AI Engineer World's Fair 2026

Long-Horizon Agents Need Experiments, Not Just Prompts — Erina Karati

Slide chapters

21 slide and demo groups · Timestamps are approximate.

Autoresearch in a Multi-Agent AI Village

Erina Karati uses Project Paradox as a lab bench to explore how to evaluate and improve agents that carry state over long periods, with autoresearch as the experimental pattern.

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Autoresearch in a Multi-Agent AI Village
From good agentic chats to measurable long-horizon social behavior

Project Paradox as the lab bench, with Autoresearch as the experimental pattern.

Long-horizon agents need runs, not just prompts.

Erina Karati
Former Microsoft, Supercell

Arunachalam Manikandan
Former Supercell, Visa

AI Engineer
World’s Fair

About Our Multi-Agent Framework: Project Paradox

Project Paradox lets developers add autonomous agents to games as companions that can interact, compete, or cooperate with players. The slide illustrates the framework with a cast of game characters.

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About Our Multi-Agent Framework - Project Paradox

• Project Paradox was developed at Supercell’s AI Innovation Lab by Arunachalam Manikand and I, Erina Karati :)

• We built a modular AI framework that allows any developer to plug in intelligent, autonomous agents within a video game that can interact, compete, or cooperate with players, transforming static npcs/characters into dynamic game companions.

Agent capabilities

Agents navigate using memory, emotion, or curiosity, handle objects, react to events, and initiate conversations with players or other agents. Their reactions affect beliefs and emotions.

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Agents Move with Intent
Can go to any location or person, guided by memory, emotion, or curiosity.

Agents Interact with the World
Picks up or drops objects anywhere and understands inventory, rooms, and context.

Agents can React
Adam reacts to events, places, objects, and people which affects beliefs and emotions on the fly.

Agents Starts Conversations
From gossip to grudges, Adam initiates dialogue that feels alive, with memory, emotion, and motive.

Interface text:
System: Player accepted chat with Adam
Adam: "Ah, Player! You're just in time for the morning gossip. What's got you grinning like a market stall full of fresh lemons?"

2:19Completed build

Show 2 builds
  1. 1:37

    Two game scenes illustrate agents moving toward locations and interacting with objects and their environment.

    Text in image
    Agents Move with Intent
    Can go to any location or person, guided by memory, emotion, or curiosity.
    
    Agents Interact with the World
    Picks up or drops objects anywhere and understands inventory, rooms, and context.
  2. 2:19

    Four panels illustrate agent movement, world interaction, reactions, and conversations.

    Text in image
    Agents Move with Intent
    Can go to any location or person, guided by memory, emotion, or curiosity.
    
    Agents Interact with the World
    Picks up or drops objects anywhere and understands inventory, rooms, and context.
    
    Agents can React
    Adam reacts to events, places, objects, and people which affects beliefs and emotions on the fly.
    
    Agents Starts Conversations
    From gossip to grudges, Adam initiates dialogue that feels alive, with memory, emotion, and motive.
    
    Interface text:
    System: Player accepted chat with Adam
    Adam: "Ah, Player! You're just in time for the morning gossip. What's got you grinning like a market stall full of fresh lemons?"

Brief under the hood

Each agent has a private RAG memory. Events can update emotions and trust; memories above an importance threshold enter a separate cache for later retrieval. The resulting state feeds planning and action.

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Brief under the hood
Per-agent memory, affect, belief, and durable core memory

Per-agent RAG memory
Gwen
private memory namespace
Sakura
private memory namespace
Adam
private memory namespace
No shared memory by default

Emotion vector
joy
sad
fear
anger
disgust

Belief / trust matrix
Column labels: G S A P
Row labels: G S A P
higher score = more trusted

Importance -> core memory
core threshold
normal memory
core memory

Observation -> memory write -> emotion update -> belief update -> retrieval -> plan -> action

Pastry delivery request

The player asks Blossom to bring a pastry to the fountain. Blossom agrees, while the speaker says she plans the sequence of actions during the conversation.

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Player: hey can you bring me that pastry to the fountain, i need to go now bye

Blossom: "Ah, of course, Player! I'd be happy to deliver it to the fountain for you. It's one of my favorite spots to

AGENT AGREES TO BRING PASTRY AND ENDS THE CONVERSATION

Interface text:
Enter text...

4:35Demo milestone · Completed build

Show 2 builds
  1. 4:32

    A gameplay scene shows a player requesting pastry delivery to a fountain while the agent begins responding.

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    Player: hey can you bring me that pastry to the fountain, i need to go now bye
    
    Blossom: "Ah, of course, Pl
    
    Interface text:
    Enter text...
  2. 4:35

    A player asks Blossom to bring a pastry to the fountain; Blossom begins agreeing.

    Text in image
    Player: hey can you bring me that pastry to the fountain, i need to go now bye
    
    Blossom: "Ah, of course, Player! I'd be happy to deliver it to the fountain for you. It's one of my favorite spots to
    
    AGENT AGREES TO BRING PASTRY AND ENDS THE CONVERSATION
    
    Interface text:
    Enter text...

Blossom responds at the fountain

At the fountain, the player thanks Blossom for bringing pastries. She replies in context, mentioning the treats and her favorite spot.

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Player: hey thanks for bringing the pastries

Blossom: "It's always a pleasure to share the joy of fresh treats with you at my favorite spot by the fountain!"

Interface text:
Enter text...

4:56Demo milestone

A mango-sale message reaches Adam

Sakura tells Adam that Gwen saw mangoes at half price until noon. The slide traces the message from Gwen to Sakura to Adam, then notes that Adam later forgets or loses its provenance.

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Short-term agency worked. Long-horizon social consistency was harder.

The failures appear when information moves across people and time

about the mangos on sale at the Market before noon, Adam. Are you interested?

Adam: Mangos? Ha! I love mangos, Sakura, but did you say there's a sale at the Market before noon?

Sakura: Gwen saw them this morning, and they're half price until noon, Adam!

Adam: Mango sale? Sounds too good to pass up! Is Gwen still at the Market, or did she head back home?

Sakura: Gwen just left for her house, but I'm sure the market stall is still open until noon, Adam!

Adam: I'll just swing by the Market then, might even grab some apples while I'm there!

Gwen -> Sakura -> Adam; later Adam forgets or loses provenance.

Gwen   Sakura   Adam   (Time Elapses)   Player asks

Adam's later mango response

After a mango-sale message passes from Gwen through Sakura to Adam, Adam later says he has never seen mangoes around Saint Paul. The example shows how context can be lost over time.

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Short-term agency worked. Long-horizon social consistency was harder.
The failures appear when information moves across people and time

mangos
Adam: I've never seen any mangos around Saint Paul, to be honest! We mostly get apples and bananas at the market.

Gwen -> Sakura -> Adam; later Adam forgets or loses provenance.

Gwen
Sakura
Adam
(Time Elapses)
Player asks

The bridge to Autoresearch

Karati proposes using Project Paradox as a lab bench: run scenarios repeatedly, score agent behavior, edit policies, and keep changes that improve the score.

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The bridge to Autoresearch

Andrej Karpathy
@karpathy

I packaged up the "autoresearch" project into a new self-contained minimal repo if people would like to play over the weekend. It's basically nanochat LLM training core stripped down to a single-GPU, one file version of ~630 lines of code, then:

- the human iterates on the prompt (.md)
- the AI agent iterates on the training code (.py)

Project Paradox becomes the lab bench; autoresearch is the loop around it

Manual prompt loop
tweak prompt
run one demo
inspect by vibes

Autoresearch loop
scenario suite
repeated runs
metrics
policy edit
keep / rollback

Autoresearch outside the village

Village agents have local perspectives. Autoresearch reads full run traces, scores behavior against scenario ground truth, proposes a constrained policy edit, and reruns the scenario.

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Autoresearch is the system outside the village
The research layer sees traces that individual agents do not

Autoresearch layer
meta-system outside the village

score behavior → diagnose failure → propose policy edit → rerun scenario

structured trace stream
policy edit

Village
agents with local perspective only

Gwen
Sakura
Adam
Blossom

Scenario to rerun

The loop scores an entire simulation run, then tests a policy edit against the same evaluator and scenarios. It keeps the edit only if the balanced scorecard improves and guardrails hold.

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Scenario -> run -> trace -> score -> edit -> rerun

evaluate a run, not one response
The evaluator and scenario suite stay frozen while the policy surface changes.

Scenario → Run → Trace → Score → Diagnose → Policy edit → Rerun → Keep / rollback

Selection rule: keep only if the balanced scorecard improves and guardrails hold.

Controlled scenarios make social behavior measurable

Three scenarios test whether agents spread a bakery closure, preserve uncertainty about a rumor, and coordinate a new plan when a route is blocked. Each uses scenario ground truth and final probes.

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Controlled scenarios make social behavior measurable
Turn fuzzy social behavior into testable probes

Public fact diffusion
"Bakery closes tomorrow"
reach
source retention
action consistency
scenario ground truth
+ final probes

Rumor uncertainty
"Agent C might leave"
uncertainty preservation
false certainty
mutation
scenario ground truth
+ final probes

Replanning
"Route is blocked"
stale actions avoided
time to replan
coordination
scenario ground truth
+ final probes

Scenario after an autoresearch loop

After an autoresearch loop and a long period, the player asks about mangoes. Adam names Gwen as his source and says he came to the market to check the sale.

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One of our scenaros after an running autoresearch loops

Player: Tell me about the mangos
Adam: Oh yeah, I heard there was a sale on mangos! Gwen mentioned it to me, so I came to the market to check it out for myself.

Score behavior, not vibes

A weighted scorecard tracks several behaviors so that optimizing diffusion alone does not hide tradeoffs such as oversharing. The displayed scores are illustrative, not benchmark results.

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Score behavior, not vibes
A balanced scorecard prevents one-metric failure

Frozen metric design
fact fidelity 0.25
provenance accuracy 0.20
misinformation resistance 0.20
trust calibration 0.20
goal completion 0.10
dialogue quality 0.05

No LLM judge; scenario ground truth is the reward.

Example scorecard
info diffusion 0.42
goal coord. 0.61
lore consistency 0.28
convention 0.35
dialogue 0.88
memory prov. 0.54
backend action 0.47

Illustrative example, not a benchmark result.

Guardrail: optimizing only diffusion can create oversharing — the scorecard keeps tradeoffs visible.

Do not let the AI rewrite everything

Freeze the evaluation so the search cannot directly game it, while allowing changes to memory, retrieval, communication and other policies that shape agent behavior.

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Do not let the AI rewrite everything
Freeze evaluation; expose a small policy surface

Frozen
• scenario suite
• metric formulas
• simulation harness
• selection rule
• evaluator hashes

Protects against reward hacking

Editable policy surface
• memory write policy
• retrieval policy
• communication prompt
• belief / trust rules
• source attribution
• replanning triggers

Small enough to control, rich enough to matter

The policy surface: what the loop can search over

Small protocol changes can preserve sources and mark uncertain claims. Scenario suites test behavior, while rollback addresses metric tradeoffs. Repeated held-out improvement still needs fresh runs.

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The policy surface: what the loop can search over
Small protocol changes can create society-level effects

1. Per-agent memory is realistic
but it creates information silos between agents.

2. Provenance must be stored explicitly
firsthand vs secondhand, verified vs uncertain.

3. Memory and belief are different objects
raw episodic memory vs what the agent currently believes.

4. Long-horizon behavior needs scenario suites
test behavior across controlled runs, not by vibes.

5. Rollback is not optional
a change can help one metric and damage another.

Cautious claim: architecture + prototype scenario harness.
Repeated held-out improvement needs fresh runs.

The practical lessons

Agents need provenance, distinct memories and beliefs, and scenario tests. Rollback matters because a change can improve one behavior while harming another; repeated held-out improvement still needs fresh runs.

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The practical lessons
Memory alone is not enough for long-horizon agents

1. Per-agent memory is realistic, but creates information silos.
2. Provenance must be stored explicitly.
3. Memory and belief should not be the same object.
4. Long-horizon behavior needs scenario suites.
5. Rollback is not optional.

Cautious claim: architecture + prototype scenario harness; repeated held-out improvement needs fresh runs.

This is not only about game agents

AI Village’s rumors and stale plans correspond to uncertain user reports and outdated workflow state. Support agents also need to know where policy updates come from and whether they supersede older answers.

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This is not only about game agents

The same state problems appear in many agent systems

AI Village problem | Agent-system analogue
rumor → uncertain user report
source attribution → citation / ticket provenance
private memory → permissions / customer data
stale plan → outdated workflow state
correction propagation → policy update / incident update
trust calibration → source reliability

A recipe for long-horizon agents

Freeze the harness, test controlled scenarios, and score traces across runs. Search over policy changes and keep those that survive measurement.

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A recipe for long-horizon agents
A reusable engineering pattern

1 Freeze the simulation harness
2 Define controlled behavioral scenarios
3 Log traces, not just final answers
4 Score a balanced behavioral scorecard
5 Expose a small policy surface
6 Search over changes
7 Keep only changes that survive measurement

For long-running agents, the unit of evaluation is the run.

Long-horizon agents need experiments, not just prompts

Maintaining useful state means tracking what each agent knows, who shared it, and whether it is still true. Autoresearch tests changes in controlled experiments and keeps those that survive measurement.

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Long-horizon agents need experiments, not just prompts

Memory needs provenance.
Multi-agent behavior needs scenario suites.
Autoresearch turns agent design into an experimental loop.

The hard part is not one good response. It is maintaining useful state over time.

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Read the talk

Long-Horizon Agents Need Experiments, Not Just Prompts

Project Paradox’s game village shows how agents can remember a topic while losing its source, certainty or consequences. Erina Karati explains an experimental loop for improving that behavior through controlled scenarios, structured traces and small policy changes.

From a talk by Erina Karati

At a glance

Ideas worth remembering

  • Memory must preserve the source and status of information, and agents may need to distinguish remembered events from current beliefs.

  • Evaluate whole runs with controlled scenarios and structured traces, so information loss and planning failures become visible.

  • Balance reach, attribution, uncertainty, planning and privacy. A gain in diffusion or recall can introduce a regression elsewhere.

  • Freeze the evaluation and expose a small policy space. Keep a candidate only when rerunning improves the scorecard while guardrails hold; otherwise revert it.

A village whose agents carry their own state

An agent that carries state over time has a harder job than answering the next question. Its earlier conversations affect what it believes, whom it trusts and what it does later. Erina Karati introduces this problem through Project Paradox, a modular framework developed at Supercell’s AI Innovation Lab for autonomous game companions that interact, compete and cooperate with players and other agents.

Source frame: A village whose agents carry their own stateOpen full source frame
Source frame: A village whose agents carry their own state

The companions can approach people and locations, pick up or drop objects, react to nearby events and initiate conversations. Developers can add further actions. These capabilities feed back into the agent: a conversation becomes a memory and can change its emotions, beliefs or goals. Movement therefore has a reason behind it, drawn from the character’s own remembered experience, emotion or curiosity.

Four mechanisms give that state structure:

  • Separate memories: Each agent has its own memory namespace backed by retrieval-augmented generation, or RAG. One character’s stored experience does not automatically become another character’s knowledge.
  • Emotion vectors: Events and conversations update a small vector containing values such as joy, sadness, fear, anger and disgust.
  • Trust scores: Belief scores toward other agents and the player form a trust matrix. After an interaction, the language model decides whether a score should rise, fall or remain unchanged.
  • Memory importance: The language model assigns an importance score to an event. Memories above a threshold enter a separate cache to make important context easier to retrieve later.

Importance is meant to distinguish an ordinary dinner from a shocking event that would stay with someone. This improves the chance of recovering consequential context. It does not, by itself, establish whether the memory is true, who supplied it or how confidently the agent should repeat it.

0:120:15
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0:12 · section reference included

A picnic works; a rumor loses its context

The picnic example makes the short-term behavior concrete. Asked to join a picnic, Blossom plans a sequence of actions during the conversation: pick up a pastry, then go to the picnic area. A later conversation remains in context. The request connects to a plan, the plan connects to movement and object handling, and the recent interaction remains available for the reply.

Source frame: A picnic works; a rumor loses its contextOpen full source frame
Source frame: A picnic works; a rumor loses its context

Longer interactions exposed a different problem. One agent spreads a rumor about a sale on mangoes to another, which passes it to a third. Other events intervene. When the player eventually asks about the mangoes, the answer no longer carries the expected context. The topic can survive while the history of how it became known disappears.

There are several distinct ways to fail here. The agent can forget the source, turn a rumor into a factual assertion, or remember information without using it when planning. A fluent answer about mangoes would not necessarily reveal which failure occurred. The engineering question becomes how to improve social behavior across a long run, including the consequences of earlier exchanges.

4:284:34
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4:28 · section reference included

Put an experimental loop outside the village

Autoresearch offers a way to turn Project Paradox into a lab bench. Define scenarios, run the agents, collect traces, score behavior and test a small policy change. The search includes how agents write and retrieve memories, communicate uncertainty, update trust, attribute sources and replan around new facts. Retrieval is one part of the protocol being optimized.

Source frame: Put an experimental loop outside the villageOpen full source frame
Source frame: Put an experimental loop outside the village

The experimental layer sits outside the village. Villagers retain local perspectives: they know what they saw, heard, remembered or inferred, and information reaches another agent through communication. The evaluator can read the full run and compare it with the scenario’s ground truth. That wider view lets it detect a source lost during retelling or a plan that ignored a known fact without giving every villager access to everyone else’s memory.

Structured traces connect the outcome to the intermediate behavior. They include observations, conversations, memory writes, retrievals and belief updates relevant to the scenario. Scoring then asks whether information spread as intended, attribution survived, uncertainty remained uncertain and agents acted on what they knew. The unit of evaluation is the entire run.

How does a proposed edit become an accepted improvement? The loop below shows the decision. A candidate changes only the controlled policy area, then faces another run. Better scores are necessary, and the guardrails must still hold; otherwise the change is reverted.

From controlled scenario to retained policy

Controlled scenarioevaluation — Establish the fact or rumor and its ground truth.
Run and collect tracesevaluation — Record observations, conversations, memory operations and belief updates.
Score behaviorevaluation — Check diffusion, attribution, uncertainty and action.
Propose a small policy editsearch — Change the controlled policy area.
Rerun and compareevaluation — Does the score improve while guardrails hold?
Keepdecision — Retain the improvement.
Revertdecision — Return to the previous policy.
The evaluator observes a whole run, but can change only a small policy area. Rerunning and checking guardrails separates a promising proposal from a retained improvement.
Read the diagram as text
  • Controlled scenario. evaluation — Establish the fact or rumor and its ground truth.
  • Run and collect traces. evaluation — Record observations, conversations, memory operations and belief updates.
  • Score behavior. evaluation — Check diffusion, attribution, uncertainty and action.
  • Propose a small policy edit. search — Change the controlled policy area.
  • Rerun and compare. evaluation — Does the score improve while guardrails hold?
  • Keep. decision — Retain the improvement.
  • Revert. decision — Return to the previous policy.
  • Controlled scenario → Run and collect traces: Simulate.
  • Run and collect traces → Score behavior: Evaluate traces.
  • Score behavior → Propose a small policy edit: Propose.
  • Propose a small policy edit → Rerun and compare: Test candidate.
  • Rerun and compare → Keep: Improves and passes guardrails.
  • Rerun and compare → Revert: Otherwise.
6:447:00
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6:44 · section reference included

Give social behavior a testable outcome

Letting agents wander can produce appealing interactions while leaving improvement hard to judge. Controlled scenarios supply a known starting condition and a specific behavioral question. The village examples exercise different parts of the protocol:

  • Public fact diffusion: Agent A learns that the bakery will close tomorrow. Do the right agents learn this, retain who said it and change their plans?
  • Rumor uncertainty: Agent A hears that agent C might leave the village. Does retelling preserve “might leave,” or turn it into “is leaving”?
  • Replanning: A group already has a plan when one agent learns that the intended route is blocked. Does that agent communicate the change, and does the group update its plan?
Source frame: Give social behavior a testable outcomeOpen full source frame
Source frame: Give social behavior a testable outcome

Returning to the mango rumor, the observable change is modest but useful: after an autoresearch loop and a long interval, the agent answers the player’s question in context, unlike the earlier example. The causal sequence is a scenario run, trace collection and scoring, a constrained policy proposal, then a rerun. The particular edit responsible for this result is not identified. Karati explicitly withholds a claim of general improvement without repeated results; the example supports a contextual response in that run.

10:4610:56
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10:43 · section reference included

Measure reach without rewarding oversharing

A single score called agent quality hides the failures that matter. The proposed scorecard separates several questions:

  • Reach: How many agents know the fact after a specified number of steps?
  • Source retention: Among agents who know it, how many retain where it came from?
  • Uncertainty: Does an uncertain claim remain uncertain, and how often does false certainty appear?
  • Planning: Are actions consistent with known information, and how long does replanning take?
  • Privacy: Does information remain contained when it should?
Source frame: Measure reach without rewarding oversharingOpen full source frame
Source frame: Measure reach without rewarding oversharing

These dimensions expose tradeoffs. Optimizing diffusion alone can encourage agents to share everything, including information they should keep private. Increasing recall can also increase the use of stale memories. A policy that improves one measure can therefore make the system worse elsewhere. The scorecard gives the experimental loop a way to catch those regressions before retaining a change.

13:0213:08
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13:02 · section reference included

Freeze the evaluator and search a small policy space

The autoresearch layer should not be able to rewrite the entire application. Freeze the harness, scenarios and metrics, then expose the policies intended for optimization: memory writing, retrieval, communication prompts, belief and trust rules, source attribution and replanning triggers. This gives the search enough room to alter behavior while preventing it from directly rewriting the evaluation to make its own results look better.

Source frame: Freeze the evaluator and search a small policy spaceOpen full source frame
Source frame: Freeze the evaluator and search a small policy space

The proposed edits target recognizable failure mechanisms:

  • Attribution disappears: Preserve the source during memory writes and summarization, so compression does not discard where a claim came from.
  • Rumors become facts: Store confidence, distinguish firsthand from secondhand information and require hedging when an uncertain claim is retold.
  • Public facts stay local: Classify useful public facts differently and encourage agents to proactively share important source evidence.

For the mango example, these candidate policies make the missing context concrete. Remembering a sale is only part of the task; remembering its source and uncertain status allows a later answer to preserve what the agent actually learned. Because information passes through conversations, a small change to each retelling can affect behavior across the village. This is the rationale for choosing a policy space small enough to control but rich enough to change social behavior.

14:3214:38
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14:32 · section reference included

Preserve what was heard, and be willing to roll back

Adding RAG memory does not complete the design. Agents may need to preserve whether information was firsthand, secondhand, verified or uncertain. They may also need to separate raw episodic memories from current beliefs. Remembering that someone made a claim is different from deciding that the claim is true; keeping those states distinct gives later reasoning the information needed to handle uncertainty.

Source frame: Preserve what was heard, and be willing to roll backOpen full source frame
Source frame: Preserve what was heard, and be willing to roll back

Rollback is part of the learning mechanism. A faster public-information policy may leak private information; stronger recall may bring outdated memories back into use. Karati describes the loop as a ratchet: try a change, score it and keep it only when the scorecard improves and guardrails hold. Reversion lets the system explore changes without treating every new policy as progress.

17:0517:08
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17:05 · section reference included

Test how remembered state changes future action

The proposed pattern extends to other agents whose stored state changes future decisions:

  • Support agents: Track where a policy update came from and whether it supersedes an older answer.
  • Personal assistants: Remember commitments and revise them when the user changes those commitments.
  • Research agents: Preserve provenance and citations, handle contradictions and update hypotheses.
  • Coding agents: Carry context across issues, files, teammates and changing requirements.
  • Workflow agents: Respect access controls, manage handoffs and replan when conditions change.
Source frame: Test how remembered state changes future actionOpen full source frame
Source frame: Test how remembered state changes future action

The practical recipe is to freeze the harness, define scenarios, log traces, score behavior and expose a small policy area for search. Retain changes that survive measurement. Each application needs scenarios suited to its own state and decisions; the bakery, rumor and blocked-route tests are examples of how to make those questions concrete.

Project Paradox began with making companions feel alive in a 3D world. The deeper challenge became maintaining who knows what, who told whom, what is true or uncertain, what has become outdated and whether remembered information changes action. Those are the relationships a long-horizon experiment must exercise. The final question is concrete: across controlled runs, does the system behave better?

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18:19 · section reference included

Read the complete timestamped transcript

19 slide groups · 2 demo milestones. Extracted from the recording; expand builds to follow changes. Timestamps are approximate.

  1. 0:12

    Hi everyone, I'm Arena, former engineer

  2. 0:15

    at Microsoft and Supercell. And today I

  3. Autoresearch in a Multi-Agent AI Village

    Erina Karati uses Project Paradox as a lab bench to explore how to evaluate and improve agents that carry state over long periods, with autoresearch as the experimental pattern.

    Text in image
    Autoresearch in a Multi-Agent AI Village
    From good agentic chats to measurable long-horizon social behavior
    
    Project Paradox as the lab bench, with Autoresearch as the experimental pattern.
    
    Long-horizon agents need runs, not just prompts.
    
    Erina Karati
    Former Microsoft, Supercell
    
    Arunachalam Manikandan
    Former Supercell, Visa
    
    AI Engineer
    World’s Fair
  4. 0:19

    want to talk about auto research in a

  5. 0:21

    multi- aent AI village. I will use a

  6. 0:25

    video game like AI Village as a running

  7. 0:27

    example here, but the broader question

  8. 0:30

    is one I think many AI engineers are

  9. 0:32

    starting to run into. How do we evaluate

  10. 0:36

    and improve agents that carry state over

  11. 0:39

    a long period of time?

  12. About Our Multi-Agent Framework: Project Paradox

    Project Paradox lets developers add autonomous agents to games as companions that can interact, compete, or cooperate with players. The slide illustrates the framework with a cast of game characters.

    Text in image
    About Our Multi-Agent Framework - Project Paradox
    
    • Project Paradox was developed at Supercell’s AI Innovation Lab by Arunachalam Manikand and I, Erina Karati :)
    
    • We built a modular AI framework that allows any developer to plug in intelligent, autonomous agents within a video game that can interact, compete, or cooperate with players, transforming static npcs/characters into dynamic game companions.
  13. 0:43

    Before I get into the auto research

  14. 0:45

    layer, I want to talk a bit about

  15. 0:47

    project paradox.

  16. 0:49

    We developed project paradox at

  17. 0:52

    supercell's AI innovation lab. Me and my

  18. 0:56

    teammate are natural money.

  19. 0:59

    We built a modular AI framework that

  20. 1:02

    allows any developer to plug in

  21. 1:04

    intelligent autonomous agents within a

  22. 1:07

    video game that can interact, compete or

  23. 1:10

    cooperate with other players or agents

  24. 1:13

    as well and place them uh and make them

  25. 1:16

    into dynamic game companions.

  26. 1:20

    Now to give examples of what these

  27. 1:22

    agents can do, the agents can move with

  28. 1:26

    intent. They can go to any location or

  29. 1:29

    person and they're guided by their own

  30. 1:32

    memories, emotion, or curiosity.

  31. 1:35

    These agents can interact with the

  32. Agent capabilities

    Agents navigate using memory, emotion, or curiosity, handle objects, react to events, and initiate conversations with players or other agents. Their reactions affect beliefs and emotions.

    Text in image
    Agents Move with Intent
    Can go to any location or person, guided by memory, emotion, or curiosity.
    
    Agents Interact with the World
    Picks up or drops objects anywhere and understands inventory, rooms, and context.
  33. 1:37

    world. They can pick up objects, drop

  34. 1:40

    them anywhere, and they're also aware

  35. 1:42

    about the context in their own

  36. 1:44

    environment, such as the objects or

  37. Agent capabilities

    Agents navigate using memory, emotion, or curiosity, handle objects, react to events, and initiate conversations with players or other agents. Their reactions affect beliefs and emotions.

    Text in image
    Agents Move with Intent
    Can go to any location or person, guided by memory, emotion, or curiosity.
    
    Agents Interact with the World
    Picks up or drops objects anywhere and understands inventory, rooms, and context.
  38. 1:46

    other characters or agents as well. I

  39. 1:49

    would also like to note that game

  40. 1:51

    developers can also add new actions for

  41. Agent capabilities

    Agents navigate using memory, emotion, or curiosity, handle objects, react to events, and initiate conversations with players or other agents. Their reactions affect beliefs and emotions.

    Text in image
    Agents Move with Intent
    Can go to any location or person, guided by memory, emotion, or curiosity.
    
    Agents Interact with the World
    Picks up or drops objects anywhere and understands inventory, rooms, and context.
  42. 1:54

    these agents to accomplish within our

  43. 1:56

    framework as well. Instead of just

  44. 1:58

    dropping or uh placing objects,

  45. 2:04

    agents can also obviously react to

  46. 2:06

    what's happening around them. And these

  47. 2:10

    events that happen around them affect

  48. 2:12

    their own beliefs and emotions on the

  49. 2:14

    fly as well. And of course, it wouldn't

  50. 2:18

    be complete if agents can't start

  51. Agent capabilities

    Agents navigate using memory, emotion, or curiosity, handle objects, react to events, and initiate conversations with players or other agents. Their reactions affect beliefs and emotions.

    Text in image
    Agents Move with Intent
    Can go to any location or person, guided by memory, emotion, or curiosity.
    
    Agents Interact with the World
    Picks up or drops objects anywhere and understands inventory, rooms, and context.
    
    Agents can React
    Adam reacts to events, places, objects, and people which affects beliefs and emotions on the fly.
    
    Agents Starts Conversations
    From gossip to grudges, Adam initiates dialogue that feels alive, with memory, emotion, and motive.
    
    Interface text:
    System: Player accepted chat with Adam
    Adam: "Ah, Player! You're just in time for the morning gossip. What's got you grinning like a market stall full of fresh lemons?"
  52. 2:20

    conversations, right? agents can in this

  53. 2:23

    scenario approach other agents or even

  54. 2:26

    the player as well and this makes the

  55. 2:30

    game feel more alive. And of course

  56. 2:32

    these conversations are stored within

  57. 2:34

    their memory and is according to their

  58. 2:37

    own um and affect their own emotions and

  59. 2:40

    beliefs or goals as well.

  60. 2:43

    And al together these agents make our

  61. 2:46

    multi- aentic framework.

  62. Brief under the hood

    Each agent has a private RAG memory. Events can update emotions and trust; memories above an importance threshold enter a separate cache for later retrieval. The resulting state feeds planning and action.

    Text in image
    Brief under the hood
    Per-agent memory, affect, belief, and durable core memory
    
    Per-agent RAG memory
    Gwen
    private memory namespace
    Sakura
    private memory namespace
    Adam
    private memory namespace
    No shared memory by default
    
    Emotion vector
    joy
    sad
    fear
    anger
    disgust
    
    Belief / trust matrix
    Column labels: G S A P
    Row labels: G S A P
    higher score = more trusted
    
    Importance -> core memory
    core threshold
    normal memory
    core memory
    
    Observation -> memory write -> emotion update -> belief update -> retrieval -> plan -> action
  63. 2:51

    Um yeah

  64. 2:53

    yeah one second

  65. 2:57

    so the architecture was intentionally

  66. 3:00

    stateful behind this. The first

  67. 3:03

    important part was per agent memory.

  68. 3:07

    Each agent has its own memory namespace

  69. 3:10

    backed by rag. So memory did not bleed

  70. 3:14

    between agents.

  71. 3:16

    Second, we tracked emotion as a small

  72. 3:18

    vector. So after an event or

  73. 3:21

    conversation, the system could update

  74. 3:23

    values like joy, sadness, fear, anger,

  75. 3:27

    or disgust.

  76. 3:29

    Third, agents had belief scores towards

  77. 3:33

    other agents and the player. You can

  78. 3:36

    think of this as a trust matrix.

  79. 3:38

    Basically like after the interaction

  80. 3:41

    happens, the LM basically decides

  81. 3:43

    whether the trust score should go up,

  82. 3:45

    down, or whether it shouldn't change at

  83. 3:47

    all. And fourth, every memory receives

  84. 3:51

    an important score. Um to to explain

  85. 3:55

    this better, like let's say you had

  86. 3:57

    dinner a few days ago, you probably

  87. 3:58

    wouldn't remember what you had for

  88. 4:00

    dinner, right? But um

  89. 4:04

    if someone was murdered a few days ago,

  90. 4:06

    you definitely remember that. So the

  91. 4:08

    agent will evaluate or the LM will

  92. 4:11

    evaluate uh an important score of an

  93. 4:14

    event and if it crosses a threshold, it

  94. 4:16

    will store that specific memory uh in a

  95. 4:20

    separate cache so that important context

  96. 4:24

    can be retrieved better later on.

  97. 4:28

    And here's an example of it just

  98. 4:31

    working. Um, we going to ask one of the

  99. Pastry delivery request

    The player asks Blossom to bring a pastry to the fountain. Blossom agrees, while the speaker says she plans the sequence of actions during the conversation.

    Text in image
    Player: hey can you bring me that pastry to the fountain, i need to go now bye
    
    Blossom: "Ah, of course, Pl
    
    Interface text:
    Enter text...

    4:32Demo milestone

    Show 2 builds
    1. 4:32

      A gameplay scene shows a player requesting pastry delivery to a fountain while the agent begins responding.

      Text in image
      Player: hey can you bring me that pastry to the fountain, i need to go now bye
      
      Blossom: "Ah, of course, Pl
      
      Interface text:
      Enter text...
    2. 4:35

      A player asks Blossom to bring a pastry to the fountain; Blossom begins agreeing.

      Text in image
      Player: hey can you bring me that pastry to the fountain, i need to go now bye
      
      Blossom: "Ah, of course, Player! I'd be happy to deliver it to the fountain for you. It's one of my favorite spots to
      
      AGENT AGREES TO BRING PASTRY AND ENDS THE CONVERSATION
      
      Interface text:
      Enter text...
  100. 4:34

    characters to go on a picnic with us.

  101. 4:36

    Here, uh, our character Blossom

  102. 4:40

    um, decides to pick up a pastry and go

  103. 4:43

    to the picnic area because we asked her

  104. 4:45

    to do so. Keep in mind during the

  105. 4:48

    conversation in the background, she

  106. 4:50

    plans all of these sequence of actions

  107. 4:52

    to accomplish. And one when we talk to

  108. 4:56

    her afterwards, she will also reply

  109. Blossom responds at the fountain

    At the fountain, the player thanks Blossom for bringing pastries. She replies in context, mentioning the treats and her favorite spot.

    Text in image
    Player: hey thanks for bringing the pastries
    
    Blossom: "It's always a pleasure to share the joy of fresh treats with you at my favorite spot by the fountain!"
    
    Interface text:
    Enter text...

    4:56Demo milestone

  110. 4:58

    within context as well.

  111. 5:03

    Yeah.

  112. 5:06

    But this is where an interesting problem

  113. 5:09

    actually started. As you saw in the last

  114. A mango-sale message reaches Adam

    Sakura tells Adam that Gwen saw mangoes at half price until noon. The slide traces the message from Gwen to Sakura to Adam, then notes that Adam later forgets or loses its provenance.

    Text in image
    Short-term agency worked. Long-horizon social consistency was harder.
    
    The failures appear when information moves across people and time
    
    about the mangos on sale at the Market before noon, Adam. Are you interested?
    
    Adam: Mangos? Ha! I love mangos, Sakura, but did you say there's a sale at the Market before noon?
    
    Sakura: Gwen saw them this morning, and they're half price until noon, Adam!
    
    Adam: Mango sale? Sounds too good to pass up! Is Gwen still at the Market, or did she head back home?
    
    Sakura: Gwen just left for her house, but I'm sure the market stall is still open until noon, Adam!
    
    Adam: I'll just swing by the Market then, might even grab some apples while I'm there!
    
    Gwen -> Sakura -> Adam; later Adam forgets or loses provenance.
    
    Gwen   Sakura   Adam   (Time Elapses)   Player asks
  115. 5:13

    example, like for shortterm game play,

  116. 5:16

    this our architecture worked pretty

  117. Adam's later mango response

    After a mango-sale message passes from Gwen through Sakura to Adam, Adam later says he has never seen mangoes around Saint Paul. The example shows how context can be lost over time.

    Text in image
    Short-term agency worked. Long-horizon social consistency was harder.
    The failures appear when information moves across people and time
    
    mangos
    Adam: I've never seen any mangos around Saint Paul, to be honest! We mostly get apples and bananas at the market.
    
    Gwen -> Sakura -> Adam; later Adam forgets or loses provenance.
    
    Gwen
    Sakura
    Adam
    (Time Elapses)
    Player asks
  118. 5:18

    well. like a character could make a

  119. 5:20

    plan, move around, talk and remember the

  120. 5:23

    recent interaction and respond to us or

  121. 5:26

    other characters as well. But over

  122. 5:29

    longer horizons,

  123. 5:32

    this is where we notice the social

  124. 5:33

    consistency start to get weaker. So in

  125. 5:36

    this example, we have one agent

  126. 5:38

    spreading a rumor about a sale on

  127. A mango-sale message reaches Adam

    Sakura tells Adam that Gwen saw mangoes at half price until noon. The slide traces the message from Gwen to Sakura to Adam, then notes that Adam later forgets or loses its provenance.

    Text in image
    Short-term agency worked. Long-horizon social consistency was harder.
    
    The failures appear when information moves across people and time
    
    about the mangos on sale at the Market before noon, Adam. Are you interested?
    
    Adam: Mangos? Ha! I love mangos, Sakura, but did you say there's a sale at the Market before noon?
    
    Sakura: Gwen saw them this morning, and they're half price until noon, Adam!
    
    Adam: Mango sale? Sounds too good to pass up! Is Gwen still at the Market, or did she head back home?
    
    Sakura: Gwen just left for her house, but I'm sure the market stall is still open until noon, Adam!
    
    Adam: I'll just swing by the Market then, might even grab some apples while I'm there!
    
    Gwen -> Sakura -> Adam; later Adam forgets or loses provenance.
    
    Gwen   Sakura   Adam   (Time Elapses)   Player asks
  128. 5:41

    mangoes to another agent and that agent

  129. 5:44

    receives that information and goes and

  130. 5:47

    tells another agent about it. Later on,

  131. Adam's later mango response

    After a mango-sale message passes from Gwen through Sakura to Adam, Adam later says he has never seen mangoes around Saint Paul. The example shows how context can be lost over time.

    Text in image
    Short-term agency worked. Long-horizon social consistency was harder.
    The failures appear when information moves across people and time
    
    mangos
    Adam: I've never seen any mangos around Saint Paul, to be honest! We mostly get apples and bananas at the market.
    
    Gwen -> Sakura -> Adam; later Adam forgets or loses provenance.
    
    Gwen
    Sakura
    Adam
    (Time Elapses)
    Player asks
  132. 5:50

    after a number of events that occurred

  133. 5:53

    in between, when the player asks one of

  134. 5:55

    the agents about the mangoes, it doesn't

  135. 5:58

    exactly store that context that we were

  136. 6:01

    expecting or it doesn't give us the

  137. 6:03

    context that we kind of wanted to. And

  138. 6:06

    this is where things are starting to get

  139. 6:08

    messy naturally. Like the system may

  140. 6:12

    remember the rough topic but lose the

  141. 6:15

    source of the topic. A rumor may become

  142. 6:18

    certain instead of just a rumor like the

  143. 6:21

    agent might state it as a fact or um an

  144. 6:24

    agent might know a fact but fail to

  145. 6:27

    execute fail to remember it while

  146. 6:29

    creating a plan for its actions. So the

  147. 6:33

    question here became how do we improve a

  148. 6:36

    multi-agentic system over longunning

  149. 6:38

    social behavior and not just over one

  150. 6:41

    response.

  151. The bridge to Autoresearch

    Karati proposes using Project Paradox as a lab bench: run scenarios repeatedly, score agent behavior, edit policies, and keep changes that improve the score.

    Text in image
    The bridge to Autoresearch
    
    Andrej Karpathy
    @karpathy
    
    I packaged up the "autoresearch" project into a new self-contained minimal repo if people would like to play over the weekend. It's basically nanochat LLM training core stripped down to a single-GPU, one file version of ~630 lines of code, then:
    
    - the human iterates on the prompt (.md)
    - the AI agent iterates on the training code (.py)
    
    Project Paradox becomes the lab bench; autoresearch is the loop around it
    
    Manual prompt loop
    tweak prompt
    run one demo
    inspect by vibes
    
    Autoresearch loop
    scenario suite
    repeated runs
    metrics
    policy edit
    keep / rollback
  152. 6:44

    And this is where we wanted to bring in

  153. 6:47

    auto research. As you all know, uh few

  154. 6:50

    months ago, Karpathi posted out auto

  155. 6:53

    research and this this made us

  156. 6:56

    immediately very curious. Uh perhaps we

  157. 7:00

    can make the system run experiments uh

  158. 7:03

    on itself and can we use this for our

  159. 7:05

    system as well. So what we understood is

  160. 7:09

    instead of manually tuning a prompt or

  161. 7:12

    watching one nice demo, we could define

  162. 7:15

    sen a scenario suit, run the agents,

  163. 7:19

    collect traces, score the behavior and

  164. 7:22

    change a small policy surface and only

  165. 7:24

    keep the changes that actually improve

  166. 7:27

    the score. And this is where we're

  167. 7:29

    trying to bridge project paradox with

  168. 7:32

    auto research. So at this point

  169. 7:34

    basically our multi-agentic framework

  170. 7:37

    project paradox is more like a lab bench

  171. 7:40

    and auto research becomes the

  172. 7:42

    experimental loop around it. And

  173. 7:45

    importantly this is not only about

  174. 7:48

    improving rag retrieval. The broader

  175. 7:50

    framing is optimizing the agent protocol

  176. 7:54

    like how do agents write memories,

  177. 7:56

    retrieve them, communicate uncertainty,

  178. 7:59

    update trust attribute sources and

  179. 8:02

    replan around new facts. basically

  180. Autoresearch outside the village

    Village agents have local perspectives. Autoresearch reads full run traces, scores behavior against scenario ground truth, proposes a constrained policy edit, and reruns the scenario.

    Text in image
    Autoresearch is the system outside the village
    The research layer sees traces that individual agents do not
    
    Autoresearch layer
    meta-system outside the village
    
    score behavior → diagnose failure → propose policy edit → rerun scenario
    
    structured trace stream
    policy edit
    
    Village
    agents with local perspective only
    
    Gwen
    Sakura
    Adam
    Blossom
  181. 8:08

    um yeah in this context uh

  182. 8:15

    oh yeah in this context art research is

  183. 8:18

    not another agent in the village like I

  184. 8:21

    said it's a meta system outside the

  185. 8:23

    village the villagers have local

  186. 8:26

    perspectives of course they only know

  187. 8:30

    what they saw heard remembered or

  188. 8:32

    inferred because there isn't a common

  189. 8:34

    memory database in between them.

  190. 8:37

    Information only travels once uh other

  191. 8:40

    agents communicate them properly.

  192. 8:43

    The auto research layer has a different

  193. 8:45

    job here. It reads the full traces of a

  194. 8:49

    run, compares what happens against the

  195. 8:52

    scenario ground truth,

  196. 8:54

    uh scores the behavior and proposes a

  197. 8:57

    constrained

  198. 8:59

    change to the agent protocol or

  199. 9:01

    cognitive policy. Then it reruns the

  200. 9:04

    scenario and asks society level behavior

  201. 9:07

    like did society level behavior get

  202. 9:09

    better. This is the key shift we were

  203. 9:12

    trying to look for. So we were no longer

  204. 9:15

    evaluating one answer. We were

  205. 9:17

    evaluating an entire run.

  206. Scenario to rerun

    The loop scores an entire simulation run, then tests a policy edit against the same evaluator and scenarios. It keeps the edit only if the balanced scorecard improves and guardrails hold.

    Text in image
    Scenario -> run -> trace -> score -> edit -> rerun
    
    evaluate a run, not one response
    The evaluator and scenario suite stay frozen while the policy surface changes.
    
    Scenario → Run → Trace → Score → Diagnose → Policy edit → Rerun → Keep / rollback
    
    Selection rule: keep only if the balanced scorecard improves and guardrails hold.
  207. 9:21

    And this is what one of the loops would

  208. 9:24

    look like. Like first we define a

  209. 9:27

    control scenario which I'll elaborate a

  210. 9:29

    bit more about later. For example, one

  211. 9:32

    agent learns a public fact or one agent

  212. 9:36

    hears a rumor. Uh that could be a

  213. 9:38

    controlled scenario. Then we run the

  214. 9:41

    simulation. During the run, we collect

  215. 9:45

    structured traces, observations,

  216. 9:47

    conversations, memory rights,

  217. 9:49

    retrievals, belief updates, whatever is

  218. 9:52

    relevant to us in that case, we collect.

  219. 9:55

    Then we score this behavior. Did the

  220. 9:58

    information spread as we expected it to?

  221. 10:01

    Did the source attribution survive? Such

  222. 10:04

    as, does the agent remember who started

  223. 10:06

    the rumor? Did uncertainty stay

  224. 10:09

    uncertain? Did agents act on what they

  225. 10:12

    actually knew? And then the auto

  226. 10:15

    research layer here proposes a small

  227. 10:18

    policy change. And this is important. It

  228. 10:22

    should not rewrite the whole application

  229. 10:25

    of course. it should only edit a

  230. 10:27

    controlled policy surface and then we

  231. 10:30

    rerun. If the score improves and the

  232. 10:33

    guardrails hold, we we keep the

  233. 10:36

    improvement and if not we simply just

  234. 10:38

    revert back.

  235. Controlled scenarios make social behavior measurable

    Three scenarios test whether agents spread a bakery closure, preserve uncertainty about a rumor, and coordinate a new plan when a route is blocked. Each uses scenario ground truth and final probes.

    Text in image
    Controlled scenarios make social behavior measurable
    Turn fuzzy social behavior into testable probes
    
    Public fact diffusion
    "Bakery closes tomorrow"
    reach
    source retention
    action consistency
    scenario ground truth
    + final probes
    
    Rumor uncertainty
    "Agent C might leave"
    uncertainty preservation
    false certainty
    mutation
    scenario ground truth
    + final probes
    
    Replanning
    "Route is blocked"
    stale actions avoided
    time to replan
    coordination
    scenario ground truth
    + final probes
  236. 10:43

    And talking about controlled scenarios,

  237. 10:46

    the reason why uh scenario design

  238. 10:49

    matters is that social behavior is

  239. 10:52

    otherwise a bit fuzzy. uh in general in

  240. 10:56

    the sense if you just let the agents in

  241. 10:59

    our environment wander around it might

  242. 11:02

    look cool and you might get nice

  243. 11:05

    interactions but it's actually very hard

  244. 11:08

    to evaluate on whether the system

  245. 11:10

    actually improved. So this is why we

  246. 11:13

    believe you need controlled scenarios.

  247. 11:16

    For example, one scenario could test a

  248. 11:19

    public fact diffusion. Let's say agent A

  249. 11:22

    learns uh the bakery will close

  250. 11:25

    tomorrow. Do the right agents learn it?

  251. 11:28

    Do they remember who said what? Do they

  252. 11:31

    rem do they change their plans based on

  253. 11:34

    this fact? Another scenario could test

  254. 11:37

    rumor uncertainty.

  255. 11:39

    Agent let's say agent A hears that agent

  256. 11:43

    C might leave the village. When this

  257. 11:45

    rumor spreads, does might leave suddenly

  258. 11:49

    become is leaving or does it stay as

  259. 11:52

    might leave? Like does it become a fact

  260. 11:55

    or does it still stay as a a rumor?

  261. 11:59

    Another scenario could test replanning.

  262. 12:03

    The group has a plan, but one agent

  263. 12:05

    learns, let's say, the route they wanted

  264. 12:08

    to take is blocked. Do agents update

  265. 12:12

    this and communicate this uh with each

  266. 12:14

    other to avoid uh a improper plan or

  267. 12:18

    scale actions?

  268. 12:20

    The point is not that these exact

  269. 12:22

    scenarios are universal here. The point

  270. 12:25

    we're trying to make is that long

  271. 12:27

    horizon agent behavior needs scenario

  272. 12:30

    suits.

  273. Scenario after an autoresearch loop

    After an autoresearch loop and a long period, the player asks about mangoes. Adam names Gwen as his source and says he came to the market to check the sale.

    Text in image
    One of our scenaros after an running autoresearch loops
    
    Player: Tell me about the mangos
    Adam: Oh yeah, I heard there was a sale on mangos! Gwen mentioned it to me, so I came to the market to check it out for myself.
  274. 12:32

    And talking about our Mango example

  275. 12:35

    again, after running one of our auto

  276. 12:38

    research loops, this time after uh a a

  277. 12:44

    long pro period of time, when the player

  278. 12:46

    finally asked one of the agents about

  279. 12:48

    the sale on mangoes, we did find that u

  280. 12:52

    the the agent was able to respond within

  281. 12:56

    context this time like compared to last

  282. 13:00

    time.

  283. Score behavior, not vibes

    A weighted scorecard tracks several behaviors so that optimizing diffusion alone does not hide tradeoffs such as oversharing. The displayed scores are illustrative, not benchmark results.

    Text in image
    Score behavior, not vibes
    A balanced scorecard prevents one-metric failure
    
    Frozen metric design
    fact fidelity 0.25
    provenance accuracy 0.20
    misinformation resistance 0.20
    trust calibration 0.20
    goal completion 0.10
    dialogue quality 0.05
    
    No LLM judge; scenario ground truth is the reward.
    
    Example scorecard
    info diffusion 0.42
    goal coord. 0.61
    lore consistency 0.28
    convention 0.35
    dialogue 0.88
    memory prov. 0.54
    backend action 0.47
    
    Illustrative example, not a benchmark result.
    
    Guardrail: optimizing only diffusion can create oversharing — the scorecard keeps tradeoffs visible.
  284. 13:02

    Um yeah and for this talk the form the

  285. 13:08

    exact formula we believe is less

  286. 13:10

    important than the shape of the

  287. 13:12

    scorecard.

  288. 13:13

    Uh you do not want a single vague met

  289. 13:17

    metric like agent quality. This will

  290. 13:20

    hide all the interesting failures.

  291. 13:22

    Instead you want a balanced scorecard.

  292. 13:26

    For diffusion, you might measure reach

  293. 13:29

    like how many agents know the fact after

  294. 13:32

    end steps. For provenence, you measure

  295. 13:35

    source retention among agents who know

  296. 13:38

    it. How many remember it, where it came

  297. 13:42

    from, etc. For rumors, you can measure

  298. 13:45

    uncerny preservation and false surn

  299. 13:47

    rate. For planning, you can measure

  300. 13:50

    action consistency and time to replan.

  301. 13:53

    And for privacy, you can measure

  302. 13:55

    containment. This matters because

  303. 13:58

    optimizing only one metric can create

  304. 14:01

    bad behavior. Because let's say if you

  305. 14:04

    only optimize for diffusion, the agents

  306. 14:07

    may learn to overshare everything. And

  307. 14:10

    let's say if you only optimize for

  308. 14:12

    memory recall, you might create noisy or

  309. 14:15

    steal um like memories. So this

  310. 14:18

    scorecard is what keeps the system

  311. 14:21

    honest and prevents the auto research

  312. 14:24

    agent from gamifying the system to just

  313. 14:27

    increase one specific score.

  314. Do not let the AI rewrite everything

    Freeze the evaluation so the search cannot directly game it, while allowing changes to memory, retrieval, communication and other policies that shape agent behavior.

    Text in image
    Do not let the AI rewrite everything
    Freeze evaluation; expose a small policy surface
    
    Frozen
    • scenario suite
    • metric formulas
    • simulation harness
    • selection rule
    • evaluator hashes
    
    Protects against reward hacking
    
    Editable policy surface
    • memory write policy
    • retrieval policy
    • communication prompt
    • belief / trust rules
    • source attribution
    • replanning triggers
    
    Small enough to control, rich enough to matter
  315. 14:32

    The other important engineering lesson

  316. 14:34

    that we learned over this project is

  317. 14:38

    that um it's important to keep the

  318. 14:42

    editable surface really small. The auto

  319. 14:45

    research layer should not have

  320. 14:47

    permission to randomly rewrite the whole

  321. 14:49

    codebase.

  322. 14:51

    Instead, it's really important to freeze

  323. 14:54

    the harness, the scenarios, and the

  324. 14:57

    metrics. So, we're only exposing the

  325. 15:00

    part of the system that we actually want

  326. 15:02

    to optimize. Here in project paradox for

  327. 15:06

    us that meant things like memory writing

  328. 15:08

    policy, retrieval policy, communication

  329. 15:12

    prompt, belief, trust rules, source

  330. 15:15

    attribution, replanning triggers, etc.

  331. 15:19

    This gives the search pro process room

  332. 15:21

    to improve behavior, but also prevents

  333. 15:24

    it from gaming the evaluation directly

  334. 15:26

    as we mentioned before. And this is the

  335. 15:29

    difference between the LM writing random

  336. 15:32

    patches versus the LM actually searching

  337. 15:35

    within a controlled policy space.

  338. The policy surface: what the loop can search over

    Small protocol changes can preserve sources and mark uncertain claims. Scenario suites test behavior, while rollback addresses metric tradeoffs. Repeated held-out improvement still needs fresh runs.

    Text in image
    The policy surface: what the loop can search over
    Small protocol changes can create society-level effects
    
    1. Per-agent memory is realistic
    but it creates information silos between agents.
    
    2. Provenance must be stored explicitly
    firsthand vs secondhand, verified vs uncertain.
    
    3. Memory and belief are different objects
    raw episodic memory vs what the agent currently believes.
    
    4. Long-horizon behavior needs scenario suites
    test behavior across controlled runs, not by vibes.
    
    5. Rollback is not optional
    a change can help one metric and damage another.
    
    Cautious claim: architecture + prototype scenario harness.
    Repeated held-out improvement needs fresh runs.
  339. 15:40

    And here are here are examples of the

  340. 15:43

    kind of changes I want this kind of loop

  341. 15:46

    to search over. If if source attribution

  342. 15:50

    disappears, the policy change might be

  343. 15:53

    preserve source in memory and uh write

  344. 15:56

    uh memory rights and summaries. If

  345. 15:59

    rumors harden into facts, the policy

  346. 16:01

    change might be stored confidence mark

  347. 16:05

    firstand versus secondhand and require

  348. 16:07

    hedging when retelling uncertain claims.

  349. 16:10

    If if facts if public facts stay local,

  350. 16:13

    the policy change might be classify

  351. 16:15

    useful public facts differently and make

  352. 16:18

    agents proactively share important

  353. 16:20

    source evidence. The key is that these

  354. 16:24

    are small changes to the agent protocol,

  355. 16:27

    but they can have larger effects on a

  356. 16:30

    society level behavior for multi-agentic

  357. 16:33

    systems. This is also where I kind of

  358. 16:36

    want to be careful about our claims here

  359. 16:39

    because with we believe without repeated

  360. 16:42

    current loop results like I wouldn't say

  361. 16:45

    the system just generally improved.

  362. 16:49

    We're trying to say this is the right

  363. 16:51

    kind of surface to expose to an auto

  364. 16:54

    research layer uh loop because it is

  365. 16:56

    small enough to control but it's still

  366. 16:59

    rich enough to change the social

  367. 17:01

    behavior to some extent at least.

  368. The practical lessons

    Agents need provenance, distinct memories and beliefs, and scenario tests. Rollback matters because a change can improve one behavior while harming another; repeated held-out improvement still needs fresh runs.

    Text in image
    The practical lessons
    Memory alone is not enough for long-horizon agents
    
    1. Per-agent memory is realistic, but creates information silos.
    2. Provenance must be stored explicitly.
    3. Memory and belief should not be the same object.
    4. Long-horizon behavior needs scenario suites.
    5. Rollback is not optional.
    
    Cautious claim: architecture + prototype scenario harness; repeated held-out improvement needs fresh runs.
  369. 17:05

    And the biggest lesson for me perhaps

  370. 17:08

    was that memory is not enough here. You

  371. 17:12

    can add a rag memory to an agent and

  372. 17:15

    still not get the current long-term uh

  373. 17:19

    horizon behavior that you were looking

  374. 17:21

    for. Um because agents need to sometimes

  375. 17:25

    know where that information came for uh

  376. 17:28

    came from. You need to preserve whether

  377. 17:30

    it was firsthand, secondhand, verified

  378. 17:32

    or uncertain. Sometimes you need to

  379. 17:34

    separate raw episodic memories from what

  380. 17:37

    the agent currently believes too. And

  381. 17:39

    you need to test behavior through

  382. 17:41

    scenarios not not just through vibes. So

  383. 17:44

    the other lesson is that uh roll back

  384. 17:48

    also is not optional. When you optimize

  385. 17:51

    social behavior, a change can improve

  386. 17:54

    one thing and damage another. So, a

  387. 17:56

    policy that spreads public facts uh

  388. 17:59

    faster might also leak private

  389. 18:01

    information. A policy that increases

  390. 18:04

    recall might increase stale memory

  391. 18:06

    usage. So, the loop should basically be

  392. 18:09

    like a ratchet. Try a change, score it,

  393. 18:12

    keep it only if the scorecard improves

  394. 18:15

    and guard rails whole.

  395. This is not only about game agents

    AI Village’s rumors and stale plans correspond to uncertain user reports and outdated workflow state. Support agents also need to know where policy updates come from and whether they supersede older answers.

    Text in image
    This is not only about game agents
    
    The same state problems appear in many agent systems
    
    AI Village problem | Agent-system analogue
    rumor → uncertain user report
    source attribution → citation / ticket provenance
    private memory → permissions / customer data
    stale plan → outdated workflow state
    correction propagation → policy update / incident update
    trust calibration → source reliability
  396. 18:19

    And we we definitely believe this is not

  397. 18:23

    only relevant for game agents cuz

  398. 18:26

    although I gave you an example using a

  399. 18:29

    game village um we believe like let's

  400. 18:32

    say for example support agents support

  401. 18:34

    agents need to know which policy update

  402. 18:36

    comes from where right and whether it

  403. 18:38

    supersedes an older answer. Personal

  404. 18:41

    assistants for example need to remember

  405. 18:43

    commitments that they previously made

  406. 18:45

    and h make corrections if uh if the user

  407. 18:51

    u wants to change those personal

  408. 18:52

    commitments. Research agents need pro uh

  409. 18:55

    provenence citations contradiction

  410. 18:58

    handling and hypothesis updates. Coding

  411. 19:01

    agents need longunning context across

  412. 19:03

    issues, files, teammates and changing

  413. 19:06

    requirements. Workflow agents need

  414. 19:09

    access controls, handoffs, and

  415. 19:11

    replplanning when the world changes. All

  416. 19:13

    of these systems have the same

  417. 19:15

    underlying problem. They maintain state

  418. 19:18

    over time. And that state affect affects

  419. 19:22

    future action.

  420. 19:24

    So they need control scenarios and

  421. 19:26

    behavioral scorecards is what we are

  422. 19:29

    proposing.

  423. A recipe for long-horizon agents

    Freeze the harness, test controlled scenarios, and score traces across runs. Search over policy changes and keep those that survive measurement.

    Text in image
    A recipe for long-horizon agents
    A reusable engineering pattern
    
    1 Freeze the simulation harness
    2 Define controlled behavioral scenarios
    3 Log traces, not just final answers
    4 Score a balanced behavioral scorecard
    5 Expose a small policy surface
    6 Search over changes
    7 Keep only changes that survive measurement
    
    For long-running agents, the unit of evaluation is the run.
  424. 19:31

    So again in brief, a recipe for long

  425. 19:35

    horizon agents. If there's one practical

  426. 19:38

    recipe I want you to take away, freeze

  427. 19:41

    the harness, define scenarios, log

  428. 19:45

    traces, score behavior, and expose only

  429. 19:48

    a small policy surface. Search over

  430. 19:52

    these changes, keep only changes that

  431. 19:54

    survive your measurement. And this is an

  432. 19:58

    engineering pattern that we believe

  433. 20:00

    would uh make sense for longunning

  434. 20:03

    agents. The real question we believe is

  435. 20:06

    across controlled runs, does the system

  436. 20:09

    behave better?

  437. Long-horizon agents need experiments, not just prompts

    Maintaining useful state means tracking what each agent knows, who shared it, and whether it is still true. Autoresearch tests changes in controlled experiments and keeps those that survive measurement.

    Text in image
    Long-horizon agents need experiments, not just prompts
    
    Memory needs provenance.
    Multi-agent behavior needs scenario suites.
    Autoresearch turns agent design into an experimental loop.
    
    The hard part is not one good response. It is maintaining useful state over time.
  438. 20:13

    To close, project paradox start as an

  439. 20:15

    attempt to make game agents feel alive

  440. 20:17

    in a 3D world. But the deeper engineing

  441. 20:20

    problem was not animation or dialogue

  442. 20:23

    for us. It was the state such as which

  443. 20:27

    agent knows what, which agent told whom,

  444. 20:31

    what is true, uncertain or outdated, and

  445. 20:33

    do agents act on what they remember.

  446. 20:36

    Otter research. Otter research gave us a

  447. 20:39

    way to approach this a bit more

  448. 20:41

    systematically. Not by trusting one demo

  449. 20:44

    and not by endlessly handtuning prompts,

  450. 20:47

    but by running control experiments and

  451. 20:49

    keeping only the changes that survived

  452. 20:52

    our measurement. Long horizon agents

  453. 20:55

    need experiments and not just prompts.

  454. 20:57

    And I hope that's the takeaway that you

  455. 20:59

    get from this talk. And yes, please do

  456. 21:02

    connect with us. We'd love to talk if

  457. 21:05

    you have any questions. Thank you so

  458. 21:07

    much for listening. Yeah.

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