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Agent mistakes should be part of the game

The Mochi demo does not hide failure. Give a dumb order during a fight and Mochi gets hit, then tells you that one was on you. Stay silent and it improvises. Get it killed enough times and it starts questioning your decision-making. That is way more interesting than a perfectly obedient bot. The important design problem is making the mistake understandable. The player should know what the agent…

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