Multi-agent ARG platform
- for
- Anonymous agency, via ggofri
- when
- 2024–25
- Problem
- An alternate-reality game that needed agents behind it.
- My contribution
- Built four human-supervised agent systems for an alternate-reality game; the agency's CEO later hired my next company for a follow-on build.
- Decision
- Keep people in control: reviewers can stop publication, restrict subjects, correct pace or context, or disable any agent.
- Delivered
- Four systems, built personally: journalist/newsletter, clue generation, investigator workflow and simulated players. Players were simulated.
- Result
- Four agent systems behind the game; the agency's CEO later hired my next company for a follow-on build.
- Status
- production · 2024–25
2 weeksper later system, reusing the first (about two sprints)
what I foundAgents publishing into a live game needed people who could stop, steer or switch them off.
group chat · 4 agents
- journalist Draft: tonight's newsletter on the missing archive. held by a reviewer
- clue writer Clue 7 ready: a date hidden in the photo caption. → players
- simulated player Has anyone else noticed the caption date? → players
- investigator Cross-checking the date against the archive log. → players
- stop publication
- restrict subjects
- correct pace or context
- disable an agent
four systems
One platform, four agent systems
- 1Journalist / newsletterwrites the game's in-fiction reporting
- 2Clue generationproduces the clues players follow
- 3Investigator workflowagents that work the case alongside players
- 4Simulated playersappear as independent humans
control
People could stop it
- Stop publicationa reviewer can halt what goes out
- Restrict subjectstopics can be taken off the table
- Correct pace or contextreviewers steer timing and framing
- Disable an agentany agent can be switched off
reuse
The second system cost a fraction
- First systemabout two sprints, including the shared message bus and group chat
- Later systemsabout two weeks each, reusing it
disclosure
Simulated players, disclosed at the end
Simulated players appeared as independent humans; the fiction was disclosed at the end of the game. No engagement lift was measured.
ownership
Who did what, and when
- first systemabout two sprints
- later systemsabout two weeks each
- follow-on buildthe agency's CEO engaged my next company
- MeAll four systems, the message bus and the reviewer controls
- The agency's content reviewersSupervised the agents through the controls
- FreelancersWorked on other startup engagements, not this one
- Engagement measurementNone; I had no access to player metrics
What shipped
The agency's CEO later hired my next company for a follow-on build.
as reported; no engagement lift was measured- The agency reported satisfaction with the work, and its CEO later engaged my next company for a follow-on build.
Method and caveats
Interview testimony; I had no access to the agency's player metrics. Simulated players appeared as independent humans, with the fiction disclosed at the end of the game.
- Scope and architecture: my own account, from interview testimony
- The follow-on build: reported by the agency; no engagement lift was measured
- The group-chat messages above are a reconstruction