AI Engineer World's Fair 2026

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

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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 state
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 context
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 village
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.

How it fits togetherFrom controlled scenario to retained policy

Establish the fact or rumor and its ground truth.

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.

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 outcome
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 oversharing
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 space
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 back
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 action
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?

18:1918:23
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Read the complete timestamped transcript
  1. 0:12

    Hi everyone, I'm Arena, former engineer

  2. 0:15

    at Microsoft and Supercell. And today I

  3. 0:19

    want to talk about auto research in a

  4. 0:21

    multi- aent AI village. I will use a

  5. 0:25

    video game like AI Village as a running

  6. 0:27

    example here, but the broader question

  7. 0:30

    is one I think many AI engineers are

  8. 0:32

    starting to run into. How do we evaluate

  9. 0:36

    and improve agents that carry state over

  10. 0:39

    a long period of time?

  11. 0:43

    Before I get into the auto research

  12. 0:45

    layer, I want to talk a bit about

  13. 0:47

    project paradox.

  14. 0:49

    We developed project paradox at

  15. 0:52

    supercell's AI innovation lab. Me and my

  16. 0:56

    teammate are natural money.

  17. 0:59

    We built a modular AI framework that

  18. 1:02

    allows any developer to plug in

  19. 1:04

    intelligent autonomous agents within a

  20. 1:07

    video game that can interact, compete or

  21. 1:10

    cooperate with other players or agents

  22. 1:13

    as well and place them uh and make them

  23. 1:16

    into dynamic game companions.

  24. 1:20

    Now to give examples of what these

  25. 1:22

    agents can do, the agents can move with

  26. 1:26

    intent. They can go to any location or

  27. 1:29

    person and they're guided by their own

  28. 1:32

    memories, emotion, or curiosity.

  29. 1:35

    These agents can interact with the

  30. 1:37

    world. They can pick up objects, drop

  31. 1:40

    them anywhere, and they're also aware

  32. 1:42

    about the context in their own

  33. 1:44

    environment, such as the objects or

  34. 1:46

    other characters or agents as well. I

  35. 1:49

    would also like to note that game

  36. 1:51

    developers can also add new actions for

  37. 1:54

    these agents to accomplish within our

  38. 1:56

    framework as well. Instead of just

  39. 1:58

    dropping or uh placing objects,

  40. 2:04

    agents can also obviously react to

  41. 2:06

    what's happening around them. And these

  42. 2:10

    events that happen around them affect

  43. 2:12

    their own beliefs and emotions on the

  44. 2:14

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

  45. 2:18

    be complete if agents can't start

  46. 2:20

    conversations, right? agents can in this

  47. 2:23

    scenario approach other agents or even

  48. 2:26

    the player as well and this makes the

  49. 2:30

    game feel more alive. And of course

  50. 2:32

    these conversations are stored within

  51. 2:34

    their memory and is according to their

  52. 2:37

    own um and affect their own emotions and

  53. 2:40

    beliefs or goals as well.

  54. 2:43

    And al together these agents make our

  55. 2:46

    multi- aentic framework.

  56. 2:51

    Um yeah

  57. 2:53

    yeah one second

  58. 2:57

    so the architecture was intentionally

  59. 3:00

    stateful behind this. The first

  60. 3:03

    important part was per agent memory.

  61. 3:07

    Each agent has its own memory namespace

  62. 3:10

    backed by rag. So memory did not bleed

  63. 3:14

    between agents.

  64. 3:16

    Second, we tracked emotion as a small

  65. 3:18

    vector. So after an event or

  66. 3:21

    conversation, the system could update

  67. 3:23

    values like joy, sadness, fear, anger,

  68. 3:27

    or disgust.

  69. 3:29

    Third, agents had belief scores towards

  70. 3:33

    other agents and the player. You can

  71. 3:36

    think of this as a trust matrix.

  72. 3:38

    Basically like after the interaction

  73. 3:41

    happens, the LM basically decides

  74. 3:43

    whether the trust score should go up,

  75. 3:45

    down, or whether it shouldn't change at

  76. 3:47

    all. And fourth, every memory receives

  77. 3:51

    an important score. Um to to explain

  78. 3:55

    this better, like let's say you had

  79. 3:57

    dinner a few days ago, you probably

  80. 3:58

    wouldn't remember what you had for

  81. 4:00

    dinner, right? But um

  82. 4:04

    if someone was murdered a few days ago,

  83. 4:06

    you definitely remember that. So the

  84. 4:08

    agent will evaluate or the LM will

  85. 4:11

    evaluate uh an important score of an

  86. 4:14

    event and if it crosses a threshold, it

  87. 4:16

    will store that specific memory uh in a

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    separate cache so that important context

  89. 4:24

    can be retrieved better later on.

  90. 4:28

    And here's an example of it just

  91. 4:31

    working. Um, we going to ask one of the

  92. 4:34

    characters to go on a picnic with us.

  93. 4:36

    Here, uh, our character Blossom

  94. 4:40

    um, decides to pick up a pastry and go

  95. 4:43

    to the picnic area because we asked her

  96. 4:45

    to do so. Keep in mind during the

  97. 4:48

    conversation in the background, she

  98. 4:50

    plans all of these sequence of actions

  99. 4:52

    to accomplish. And one when we talk to

  100. 4:56

    her afterwards, she will also reply

  101. 4:58

    within context as well.

  102. 5:03

    Yeah.

  103. 5:06

    But this is where an interesting problem

  104. 5:09

    actually started. As you saw in the last

  105. 5:13

    example, like for shortterm game play,

  106. 5:16

    this our architecture worked pretty

  107. 5:18

    well. like a character could make a

  108. 5:20

    plan, move around, talk and remember the

  109. 5:23

    recent interaction and respond to us or

  110. 5:26

    other characters as well. But over

  111. 5:29

    longer horizons,

  112. 5:32

    this is where we notice the social

  113. 5:33

    consistency start to get weaker. So in

  114. 5:36

    this example, we have one agent

  115. 5:38

    spreading a rumor about a sale on

  116. 5:41

    mangoes to another agent and that agent

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    receives that information and goes and

  118. 5:47

    tells another agent about it. Later on,

  119. 5:50

    after a number of events that occurred

  120. 5:53

    in between, when the player asks one of

  121. 5:55

    the agents about the mangoes, it doesn't

  122. 5:58

    exactly store that context that we were

  123. 6:01

    expecting or it doesn't give us the

  124. 6:03

    context that we kind of wanted to. And

  125. 6:06

    this is where things are starting to get

  126. 6:08

    messy naturally. Like the system may

  127. 6:12

    remember the rough topic but lose the

  128. 6:15

    source of the topic. A rumor may become

  129. 6:18

    certain instead of just a rumor like the

  130. 6:21

    agent might state it as a fact or um an

  131. 6:24

    agent might know a fact but fail to

  132. 6:27

    execute fail to remember it while

  133. 6:29

    creating a plan for its actions. So the

  134. 6:33

    question here became how do we improve a

  135. 6:36

    multi-agentic system over longunning

  136. 6:38

    social behavior and not just over one

  137. 6:41

    response.

  138. 6:44

    And this is where we wanted to bring in

  139. 6:47

    auto research. As you all know, uh few

  140. 6:50

    months ago, Karpathi posted out auto

  141. 6:53

    research and this this made us

  142. 6:56

    immediately very curious. Uh perhaps we

  143. 7:00

    can make the system run experiments uh

  144. 7:03

    on itself and can we use this for our

  145. 7:05

    system as well. So what we understood is

  146. 7:09

    instead of manually tuning a prompt or

  147. 7:12

    watching one nice demo, we could define

  148. 7:15

    sen a scenario suit, run the agents,

  149. 7:19

    collect traces, score the behavior and

  150. 7:22

    change a small policy surface and only

  151. 7:24

    keep the changes that actually improve

  152. 7:27

    the score. And this is where we're

  153. 7:29

    trying to bridge project paradox with

  154. 7:32

    auto research. So at this point

  155. 7:34

    basically our multi-agentic framework

  156. 7:37

    project paradox is more like a lab bench

  157. 7:40

    and auto research becomes the

  158. 7:42

    experimental loop around it. And

  159. 7:45

    importantly this is not only about

  160. 7:48

    improving rag retrieval. The broader

  161. 7:50

    framing is optimizing the agent protocol

  162. 7:54

    like how do agents write memories,

  163. 7:56

    retrieve them, communicate uncertainty,

  164. 7:59

    update trust attribute sources and

  165. 8:02

    replan around new facts. basically

  166. 8:08

    um yeah in this context uh

  167. 8:15

    oh yeah in this context art research is

  168. 8:18

    not another agent in the village like I

  169. 8:21

    said it's a meta system outside the

  170. 8:23

    village the villagers have local

  171. 8:26

    perspectives of course they only know

  172. 8:30

    what they saw heard remembered or

  173. 8:32

    inferred because there isn't a common

  174. 8:34

    memory database in between them.

  175. 8:37

    Information only travels once uh other

  176. 8:40

    agents communicate them properly.

  177. 8:43

    The auto research layer has a different

  178. 8:45

    job here. It reads the full traces of a

  179. 8:49

    run, compares what happens against the

  180. 8:52

    scenario ground truth,

  181. 8:54

    uh scores the behavior and proposes a

  182. 8:57

    constrained

  183. 8:59

    change to the agent protocol or

  184. 9:01

    cognitive policy. Then it reruns the

  185. 9:04

    scenario and asks society level behavior

  186. 9:07

    like did society level behavior get

  187. 9:09

    better. This is the key shift we were

  188. 9:12

    trying to look for. So we were no longer

  189. 9:15

    evaluating one answer. We were

  190. 9:17

    evaluating an entire run.

  191. 9:21

    And this is what one of the loops would

  192. 9:24

    look like. Like first we define a

  193. 9:27

    control scenario which I'll elaborate a

  194. 9:29

    bit more about later. For example, one

  195. 9:32

    agent learns a public fact or one agent

  196. 9:36

    hears a rumor. Uh that could be a

  197. 9:38

    controlled scenario. Then we run the

  198. 9:41

    simulation. During the run, we collect

  199. 9:45

    structured traces, observations,

  200. 9:47

    conversations, memory rights,

  201. 9:49

    retrievals, belief updates, whatever is

  202. 9:52

    relevant to us in that case, we collect.

  203. 9:55

    Then we score this behavior. Did the

  204. 9:58

    information spread as we expected it to?

  205. 10:01

    Did the source attribution survive? Such

  206. 10:04

    as, does the agent remember who started

  207. 10:06

    the rumor? Did uncertainty stay

  208. 10:09

    uncertain? Did agents act on what they

  209. 10:12

    actually knew? And then the auto

  210. 10:15

    research layer here proposes a small

  211. 10:18

    policy change. And this is important. It

  212. 10:22

    should not rewrite the whole application

  213. 10:25

    of course. it should only edit a

  214. 10:27

    controlled policy surface and then we

  215. 10:30

    rerun. If the score improves and the

  216. 10:33

    guardrails hold, we we keep the

  217. 10:36

    improvement and if not we simply just

  218. 10:38

    revert back.

  219. 10:43

    And talking about controlled scenarios,

  220. 10:46

    the reason why uh scenario design

  221. 10:49

    matters is that social behavior is

  222. 10:52

    otherwise a bit fuzzy. uh in general in

  223. 10:56

    the sense if you just let the agents in

  224. 10:59

    our environment wander around it might

  225. 11:02

    look cool and you might get nice

  226. 11:05

    interactions but it's actually very hard

  227. 11:08

    to evaluate on whether the system

  228. 11:10

    actually improved. So this is why we

  229. 11:13

    believe you need controlled scenarios.

  230. 11:16

    For example, one scenario could test a

  231. 11:19

    public fact diffusion. Let's say agent A

  232. 11:22

    learns uh the bakery will close

  233. 11:25

    tomorrow. Do the right agents learn it?

  234. 11:28

    Do they remember who said what? Do they

  235. 11:31

    rem do they change their plans based on

  236. 11:34

    this fact? Another scenario could test

  237. 11:37

    rumor uncertainty.

  238. 11:39

    Agent let's say agent A hears that agent

  239. 11:43

    C might leave the village. When this

  240. 11:45

    rumor spreads, does might leave suddenly

  241. 11:49

    become is leaving or does it stay as

  242. 11:52

    might leave? Like does it become a fact

  243. 11:55

    or does it still stay as a a rumor?

  244. 11:59

    Another scenario could test replanning.

  245. 12:03

    The group has a plan, but one agent

  246. 12:05

    learns, let's say, the route they wanted

  247. 12:08

    to take is blocked. Do agents update

  248. 12:12

    this and communicate this uh with each

  249. 12:14

    other to avoid uh a improper plan or

  250. 12:18

    scale actions?

  251. 12:20

    The point is not that these exact

  252. 12:22

    scenarios are universal here. The point

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    we're trying to make is that long

  254. 12:27

    horizon agent behavior needs scenario

  255. 12:30

    suits.

  256. 12:32

    And talking about our Mango example

  257. 12:35

    again, after running one of our auto

  258. 12:38

    research loops, this time after uh a a

  259. 12:44

    long pro period of time, when the player

  260. 12:46

    finally asked one of the agents about

  261. 12:48

    the sale on mangoes, we did find that u

  262. 12:52

    the the agent was able to respond within

  263. 12:56

    context this time like compared to last

  264. 13:00

    time.

  265. 13:02

    Um yeah and for this talk the form the

  266. 13:08

    exact formula we believe is less

  267. 13:10

    important than the shape of the

  268. 13:12

    scorecard.

  269. 13:13

    Uh you do not want a single vague met

  270. 13:17

    metric like agent quality. This will

  271. 13:20

    hide all the interesting failures.

  272. 13:22

    Instead you want a balanced scorecard.

  273. 13:26

    For diffusion, you might measure reach

  274. 13:29

    like how many agents know the fact after

  275. 13:32

    end steps. For provenence, you measure

  276. 13:35

    source retention among agents who know

  277. 13:38

    it. How many remember it, where it came

  278. 13:42

    from, etc. For rumors, you can measure

  279. 13:45

    uncerny preservation and false surn

  280. 13:47

    rate. For planning, you can measure

  281. 13:50

    action consistency and time to replan.

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    And for privacy, you can measure

  283. 13:55

    containment. This matters because

  284. 13:58

    optimizing only one metric can create

  285. 14:01

    bad behavior. Because let's say if you

  286. 14:04

    only optimize for diffusion, the agents

  287. 14:07

    may learn to overshare everything. And

  288. 14:10

    let's say if you only optimize for

  289. 14:12

    memory recall, you might create noisy or

  290. 14:15

    steal um like memories. So this

  291. 14:18

    scorecard is what keeps the system

  292. 14:21

    honest and prevents the auto research

  293. 14:24

    agent from gamifying the system to just

  294. 14:27

    increase one specific score.

  295. 14:32

    The other important engineering lesson

  296. 14:34

    that we learned over this project is

  297. 14:38

    that um it's important to keep the

  298. 14:42

    editable surface really small. The auto

  299. 14:45

    research layer should not have

  300. 14:47

    permission to randomly rewrite the whole

  301. 14:49

    codebase.

  302. 14:51

    Instead, it's really important to freeze

  303. 14:54

    the harness, the scenarios, and the

  304. 14:57

    metrics. So, we're only exposing the

  305. 15:00

    part of the system that we actually want

  306. 15:02

    to optimize. Here in project paradox for

  307. 15:06

    us that meant things like memory writing

  308. 15:08

    policy, retrieval policy, communication

  309. 15:12

    prompt, belief, trust rules, source

  310. 15:15

    attribution, replanning triggers, etc.

  311. 15:19

    This gives the search pro process room

  312. 15:21

    to improve behavior, but also prevents

  313. 15:24

    it from gaming the evaluation directly

  314. 15:26

    as we mentioned before. And this is the

  315. 15:29

    difference between the LM writing random

  316. 15:32

    patches versus the LM actually searching

  317. 15:35

    within a controlled policy space.

  318. 15:40

    And here are here are examples of the

  319. 15:43

    kind of changes I want this kind of loop

  320. 15:46

    to search over. If if source attribution

  321. 15:50

    disappears, the policy change might be

  322. 15:53

    preserve source in memory and uh write

  323. 15:56

    uh memory rights and summaries. If

  324. 15:59

    rumors harden into facts, the policy

  325. 16:01

    change might be stored confidence mark

  326. 16:05

    firstand versus secondhand and require

  327. 16:07

    hedging when retelling uncertain claims.

  328. 16:10

    If if facts if public facts stay local,

  329. 16:13

    the policy change might be classify

  330. 16:15

    useful public facts differently and make

  331. 16:18

    agents proactively share important

  332. 16:20

    source evidence. The key is that these

  333. 16:24

    are small changes to the agent protocol,

  334. 16:27

    but they can have larger effects on a

  335. 16:30

    society level behavior for multi-agentic

  336. 16:33

    systems. This is also where I kind of

  337. 16:36

    want to be careful about our claims here

  338. 16:39

    because with we believe without repeated

  339. 16:42

    current loop results like I wouldn't say

  340. 16:45

    the system just generally improved.

  341. 16:49

    We're trying to say this is the right

  342. 16:51

    kind of surface to expose to an auto

  343. 16:54

    research layer uh loop because it is

  344. 16:56

    small enough to control but it's still

  345. 16:59

    rich enough to change the social

  346. 17:01

    behavior to some extent at least.

  347. 17:05

    And the biggest lesson for me perhaps

  348. 17:08

    was that memory is not enough here. You

  349. 17:12

    can add a rag memory to an agent and

  350. 17:15

    still not get the current long-term uh

  351. 17:19

    horizon behavior that you were looking

  352. 17:21

    for. Um because agents need to sometimes

  353. 17:25

    know where that information came for uh

  354. 17:28

    came from. You need to preserve whether

  355. 17:30

    it was firsthand, secondhand, verified

  356. 17:32

    or uncertain. Sometimes you need to

  357. 17:34

    separate raw episodic memories from what

  358. 17:37

    the agent currently believes too. And

  359. 17:39

    you need to test behavior through

  360. 17:41

    scenarios not not just through vibes. So

  361. 17:44

    the other lesson is that uh roll back

  362. 17:48

    also is not optional. When you optimize

  363. 17:51

    social behavior, a change can improve

  364. 17:54

    one thing and damage another. So, a

  365. 17:56

    policy that spreads public facts uh

  366. 17:59

    faster might also leak private

  367. 18:01

    information. A policy that increases

  368. 18:04

    recall might increase stale memory

  369. 18:06

    usage. So, the loop should basically be

  370. 18:09

    like a ratchet. Try a change, score it,

  371. 18:12

    keep it only if the scorecard improves

  372. 18:15

    and guard rails whole.

  373. 18:19

    And we we definitely believe this is not

  374. 18:23

    only relevant for game agents cuz

  375. 18:26

    although I gave you an example using a

  376. 18:29

    game village um we believe like let's

  377. 18:32

    say for example support agents support

  378. 18:34

    agents need to know which policy update

  379. 18:36

    comes from where right and whether it

  380. 18:38

    supersedes an older answer. Personal

  381. 18:41

    assistants for example need to remember

  382. 18:43

    commitments that they previously made

  383. 18:45

    and h make corrections if uh if the user

  384. 18:51

    u wants to change those personal

  385. 18:52

    commitments. Research agents need pro uh

  386. 18:55

    provenence citations contradiction

  387. 18:58

    handling and hypothesis updates. Coding

  388. 19:01

    agents need longunning context across

  389. 19:03

    issues, files, teammates and changing

  390. 19:06

    requirements. Workflow agents need

  391. 19:09

    access controls, handoffs, and

  392. 19:11

    replplanning when the world changes. All

  393. 19:13

    of these systems have the same

  394. 19:15

    underlying problem. They maintain state

  395. 19:18

    over time. And that state affect affects

  396. 19:22

    future action.

  397. 19:24

    So they need control scenarios and

  398. 19:26

    behavioral scorecards is what we are

  399. 19:29

    proposing.

  400. 19:31

    So again in brief, a recipe for long

  401. 19:35

    horizon agents. If there's one practical

  402. 19:38

    recipe I want you to take away, freeze

  403. 19:41

    the harness, define scenarios, log

  404. 19:45

    traces, score behavior, and expose only

  405. 19:48

    a small policy surface. Search over

  406. 19:52

    these changes, keep only changes that

  407. 19:54

    survive your measurement. And this is an

  408. 19:58

    engineering pattern that we believe

  409. 20:00

    would uh make sense for longunning

  410. 20:03

    agents. The real question we believe is

  411. 20:06

    across controlled runs, does the system

  412. 20:09

    behave better?

  413. 20:13

    To close, project paradox start as an

  414. 20:15

    attempt to make game agents feel alive

  415. 20:17

    in a 3D world. But the deeper engineing

  416. 20:20

    problem was not animation or dialogue

  417. 20:23

    for us. It was the state such as which

  418. 20:27

    agent knows what, which agent told whom,

  419. 20:31

    what is true, uncertain or outdated, and

  420. 20:33

    do agents act on what they remember.

  421. 20:36

    Otter research. Otter research gave us a

  422. 20:39

    way to approach this a bit more

  423. 20:41

    systematically. Not by trusting one demo

  424. 20:44

    and not by endlessly handtuning prompts,

  425. 20:47

    but by running control experiments and

  426. 20:49

    keeping only the changes that survived

  427. 20:52

    our measurement. Long horizon agents

  428. 20:55

    need experiments and not just prompts.

  429. 20:57

    And I hope that's the takeaway that you

  430. 20:59

    get from this talk. And yes, please do

  431. 21:02

    connect with us. We'd love to talk if

  432. 21:05

    you have any questions. Thank you so

  433. 21:07

    much for listening. Yeah.