Status: This is a testbed proposal. It outlines design requirements and candidate measurements; it does not present completed experimental results.

Many agent evaluations end with a scalar score or a pass/fail label. Those summaries are useful for comparison, but they make it difficult to see how an agent planned, what it remembered, when it adapted, and whether a small mistake created a much later failure.

A playable environment offers another view. It has explicit state, a bounded action space, objectives, feedback, and consequences. A person can often watch the behavior unfold and identify a surprising decision before reading any trace.

Why games are useful—but not automatically good benchmarks

Games provide several experimental advantages:

  • Repeatability: scenarios can start from a recorded state and random seed.
  • Visible state: maps, inventories, turns, and scores expose parts of the world that matter.
  • Bounded actions: legal moves can be enumerated and invalid actions detected.
  • Long horizons: early decisions can affect outcomes many steps later.
  • Natural intervention: a human can pause, redirect, explain, or take over.
  • Engagement: observers can understand and discuss behavior without reducing everything to a benchmark table.

Games also introduce risks. A score may reward exploitation rather than the ability we intended to test. The model may have memorized public strategy guides. A visually rich interface can make perception the bottleneck when the experiment is supposed to study planning. Testbed design must isolate the question carefully.

Begin with a narrow capability

A useful scenario asks a specific question. “Can this agent play a strategy game?” is too broad. Better questions include:

  • Can it preserve a resource for a delayed objective?
  • Can it update a plan after discovering that a path is blocked?
  • Can it remember an instruction across a fixed number of turns?
  • Can two agents coordinate without duplicating the same action?
  • Can it ask for human help before an irreversible high-cost move?

Choose mechanics that expose that capability and remove mechanics that add unrelated difficulty. A small purpose-built scenario may produce more insight than an entire commercial game.

Specify the observation and action boundary

Record exactly what the agent can observe: structured state, pixels, text descriptions, history, hidden information, and other agents’ messages. Then record what it can do: legal actions, free-form tool calls, communication, and requests for help.

This boundary determines what the experiment measures. Giving an agent a structured map tests planning more directly; giving it screenshots also tests perception and grounding. Both can be valid, but their results answer different questions.

Design a scenario suite

ScenarioCapability isolatedUseful variation
Delayed rewardPlanning and resource disciplineChange horizon length and distractor value
Blocked routeState update and replanningReveal obstacle early or late
Hidden dependencyExploration and memoryMove the clue while preserving structure
Shared inventoryCoordinationVary communication and role permissions
Irreversible moveRisk estimation and escalationVary uncertainty and intervention cost
Rule changeAdaptationAlter one mechanic after a stable policy forms

Run multiple seeds and controlled variants. If one layout always puts the valuable item in the same place, an agent can appear strategic while following a brittle pattern.

Score the path as well as the result

Outcome metrics may include completion, score, turns, resources remaining, or distance to an objective. Trajectory metrics should also capture:

  • Invalid or impossible actions.
  • Repeated actions without new evidence.
  • Plan changes and the observations that triggered them.
  • Facts forgotten, invented, or carried across inappropriate boundaries.
  • Coordination messages, conflicts, and duplicated work.
  • Human interventions requested, accepted, or ignored.
  • Time, model calls, tool calls, and local compute used per turn.

Representative replays are part of the result. They help researchers discover failure classes that the initial scorecard did not anticipate.

Compare against understandable baselines

A strong comparison set includes a random legal policy, a simple scripted heuristic, a single-agent configuration, and any multi-agent or memory-enhanced system being tested. Where practical, include human play under the same observation and action limits.

The point is not to make the agent look impressive. It is to determine which system additions change behavior and whether the benefit justifies their cost and complexity.

Keep the testbed locally reproducible

Playable testbeds pair naturally with local inference. A self-contained environment can preserve the scenario, model configuration, seed, and trace without sending private experiment data elsewhere. Local execution also makes rapid iteration possible when the target hardware can sustain it.

A reproducible package should include environment version, scenario definition, seed, observation adapter, action schema, harness configuration, model and runtime details, event trace, and final replay. When proprietary assets prevent redistribution, publish the smallest original environment that preserves the measured mechanic.

Do not confuse game skill with general agency

Success in a bounded environment shows capability under that environment’s rules. It does not establish reliability in open-ended work, safety under different permissions, or competence in unrelated domains. The right conclusion remains narrow: which behavior appeared, under which observations, actions, harness, and scenarios.

A playable testbed is most valuable when it helps people see why a system succeeded or failed—not when it turns research into a spectacle.

A first PumaAI experiment

A compact starting point would be a turn-based grid scenario with visible resources, one delayed objective, a mid-run obstacle, and an optional human intervention. The same scenarios could compare a reactive baseline, a planning agent, and a two-role planner/executor harness.

The release should contain seeds, structured observations, action logs, state snapshots, harness versions, outcome and trajectory metrics, and short replays of representative successes and failures. Until those runs exist, this remains a proposed protocol rather than a result.

Open questions

  • Which game mechanics transfer most cleanly to real agent tasks?
  • How can a replay show context and permission boundaries without overwhelming the viewer?
  • Can human observers predict failure earlier from a playable trace than from a textual log?
  • How much scenario diversity is needed before a strategy is more than seed-specific behavior?