Memory Engine
This is where you control how your character remembers things. Without memory, your character forgets every conversation the moment it ends. With memory turned on, your character can remember what users said to it days, weeks, or even months ago. How to get here:Go to your character’s dashboard → left sidebar → click Universal → click Memory EngineThe full path is: Universal → Memory Engine This section has two sub-pages:
- Configuration — settings for how memory works (the “rules”)
- Memories — the actual list of things your character currently remembers
Configuration
Full path: Universal → Memory Engine → Configuration The Configuration page has four tabs across the top: General, Decay, Importance, and Scoring.General Tab
Full path: Universal → Memory Engine → Configuration → General This is the master control panel for the memory system. System Settings| Setting | What it does | Default |
|---|---|---|
| Enable Memory System (toggle) | The on/off switch for the entire memory system. Turn it off and the character remembers nothing between conversations. Turn it on and memory is active. | On |
| Memory Context Size (1–20) | How many memories the character “looks at” before writing each reply. Think of it like how many sticky notes it checks before answering. Higher = checks more notes = smarter but slower. | 10 |
| Relevance Threshold (0.01–1.0) | How closely a memory has to match the current conversation topic before the character uses it. Think of it like a confidence score. Low = the character uses more memories even if they’re not closely related. High = only very relevant memories get used. | 0.10 |
| Cleanup Threshold (0.01–0.5) | Memories with an importance score below this number get automatically deleted during cleanup. Low = keep almost everything. High = only keep very important memories. | varies |
Decay Tab
Full path: Universal → Memory Engine → Configuration → Decay This controls how fast memories “fade away” over time. Just like how humans forget things they haven’t thought about in a while, your character’s memories also fade if they aren’t reinforced. Rule: Higher number = fades faster. Lower number = lasts longer. Each type of memory has its own decay rate because different types of memories are naturally expected to last different amounts of time:| Memory Type | Default Decay Rate | How long it typically lasts |
|---|---|---|
| Short-term | 0.1000 | Hours to a day or two |
| Working | 0.0500 | A few days |
| Episodic | 0.0100 | A few weeks |
| Semantic | 0.0010 | Several months |
| Long-term | 0.0001 | Years |
- Short-term = like remembering you just had a sandwich
- Working = like remembering a task you’re working on this week
- Episodic = like remembering a specific event or conversation from last month
- Semantic = like remembering a fact you learned years ago
- Long-term = like remembering your own name
Importance Tab
Full path: Universal → Memory Engine → Configuration → Importance This controls the minimum importance score a memory must have to survive cleanup. Memories below the threshold for their type are removed or ignored. Think of it like a filter: “Only keep memories that are important enough.”| Memory Type | Default Threshold | Timeframe |
|---|---|---|
| Short-term | 0.30 | Hours to days |
| Working | 0.40 | Days |
| Episodic | 0.50 | Weeks |
| Semantic | 0.60 | Months |
| Long-term | 0.70 | Years |
- Raise a threshold = the character becomes more selective — only high-importance memories survive for that type.
- Lower a threshold = the character keeps more of everything, even minor details.
Scoring Tab
Full path: Universal → Memory Engine → Configuration → Scoring This controls how the system scores memories when deciding which ones to pull up during a conversation. The three weights must always add up to exactly 1.0 (100%). Think of it like deciding what’s most important when searching your own memory:- Do you prioritize memories related to the current topic?
- Do you prioritize the most important memories overall?
- Do you prioritize the most recent memories?
| Weight | Default | What it prioritizes |
|---|---|---|
| Similarity Weight | 0.25 | Memories that are topically close to the current conversation |
| Importance Weight | 0.50 | Memories that were rated as more important when stored |
| Recency Weight | 0.25 | Memories that were created or last reinforced recently |
- Want the character to focus on recent events? → Increase Recency Weight.
- Want the character to stay on-topic? → Increase Similarity Weight.
- Want all memories treated equally? → Lower Importance Weight and raise the others.
Memories
Full path: Universal → Memory Engine → Memories This is the list of everything your character currently remembers. You can search it, filter it, and manage individual memories.Stored Memories
| Control | What it does |
|---|---|
| Search bar | Type any word or phrase to search through all stored memories. |
| All Types dropdown | Filter the list to only show one type of memory (short-term, working, episodic, etc.). |
| Total count | Shows how many memories currently exist total. |
Learning Queue
Below the memory list, there is a Learning Queue section. This is a list of facts the character picked up from conversations that it thinks might be worth remembering permanently. Each item in the queue shows:- The fact it learned (e.g., “The user said their name is Alex”)
- A category tag (e.g.,
user fact,world fact) - A score out of 5 indicating how likely it is to be a useful memory
- Click Approve → the fact becomes a permanent memory
- Click Reject → the fact is discarded
- Use the Search bar to find specific items
- Click Refresh to reload the queue with any new items
The Learning Queue is where your character “learns” from real conversations. Check it periodically to approve important facts and reject irrelevant ones. This keeps your character’s memory accurate and useful.
Danger Zone
At the very bottom of the Memories page, there is a section called Danger Zone with two permanent actions:| Action | What it does |
|---|---|
| Wipe All Memories | Permanently deletes EVERY memory the character has accumulated. The character starts completely fresh with no memory of any past conversation. |
| Clear Learning Queue | Removes all items from the Learning Queue without approving any of them. |