Building History and Memories with My Son: How We Created an AI Clone of Churchill
Last summer, my son Edward needed a project for school and asked me a question that changed everything: "Dad, what would it have been like to actually be in the room when Churchill made those big decisions during the war?"
As someone who's spent years building AI reasoning systems, I knew we could do more than just imagine. We could build something that would let Edward and anyone curious about history step into Churchill's shoes during the most critical weeks of World War II.
What started as a summer school project became "The Great Evacuation," a historically immersive game that uses advanced AI to recreate the atmosphere, pressure, and complexity of Operation Dynamo the Dunkirk evacuation of May-June 1940, when Britain's survival hung by a thread.
The Spark: A Father-Son History Lesson
Edward has always been drawn to World War II history, but like most students, he struggled to grasp the weight of decisions that had to be made with incomplete information, under crushing time pressure, with the fate of nations in the balance. How do you explain the Dunkirk evacuation in a way that captures not just what happened, but what it felt like to live through it?
That's when I realized we could harness Vinciness our autonomous reasoning AI system to research and reconstruct those crucial weeks with unprecedented detail and accuracy. Instead of just reading about history, Edward could experience the moral complexity of wartime leadership.
Research That Goes Beyond Wikipedia
The first challenge was research. We needed to understand not just the big events, but the hour-by-hour decisions, the personality quirks, the small details that make historical figures human. This is where Vinciness proved invaluable.
Unlike traditional research tools, Vinciness doesn't just find information—it reasons through sources, cross-references claims, identifies contradictions, and builds comprehensive knowledge maps. When we asked it to research Churchill's decision-making during Operation Dynamo or the cabinet arguments over potential peace negotiations with Hitler, it didn't just return facts. It constructed detailed timelines, analyzed personality dynamics, and even flagged moments where different historical sources disagreed.
Edward watched in fascination as Vinciness parsed through hundreds of historical documents, memoirs, and scholarly analyses to build what became our master timeline—a minute-by-minute reconstruction of Churchill's actions from May 10 to June 4, 1940. The database we created contains over 5,000 individual entries, tracking everything from major decisions to Churchill's meetings and what he ate for breakfast on specific days.
Bringing Churchill to Life
The next challenge was bigger: how do you create an AI that doesn't just know facts about Churchill, but thinks like him?
This meant going far beyond simple chatbot responses. We needed to capture Churchill's unique combination of strategic thinking, moral conviction, and personal quirks. Working together, Edward and I studied Churchill's private letters, cabinet minutes, and personal accounts from those who worked with him daily.
We developed what we call "personality modeling" a sophisticated prompt architecture that captures not just what Churchill might say, but how he would reason through problems. The AI considers his background as a cavalry officer, his experience as a war correspondent, his romantic attachment to the British Empire, even his habit of working late into the night with a whisky and cigar.
For authenticity, we even cloned Churchill's voice, analyzing recordings from the 1940s to recreate his distinctive cadence, pronunciation, and speaking patterns. The result is eerily convincing. When you ask this Churchill AI about a decision, it doesn't just recite historical facts. It explains the reasoning process, acknowledges the uncertainty, and admits the fears and hopes that drove the choice. Edward often forgets he's talking to an AI rather than the man himself, becoming overly polite and respectful…a joy to watch…
The Art of Persuasion
One of the most innovative aspects of our game is the persuasion engine. We realized that understanding historical decisions means understanding how different people argued for different courses of action. So we built an AI system that can generate historically accurate arguments from different perspectives Lord Halifax arguing for peace negotiations, General Dill explaining military constraints, Edward (the player) advocating for whatever strategy he thinks best.
But we went further. Using modern persuasion research, we created a scoring system that analyzes the rhetorical effectiveness of arguments. When Edward crafts an argument for accelerating the Dunkirk evacuation or keeping more fighter squadrons in Britain, the system evaluates his use of evidence, logical structure, emotional appeals, and audience awareness then provides specific feedback on how to be more persuasive.
It's become Edward's favorite feature. He's learned to construct arguments that reference specific historical events, acknowledge counterarguments, and appeal to Churchill's particular concerns about morale and resolve. His persuasion skills have improved dramatically, and he's gained deep insight into how political decisions actually get made.
Technical Magic Behind the Scenes
The technical architecture is complex but elegant. At its core is a sophisticated voice interaction system that lets you have natural conversations with Churchill. The AI maintains historical accuracy through "time-lock" constraints it only knows what Churchill would have known on any given date, and responds accordingly.
Edward contributed significantly to the technical development, learning to code as we built the system together. He picked up what is called "vibe coding". His contributions to the user interface and scenario design were invaluable.
The system integrates multiple AI capabilities: natural language processing for conversation, text-to-speech with historically appropriate voice cloning, real-time persuasion analysis, and dynamic scenario generation. All of this runs on historical data so detailed that you can ask Churchill about a specific cabinet meeting and get historically accurate responses about who said what, when, and why.
What makes it educational rather than just entertaining is the systematic approach to decision-making. Each scenario presents players with the same incomplete information, time pressure, and competing priorities that real historical figures faced. You don't get the luxury of hindsight—you have to make decisions based on what you know at the moment, just like the people who actually lived through these events.
Learning Through Immersion
The most rewarding part has been watching Edward's understanding of history deepen. He's moved from seeing World War II as a series of predetermined events to understanding it as the result of countless difficult decisions made by real people under enormous pressure.
He now grasps concepts that would be hard to teach any other way: how intelligence failures shaped early decisions, why Churchill was initially reluctant to strip Fighter Command to help France, how the Dunkirk evacuation succeeded despite being improvised under fire. These aren't just facts to memorize they're lessons about leadership, decision-making, and moral courage that apply far beyond history class.
The game has also sparked deeper conversations between us about ethics, leadership, and responsibility. When Edward plays through scenarios where he has to balance competing values saving lives versus preserving military strength, supporting allies versus protecting Britain we end up discussing timeless questions about how leaders should make difficult choices.
The Future of Educational Gaming
Building "The Great Evacuation" has convinced me that AI-powered educational games represent a genuine breakthrough in learning. When you can converse naturally with historical figures, experience the pressure of real decisions, and get immediate feedback on your reasoning, learning becomes active rather than passive.
We're already thinking about expansions. Edward wants to explore other crucial decision points The planning of D-day, Stalin's response to Barbarossa and so on… The same technical framework could recreate any historical period where we have sufficient documented information.
A Father's Reflection
Most importantly, this project has been a joy to build together. Edward contributed far more than testing he helped design scenarios, suggested improvements to the Churchill persona, wrote some of the persuasion criteria, and learned to code alongside me. His historical instincts are often better than mine, and his questions consistently push the system to be more accurate and engaging.
One of the most profound lessons Edward learned was about the nature of leadership itself. He came to understand that when everything boils down, it's about priorities weighing risks and consequences, choosing between doing the hard thing versus the easy thing. Churchill and his advisors lived in a world where every choice involved trade-offs between competing goods, where there were no perfect solutions, only decisions that had to be made with incomplete information under crushing pressure.
In an age when technology often separates families, building something together something that combines cutting-edge AI with timeless questions about history and human nature has been profoundly rewarding. We've created not just a game, but a tool for thinking more deeply about how the world works and how good people make hard choices.
When Edward talks to our AI Churchill about the agonizing decision to let Calais fall to buy time for Dunkirk, he's not just learning history. He's learning to think like a leader, to weigh competing values, and to understand that the most important decisions are rarely between good and evil, but between different goods that can't all be preserved.
That's a lesson worth building an AI to teach.


