When an agent makes the wrong move, blaming the model is easy. Figuring out whether the instruction, tools or human assumption caused it is harder. A game could make that feedback easier to learn from, without putting a customer or production system at risk.
The Mochi loop is simple: give an instruction, watch what the agent understood, then deal with the result.
That is also the real problem people have with agents at work.
Was the bad outcome caused by the model, the available tools, the instruction, or the human who assumed the agent could read their mind?
A game gives you that feedback without risking payroll, customers, or production.
Sitrep still has to be fun first. Nobody wants corporate training wearing a tactical-shooter skin.
But if players get better at leading agents because they wanted to win, that is a pretty good side effect.
Originally published on Johannes Cortez's site.
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