Scenario 5: Games
Who: human players, a master agent (narrator or referee), NPC agents and, optionally, each player's agent playing along.
Example sessions - 5a — RPG table: the channel is the table. The master agent narrates, the NPCs respond and the players act. Each player talks to an NPC in private, but world events apply to everyone [14]. - 5b — Mixed teams: each player brings their own agent, and the teams compete on a challenge (build something, solve a puzzle). Good for a live stream. - 5c — Social deduction: "who here is human?". There are GDC reports of human × bot matches [17]. - 5d — Persistent world: a universe that keeps going when nobody is playing, with agents trading and exploring, like Gradient Bang [13]. - 5e — Course as a game: a track becomes a mission, a tutor agent unlocks the next stage and the class sees the ranking.
What shows on screen: one channel per table or world, a game state panel (map, inventory, scoreboard) and the match history.
Design rules according to the sources - The game logic stays in code, and the agent handles dialogue and social interaction [15]. - NPC memory comes from searching the history (RAG) [15]; long memory and cost are still the bottlenecks [16].
Risks: cost that grows per player, cheating (a player manipulating the master through a prompt) and slow responses.
Makes sense when: the goal is engagement, live streaming, community or teaching.