First AI memory system to model forgetting as a neuroscience-grounded
PROCESS rather than passive decay. Adds the `suppress` MCP tool (#24),
Rac1 cascade worker, migration V10, and dashboard forgetting indicators.
Based on:
- Anderson, Hanslmayr & Quaegebeur (2025), Nat Rev Neurosci — right
lateral PFC as the domain-general inhibitory controller; SIF
compounds with each stopping attempt.
- Cervantes-Sandoval et al. (2020), Front Cell Neurosci PMC7477079 —
Rac1 GTPase as the active synaptic destabilization mechanism.
What's new:
* `suppress` MCP tool — each call compounds `suppression_count` and
subtracts a `0.15 × count` penalty (saturating at 80%) from
retrieval scores during hybrid search. Distinct from delete
(removes) and demote (one-shot).
* Rac1 cascade worker — background sweep piggybacks the 6h
consolidation loop, walks `memory_connections` edges from
recently-suppressed seeds, applies attenuated FSRS decay to
co-activated neighbors. You don't just forget Jake — you fade
the café, the roommate, the birthday.
* 24h labile window — reversible via `suppress({id, reverse: true})`
within 24 hours. Matches Nader reconsolidation semantics.
* Migration V10 — additive-only (`suppression_count`, `suppressed_at`
+ partial indices). All v2.0.x DBs upgrade seamlessly on first launch.
* Dashboard: `ForgettingIndicator.svelte` pulses when suppressions
are active. 3D graph nodes dim to 20% opacity when suppressed.
New WebSocket events: `MemorySuppressed`, `MemoryUnsuppressed`,
`Rac1CascadeSwept`. Heartbeat carries `suppressed_count`.
* Search pipeline: SIF penalty inserted into the accessibility stage
so it stacks on top of passive FSRS decay.
* Tool count bumped 23 → 24. Cognitive modules 29 → 30.
Memories persist — they are INHIBITED, not erased. `memory.get(id)`
returns full content through any number of suppressions. The 24h
labile window is a grace period for regret.
Also fixes issue #31 (dashboard graph view buggy) as a companion UI
bug discovered during the v2.0.5 audit cycle:
* Root cause: node glow `SpriteMaterial` had no `map`, so
`THREE.Sprite` rendered as a solid-coloured 1×1 plane. Additive
blending + `UnrealBloomPass(0.8, 0.4, 0.85)` amplified the square
edges into hard-edged glowing cubes.
* Fix: shared 128×128 radial-gradient `CanvasTexture` singleton used
as the sprite map. Retuned bloom to `(0.55, 0.6, 0.2)`. Halved fog
density (0.008 → 0.0035). Edges bumped from dark navy `0x4a4a7a`
to brand violet `0x8b5cf6` with higher opacity. Added explicit
`scene.background` and a 2000-point starfield for depth.
* 21 regression tests added in `ui-fixes.test.ts` locking every
invariant in (shared texture singleton, depthWrite:false, scale
×6, bloom magic numbers via source regex, starfield presence).
Tests: 1,284 Rust (+47) + 171 Vitest (+21) = 1,455 total, 0 failed
Clippy: clean across all targets, zero warnings
Release binary: 22.6MB, `cargo build --release -p vestige-mcp` green
Versions: workspace aligned at 2.0.5 across all 6 crates/packages
Closes#31
All sidebar links, mobile nav links, command palette navigation, logo link,
and the graph page "Explore Connections" link now correctly use SvelteKit's
base path. Also fixes favicon.svg and manifest.json paths in app.html.
Fixes: https://github.com/samvallad33/vestige/issues/17
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-13 23:41:50 +01:00
Renamed from apps/dashboard/build/_app/immutable/nodes/11.C5VMEnLV.js (Browse further)