/ Paper arXiv 2611.04772
In short
In shortReport a mistake
Key numbers
From the paperCopied from the abstract, not written by AI.
Abstract
From the paperThe authors' own words.
A deployed LLM coaching agent answers requests whose correct response depends on player state and game version, so advice that is right for one player can be wrong for the next. We describe TactiNavi, the serving system behind the LLM coach of a commercial open-world game, which makes strategy applicability an explicit artifact shared by offline compilation, online execution, failure diagnosis, and release. An offline compiler turns versioned game evidence and expert guidance into strategy packages with explicit prerequisites, the serving plane evaluates those prerequisites as three-valued conditions over structured player state and records decision traces, and a control plane uses the resulting condition-rule dependencies to validate revisions on held-out traffic before release. In a retrospective evaluation of 1,122 logged coaching turns from three deployment periods, condition-bearing packages raise correctness from 57.9% to 82.0% over atomic facts and reduce strategy misapplication under changed player state from 18.1% to 10.4%, while trace-based claim verification reaches 86.4% precision at a median reply latency of 2.07 s. The deployment also showed that most apparent fixes are generation noise, because an unchanged-system rerun recovers 38.4% of failing turns and only one of 15 shipped revision units passes the release checks retrospectively. We distill these results into lessons on treating applicability as a first-class serving object, sizing traces for later diagnosis, and building the null model into the release path.
From the full paper
From the paperCopied from the paper itself by our code.
Reading the paper on arXiv…
Ask this paper
/ Ask a questionAnswers come from the full paper and name the section
/ Your notes
Select text in the abstract to highlight it or add a note. They stay in this browser.