I have a game project for the iPhone which has a rather complicated object graph

There is a large graph of tiny immutable objects which represent the story (including different branches of the storyline). This graph is large enough that I only want to keep the nodes that are actually being used in memory. There is also a separate graph of game objects (characters, etc...) that change state over time and will need to be saved as part of a saved game. These seem like they should be stored separately since one never changes and will be common for all players, while the other is different for each player. I also want to be able to get a fresh copy of the changing objects for new games.

The final complication is that I have several proxies being used in an important way, and I don't think there is any NSProxy equivalent for NSManagedObject. I guess I would just have to hope that NSManagedObject doesn't have any methods that the targets of the proxy override.

I have been reading the docs for Core Data, and have a rough idea on how I might accomplish all of this, but I wanted to see if someone had experience with this and could keep me from spending time going down the wrong path if it isn't going to work.

So, do you think core data can handle this? What approach (roughly) should I use?

Thanks,
Jon
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