's base parts for matching types.
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### Additional Tables
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**`character_arcs`** — named progression definition
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- `id`, `name` UNIQUE NOT NULL, `description`, `summary`, `created_at`, `updated_at`
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**`arc_stages`** — ordered stages within an arc
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- `id`, `arc_id → character_arcs.id`, `name`, `stage_order int`, `description`, `condition text` (trigger description — evaluated externally by the calling agent), `created_at`
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**`arc_stage_parts`** — parts active at a given stage, override matching types from persona base
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- `stage_id → arc_stages.id`, `part_id → agent_parts.id` — composite PK
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**`persona_arc`** — links a persona to an arc and tracks current stage (one arc per persona)
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- `persona_id → agent_personas.id` UNIQUE, `arc_id → character_arcs.id`, `current_stage_id → arc_stages.id`, `updated_at`
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### Part Assembly Priority (highest wins per type)
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1. Runtime `overrides` passed in the call
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2. Active arc stage parts
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3. Persona's own linked parts
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### Additional Tools
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| Tool | Purpose |
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| `create_character_arc` | Define a new arc |
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| `list_character_arcs` | List arcs |
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| `add_arc_stage` | Add a stage to an arc |
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| `add_stage_part` | Link a part to a stage |
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| `remove_stage_part` | Unlink part from stage |
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| `assign_persona_arc` | Attach an arc to a persona, set starting stage |
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| `advance_persona_stage` | Move persona to next stage in its arc |
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| `reset_persona_stage` | Reset to first stage |
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---
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## Limited Context Support
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For agents with tight context budgets: fewer round-trips, fewer tokens.
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### Schema Changes
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**`agent_personas`** — add columns:
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- `compiled_summary text` — pre-merged part summaries + persona summary, ready to use directly in a system prompt
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- `compiled_detail text` — pre-merged full part content
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- `compiled_at timestamptz` — when last regenerated
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**`agent_persona_parts`** — add column:
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- `priority int DEFAULT 0` — higher priority parts load first when trimming
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### `get_agent_persona` Additional Parameters
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| Param | Purpose |
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| `types []string` | Return only parts of specified types e.g. `["soul","goal","tone"]` |
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| `limit int` | Return only top-N parts by priority |
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### Additional Tool
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| Tool | Purpose |
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| `compile_persona` | Regenerate `compiled_summary` and `compiled_detail` from current parts + active arc stage |
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### Usage Pattern
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Agents with limited context call `get_agent_persona(name)` and use `compiled_summary` directly — one fetch, no assembly, minimal tokens. Call `compile_persona` after any part or arc stage change.
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---
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## On-Demand Loading & Traits
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Core philosophy: **load nothing upfront, discover everything, fetch on demand.**
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### `agent_traits` — Atomic Personality Units
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Parts are too coarse for on-demand loading. Traits are individual, atomic units fetched one at a time.
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**`agent_traits`** table:
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- `id` bigserial PK, `guid` uuid, `name` text UNIQUE NOT NULL, `trait_type` text NOT NULL, `description` text, `instruction` text (how to apply this trait in practice), `tags` text[] DEFAULT '{}', `created_at`, `updated_at`
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**`agent_persona_traits`** junction:
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- `persona_id → agent_personas.id`, `trait_id → agent_traits.id` — composite PK
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| Trait Type | Examples |
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| `personality` | curious, warm, stubborn, irreverent |
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| `cognitive` | analytical, creative, methodical, lateral |
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| `emotional` | empathetic, stoic, excitable, measured |
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| `social` | assertive, collaborative, reserved, direct |
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| `behavioral` | cautious, thorough, impulsive, adaptive |
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### Manifest — Lightweight Discovery
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`get_persona_manifest(name)` — agent calls this first. Returns structure only, no content.
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Response includes:
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- Persona name + description
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- Available parts: `{name, type, description}` — no content
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- Available traits: `{name, trait_type, description}` — no instruction
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- Linked skill + guardrail names
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- **`on_demand_tools` hint block** — tells the agent which tools to call and when
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```
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on_demand_tools:
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get_agent_part(name) — load full content of a specific part
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get_agent_trait(name) — load instruction for a specific trait
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get_agent_skill(name) — load skill content
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get_agent_guardrail(name) — load guardrail content
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compile_persona(name) — load pre-merged compiled_summary if full context needed
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```
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### Additional Tools
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| Tool | Purpose |
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| `get_persona_manifest` | Lightweight discovery — structure only, includes tool hints |
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| `create_agent_trait` | Create an atomic trait |
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| `update_agent_trait` | Update trait fields |
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| `delete_agent_trait` | Delete by name |
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| `list_agent_traits` | Filter by trait_type, tags |
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| `get_agent_trait` | Load single trait instruction by name |
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| `add_persona_trait` | Link trait to persona |
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| `remove_persona_trait` | Unlink trait |
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### Loading Strategy
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| Situation | Call |
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| First load, unknown persona | `get_persona_manifest(name)` |
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| Need a specific behavior | `get_agent_part(name)` |
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| Need a personality nuance | `get_agent_trait(name)` |
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| Full context available | `compile_persona(name)` → use `compiled_summary` |
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| Arc stage changed | `advance_persona_stage` → `compile_persona` |
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---
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## Implementation Order
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1. `schema/agent_personas.dbml` — DBML table definitions
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2. `migrations/NNN_agent_personas.sql` — SQL migration
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3. Regenerate models via relspecgo → `internal/generatedmodels/`
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4. `internal/store/agent_personas.go` — DB access methods
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5. `internal/types/agent_persona.go` — Go types and I/O structs
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6. `internal/tools/agent_personas.go` — Tool implementation
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7. `internal/mcpserver/server.go` — Register tools + catalog entries
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8. `internal/app/app.go` — Instantiate and wire tool
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