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Your health, inventory, cooldowns, quest flags, position, party composition, difficulty, active effects and mission progress can all change what the correct next move is.\"},\"tunes\":{}},{\"id\":\"direct\",\"type\":\"callout\",\"data\":{\"variant\":\"info\",\"title\":\"Direct answer\",\"body\":\"\u003Cstrong>Correct game advice requires enough state to make the decision.\u003C\u002Fstrong> Knowing the game and patch is not sufficient when the answer depends on what is currently true in the player's session. If the assistant cannot observe or reliably reconstruct those variables, it should ask for them, state assumptions, or lower confidence.\"},\"tunes\":{}},{\"id\":\"model-note\",\"type\":\"callout\",\"data\":{\"variant\":\"note\",\"title\":\"The model used in this article\",\"body\":\"The Game-State Completeness Test and Decision-Critical State model below are practical Figure Rocks frameworks. They are not formal game-engine standards. They are designed to separate general game knowledge from the session-specific information required for a valid recommendation.\"},\"tunes\":{}},{\"id\":\"toc\",\"type\":\"tableOfContents\",\"data\":{\"title\":\"Contents\",\"minLevel\":2,\"maxLevel\":3},\"tunes\":{}},{\"id\":\"h-knowledge-state\",\"type\":\"header\",\"data\":{\"text\":\"Game knowledge and game state are different things\",\"level\":2},\"tunes\":{}},{\"id\":\"p-knowledge-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"General game knowledge tells you what can happen: an ability has a cooldown, an enemy resists a damage type, a quest requires a flag, a route contains a hazard, or an item synergizes with a build.\"},\"tunes\":{}},{\"id\":\"p-knowledge-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"Game state tells you what is true now: the ability is still on cooldown, the enemy is enraged, the quest flag is already set, the shortcut is unlocked, the player has 12 percent health, or the required item was consumed five minutes ago.\"},\"tunes\":{}},{\"id\":\"p-knowledge-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"A recommendation can be correct at the knowledge layer and wrong at the state layer.\"},\"tunes\":{}},{\"id\":\"h-engine\",\"type\":\"header\",\"data\":{\"text\":\"Game engines already treat state as first-class information\",\"level\":2},\"tunes\":{}},{\"id\":\"p-engine-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"This distinction is not artificial. Epic's Unreal Engine documentation separates Game Mode from Game State and Player State. Game State tracks information that changes during play and must be available across the session, while Player State tracks information associated with individual players.\"},\"tunes\":{}},{\"id\":\"p-engine-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"Unreal's Gameplay Tags provide another example. Tags can represent current conditions such as movement state, capabilities, events or other flags, and gameplay logic can evaluate whether particular tags are present before allowing an action.\"},\"tunes\":{}},{\"id\":\"p-engine-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"The important lesson for AI assistants is simple: the game itself often makes decisions from explicit state variables. An assistant that lacks those variables is trying to reproduce a decision with an incomplete input.\"},\"tunes\":{}},{\"id\":\"h-critical\",\"type\":\"header\",\"data\":{\"text\":\"Decision-Critical State\",\"level\":2},\"tunes\":{}},{\"id\":\"p-critical-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Not every game variable matters to every question. The useful concept is Decision-Critical State: the smallest set of current variables that can change the answer to the player's specific question.\"},\"tunes\":{}},{\"id\":\"critical-table\",\"type\":\"comparison\",\"data\":{\"title\":\"Examples of decision-critical state\",\"layout\":\"table\",\"columns\":[{\"id\":\"question\",\"label\":\"Question\"},{\"id\":\"critical\",\"label\":\"Likely decision-critical state\"},{\"id\":\"irrelevant\",\"label\":\"Often irrelevant\"}],\"rows\":[{\"id\":\"boss\",\"label\":\"Boss strategy\",\"values\":[\"\",\"\",\"\"]},{\"id\":\"build\",\"label\":\"Build decision\",\"values\":[\"\",\"\",\"\"]},{\"id\":\"quest\",\"label\":\"Quest progression\",\"values\":[\"\",\"\",\"\"]},{\"id\":\"route\",\"label\":\"Navigation\",\"values\":[\"\",\"\",\"\"]},{\"id\":\"economy\",\"label\":\"Spend-or-save decision\",\"values\":[\"\",\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"key-rule\",\"type\":\"callout\",\"data\":{\"variant\":\"success\",\"title\":\"The key rule\",\"body\":\"An assistant does not need the entire game state. It needs the \u003Cstrong>state that can change the answer\u003C\u002Fstrong>.\"},\"tunes\":{}},{\"id\":\"h-test\",\"type\":\"header\",\"data\":{\"text\":\"The Game-State Completeness Test\",\"level\":2},\"tunes\":{}},{\"id\":\"state-test\",\"type\":\"processFlow\",\"data\":{\"title\":\"Check whether the assistant has enough state to answer\",\"orientation\":\"auto\",\"steps\":[{\"label\":\"1. Define the decision\",\"description\":\"What exactly is the player trying to choose, predict, diagnose or optimize?\"},{\"label\":\"2. List answer-changing variables\",\"description\":\"Identify the current variables that could reverse or materially alter the recommendation.\"},{\"label\":\"3. Mark observed vs assumed state\",\"description\":\"Separate variables the assistant actually knows from variables it inferred or guessed.\"},{\"label\":\"4. Check freshness\",\"description\":\"A state value that was true thirty seconds ago may already be stale in a live encounter.\"},{\"label\":\"5. Check hidden dependencies\",\"description\":\"Quest flags, internal timers, server state or undocumented transitions may affect the result.\"},{\"label\":\"6. Ask only for missing critical state\",\"description\":\"Do not request a full save dump if two missing variables are enough.\"},{\"label\":\"7. State assumptions\",\"description\":\"If a critical variable cannot be observed, expose the assumption instead of silently inventing it.\"}]},\"tunes\":{}},{\"id\":\"h-screenshot\",\"type\":\"header\",\"data\":{\"text\":\"Why screenshots help — and why they are not enough\",\"level\":2},\"tunes\":{}},{\"id\":\"p-screen-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"A screenshot can expose health, inventory, location, UI markers and visible status effects. That is valuable because it converts hidden user context into observable evidence.\"},\"tunes\":{}},{\"id\":\"p-screen-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"But a screenshot is only a projection of state. It may not show cooldowns, hidden quest flags, server variables, current difficulty modifiers, recently consumed resources, player skill settings or what happened immediately before the image was captured.\"},\"tunes\":{}},{\"id\":\"p-screen-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"The right question is therefore not “Can the AI see the screen?” but “Does the visible screen contain the state required for this decision?”\"},\"tunes\":{}},{\"id\":\"h-save\",\"type\":\"header\",\"data\":{\"text\":\"A save file is more complete — but still not automatically sufficient\",\"level\":2},\"tunes\":{}},{\"id\":\"p-save-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"A structured save can expose far more than a screenshot: inventory, progression, flags, unlocked locations, character stats and persistent choices.\"},\"tunes\":{}},{\"id\":\"p-save-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"Even then, the save may not contain transient combat state, live server configuration, matchmaking conditions or information that exists only in memory during the current session.\"},\"tunes\":{}},{\"id\":\"p-save-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"For live advice, the assistant may need a combination of persistent state and transient state.\"},\"tunes\":{}},{\"id\":\"h-persistent\",\"type\":\"header\",\"data\":{\"text\":\"Persistent state vs transient state\",\"level\":2},\"tunes\":{}},{\"id\":\"state-types\",\"type\":\"table\",\"data\":{\"withHeadings\":true,\"stretched\":false,\"content\":[[\"State type\",\"Examples\",\"Typical lifetime\"],[\"Persistent\",\"Quest progress, unlocked areas, inventory, skill tree, story choices\",\"Survives save\u002Fload\"],[\"Session\",\"Current lobby, run seed, active mission, temporary world state\",\"Current play session or run\"],[\"Encounter\",\"Health, enemy phase, cooldowns, buffs, position\",\"Seconds to minutes\"],[\"External\u002Flive\",\"Server event, rotation, hotfix, matchmaking pool, backend rule\",\"Controlled outside the local save\"],[\"Derived\",\"Estimated DPS, route efficiency, risk level, expected resource value\",\"Computed from other state\"]]},\"tunes\":{}},{\"id\":\"h-danger\",\"type\":\"header\",\"data\":{\"text\":\"The most dangerous missing state is the one that changes the recommendation\",\"level\":2},\"tunes\":{}},{\"id\":\"p-danger-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Missing a cosmetic variable rarely matters. Missing one boss-phase flag can invalidate the whole strategy.\"},\"tunes\":{}},{\"id\":\"p-danger-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"This is why completeness should not be measured by how many variables the assistant has. Ten thousand irrelevant values do not compensate for one absent decision-critical flag.\"},\"tunes\":{}},{\"id\":\"p-danger-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"State quality is therefore about relevance, correctness and freshness rather than volume.\"},\"tunes\":{}},{\"id\":\"h-matrix\",\"type\":\"header\",\"data\":{\"text\":\"The State Sufficiency Matrix\",\"level\":2},\"tunes\":{}},{\"id\":\"sufficiency-matrix\",\"type\":\"comparison\",\"data\":{\"title\":\"How confident should the assistant be?\",\"layout\":\"table\",\"columns\":[{\"id\":\"observed\",\"label\":\"Observed critical state\"},{\"id\":\"missing\",\"label\":\"Missing critical state\"},{\"id\":\"response\",\"label\":\"Best response behavior\"}],\"rows\":[{\"id\":\"complete\",\"label\":\"Complete enough\",\"values\":[\"\",\"\",\"\"]},{\"id\":\"partial\",\"label\":\"Partially complete\",\"values\":[\"\",\"\",\"\"]},{\"id\":\"weak\",\"label\":\"Weak state\",\"values\":[\"\",\"\",\"\"]},{\"id\":\"unknown\",\"label\":\"Unknown\",\"values\":[\"\",\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"h-hallucinate\",\"type\":\"header\",\"data\":{\"text\":\"Why game assistants hallucinate state even when they know the game\",\"level\":2},\"tunes\":{}},{\"id\":\"p-hallucinate-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Language models are good at completing plausible patterns. If a player says “I am at the second boss and low on healing,” the model may silently fill missing details from common playthrough patterns.\"},\"tunes\":{}},{\"id\":\"p-hallucinate-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"That can produce an answer that sounds personalized without actually being grounded in the player's state.\"},\"tunes\":{}},{\"id\":\"p-hallucinate-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"A reliable assistant should distinguish three categories: observed state, user-reported state and inferred state. Inferred state should never be silently upgraded into fact.\"},\"tunes\":{}},{\"id\":\"h-three-state\",\"type\":\"header\",\"data\":{\"text\":\"Observed, reported and inferred state\",\"level\":2},\"tunes\":{}},{\"id\":\"source-table\",\"type\":\"table\",\"data\":{\"withHeadings\":true,\"stretched\":false,\"content\":[[\"State source\",\"Example\",\"Reliability issue\"],[\"Observed\",\"Screen\u002FAPI\u002Fsave shows 18 HP\",\"Can still be stale or misread\"],[\"User-reported\",\"Player says the shortcut is unlocked\",\"Usually useful but may be mistaken or outdated\"],[\"Inferred\",\"Assistant assumes the player has a common item at this point\",\"Must remain an assumption unless verified\"]]},\"tunes\":{}},{\"id\":\"h-questions\",\"type\":\"header\",\"data\":{\"text\":\"A state-aware assistant should ask fewer, better questions\",\"level\":2},\"tunes\":{}},{\"id\":\"p-questions-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"The solution is not to interrogate the player about everything. It is to identify the smallest missing state that can change the decision.\"},\"tunes\":{}},{\"id\":\"questions-table\",\"type\":\"comparison\",\"data\":{\"title\":\"Bad clarification vs useful clarification\",\"layout\":\"table\",\"columns\":[{\"id\":\"bad\",\"label\":\"Weak question\"},{\"id\":\"good\",\"label\":\"State-aware question\"}],\"rows\":[{\"id\":\"boss\",\"label\":\"Boss\",\"values\":[\"\",\"\"]},{\"id\":\"quest\",\"label\":\"Quest\",\"values\":[\"\",\"\"]},{\"id\":\"route\",\"label\":\"Route\",\"values\":[\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"h-freshness\",\"type\":\"header\",\"data\":{\"text\":\"State freshness matters\",\"level\":2},\"tunes\":{}},{\"id\":\"p-fresh-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"A correct state snapshot can become wrong almost immediately. Combat position, health, cooldowns and enemy phase are high-frequency variables. Quest completion or unlocked locations are comparatively stable.\"},\"tunes\":{}},{\"id\":\"p-fresh-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"The assistant should therefore attach different freshness expectations to different state classes rather than treating all retrieved context as equally current.\"},\"tunes\":{}},{\"id\":\"fresh-warning\",\"type\":\"callout\",\"data\":{\"variant\":\"warning\",\"title\":\"Freshness is part of validity\",\"body\":\"A value can be authentic and still be unusable because it describes the player \u003Cstrong>before the situation changed\u003C\u002Fstrong>.\"},\"tunes\":{}},{\"id\":\"h-patch-player\",\"type\":\"header\",\"data\":{\"text\":\"Patch state and player state solve different problems\",\"level\":2},\"tunes\":{}},{\"id\":\"p-patch-player-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Version awareness answers: “Which rules are currently active?” Player-state awareness answers: “Which of those rules matter in this exact situation?”\"},\"tunes\":{}},{\"id\":\"p-patch-player-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"Both are necessary for strong advice. A perfectly current patch model can still fail if it assumes the wrong inventory or quest state. A perfect save-state model can still fail if its mechanic values belong to the previous patch.\"},\"tunes\":{}},{\"id\":\"ref-patch\",\"type\":\"referralArticle\",\"data\":{\"url\":\"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fpatch-notes-are-not-game-state-why-ai-game-advice-goes-stale-after-an-update\",\"title\":\"Patch Notes Are Not Game State: Why AI Game Advice Goes Stale After an Update\",\"excerpt\":\"Why patch, platform, branch, region and live-service state form a separate validity layer for gaming AI.\",\"ctaLabel\":\"Read the patch-state guide\"},\"tunes\":{}},{\"id\":\"ref-reasoning\",\"type\":\"referralArticle\",\"data\":{\"url\":\"https:\u002F\u002Ffigure.rocks\u002Fde\u002Fblog\u002Fwhen-gaming-ai-sounds-right-but-isn-t-the-reasoning-problem-behind-game-assistants-and-agents\",\"title\":\"When Gaming AI Sounds Right but Isn't: The Reasoning Problem Behind Game Assistants and Agents\",\"excerpt\":\"A broader look at why fluent game-assistant answers can fail even when they sound technically convincing.\",\"ctaLabel\":\"Read the gaming AI reasoning article\"},\"tunes\":{}},{\"id\":\"h-integrity\",\"type\":\"header\",\"data\":{\"text\":\"The Game-State Integrity Check\",\"level\":2},\"tunes\":{}},{\"id\":\"integrity-flow\",\"type\":\"processFlow\",\"data\":{\"title\":\"Before trusting a personalized game recommendation\",\"orientation\":\"auto\",\"steps\":[{\"label\":\"1. Identify what the assistant actually observed\",\"description\":\"Screen, save, API, telemetry, user message or nothing.\"},{\"label\":\"2. Separate current facts from assumptions\",\"description\":\"Do not let inferred state masquerade as observed state.\"},{\"label\":\"3. Find the decision-critical variables\",\"description\":\"Which missing values could reverse the answer?\"},{\"label\":\"4. Check freshness\",\"description\":\"Could the observed state have changed since capture?\"},{\"label\":\"5. Check hidden state\",\"description\":\"Could quest flags, server state or internal timers matter but remain invisible?\"},{\"label\":\"6. Make the recommendation conditional when needed\",\"description\":\"If state cannot be verified, state the branch explicitly.\"}]},\"tunes\":{}},{\"id\":\"h-change\",\"type\":\"header\",\"data\":{\"text\":\"What would change this answer?\",\"level\":2},\"tunes\":{}},{\"id\":\"p-change-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"The problem becomes smaller if a game exposes authoritative, structured and current state through an API or native assistant interface. In that case the AI can resolve many decision-critical variables automatically instead of asking the player.\"},\"tunes\":{}},{\"id\":\"p-change-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"It becomes larger in games with hidden information, procedural systems, server-side rules, rapid combat or intentionally opaque mechanics where the assistant cannot observe the variables that drive the outcome.\"},\"tunes\":{}},{\"id\":\"h-limitations\",\"type\":\"header\",\"data\":{\"text\":\"Limitations\",\"level\":2},\"tunes\":{}},{\"id\":\"p-limit-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Different games model state differently. The categories in this article are a diagnostic abstraction, not a claim that every game engine stores these variables in the same architecture.\"},\"tunes\":{}},{\"id\":\"p-limit-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"Even complete state does not guarantee correct advice. The assistant can still reason badly, misunderstand mechanics or optimize for the wrong player objective. State completeness removes one failure source; it does not prove the conclusion.\"},\"tunes\":{}},{\"id\":\"h-conclusion\",\"type\":\"header\",\"data\":{\"text\":\"Conclusion\",\"level\":2},\"tunes\":{}},{\"id\":\"p-conclusion-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"A gaming AI can know the entire wiki and still fail the player standing in front of it because general knowledge is not the same thing as current state.\"},\"tunes\":{}},{\"id\":\"p-conclusion-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"The reliable path is to identify the decision, resolve the small set of state variables that can change the answer, separate observed facts from assumptions, and respect freshness. The question is not “How much context does the assistant have?” It is “Does it have the state required for this decision?”\"},\"tunes\":{}},{\"id\":\"h-faq\",\"type\":\"header\",\"data\":{\"text\":\"FAQ\",\"level\":2},\"tunes\":{}},{\"id\":\"faq\",\"type\":\"faq\",\"data\":{\"title\":\"Game-state-aware AI assistants\",\"items\":[{\"id\":\"faq1\",\"question\":\"Why can AI know a game well and still give bad advice?\",\"answer\":\"Because general game knowledge does not include the current state of the player's session. The correct choice can depend on health, inventory, quest flags, cooldowns, location, active effects or other current variables.\"},{\"id\":\"faq2\",\"question\":\"Is a screenshot enough for personalized game advice?\",\"answer\":\"Sometimes, but not always. A screenshot only exposes visible state and may omit hidden flags, recent events, server-side conditions or transient variables outside the frame.\"},{\"id\":\"faq3\",\"question\":\"Does an AI need the entire save file?\",\"answer\":\"Usually no. It needs the smallest set of decision-critical state that can change the answer.\"},{\"id\":\"faq4\",\"question\":\"What is decision-critical state?\",\"answer\":\"It is the set of current variables whose values can materially change the recommendation for a specific question.\"},{\"id\":\"faq5\",\"question\":\"Can perfect game state guarantee a correct answer?\",\"answer\":\"No. The assistant can still reason incorrectly, use stale mechanics or optimize for the wrong objective. Complete state only removes one major source of error.\"}]},\"tunes\":{}},{\"id\":\"h-glossary\",\"type\":\"header\",\"data\":{\"text\":\"Glossary\",\"level\":2},\"tunes\":{}},{\"id\":\"glossary\",\"type\":\"glossary\",\"data\":{\"title\":\"Key game-state terms\",\"entries\":[{\"term\":\"Game state\",\"definition\":\"The current set of variables that describe what is true in the active game or session.\",\"anchor\":\"game-state\"},{\"term\":\"Decision-Critical State\",\"definition\":\"The minimum current state whose values can change the answer to a specific player decision.\",\"anchor\":\"decision-critical-state\"},{\"term\":\"Persistent state\",\"definition\":\"State such as progression, inventory or story choices that normally survives save\u002Fload boundaries.\",\"anchor\":\"persistent-state\"},{\"term\":\"Transient state\",\"definition\":\"Short-lived values such as health, cooldowns, position or active effects that can change rapidly.\",\"anchor\":\"transient-state\"},{\"term\":\"Game-State Completeness Test\",\"definition\":\"A Figure Rocks framework for checking whether an assistant has enough relevant, current state to make a valid recommendation.\",\"anchor\":\"game-state-completeness-test\"}]},\"tunes\":{}},{\"id\":\"h-sources\",\"type\":\"header\",\"data\":{\"text\":\"Primary sources\",\"level\":2},\"tunes\":{}},{\"id\":\"src-epic-state\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fdev.epicgames.com\u002Fdocumentation\u002Funreal-engine\u002Fgame-mode-and-game-state-in-unreal-engine\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Epic Games — Game Mode and Game State in Unreal Engine\",\"description\":\"Official Unreal Engine documentation describing Game Mode, Game State and player-related session information.\"}},\"tunes\":{}},{\"id\":\"src-epic-framework\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fdev.epicgames.com\u002Fdocumentation\u002Funreal-engine\u002Fgameplay-framework-quick-reference-in-unreal-engine\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Epic Games — Gameplay Framework Quick Reference\",\"description\":\"Official reference explaining how GameState and PlayerState track current game and player information.\"}},\"tunes\":{}},{\"id\":\"src-epic-tags\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fdev.epicgames.com\u002Fdocumentation\u002Funreal-engine\u002Fusing-gameplay-tags-in-unreal-engine\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Epic Games — Using Gameplay Tags\",\"description\":\"Official documentation showing how current conditions and flags can be represented and evaluated in gameplay logic.\"}},\"tunes\":{}},{\"id\":\"src-epic-attributes\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fdev.epicgames.com\u002Fdocumentation\u002Funreal-engine\u002Fgameplay-attributes-and-gameplay-effects-for-the-gameplay-ability-system-in-unreal-engine\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Epic Games — Gameplay Attributes and Effects\",\"description\":\"Official documentation showing how numerical current-state properties such as health, strength and movement speed can drive gameplay.\"}},\"tunes\":{}},{\"id\":\"src-figure-reasoning\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Ffigure.rocks\u002Fde\u002Fblog\u002Fwhen-gaming-ai-sounds-right-but-isn-t-the-reasoning-problem-behind-game-assistants-and-agents\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Figure Rocks — When Gaming AI Sounds Right but Isn't\",\"description\":\"Internal article on reasoning failures in game assistants and agents.\"}},\"tunes\":{}},{\"id\":\"src-figure-patch\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fpatch-notes-are-not-game-state-why-ai-game-advice-goes-stale-after-an-update\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Figure Rocks — Patch Notes Are Not Game State\",\"description\":\"Internal article on version, branch, platform and live-service validity.\"}},\"tunes\":{}}],\"version\":\"2.31.6\"}",{"time":537,"blocks":538,"version":1153},1790374353986,[539,545,553,560,567,573,578,583,588,593,598,603,608,613,618,656,663,668,697,702,707,712,717,722,727,732,737,742,772,777,782,787,792,797,829,834,839,844,849,854,875,880,885,907,912,917,922,929,934,939,944,953,961,966,989,994,999,1004,1009,1014,1019,1024,1029,1034,1039,1065,1070,1095,1100,1110,1119,1128,1137,1145],{"id":540,"data":541,"type":543,"tunes":544},"intro",{"text":542},"A game assistant can know the mechanics, understand the patch and still give bad advice because it does not know the state of your actual run. Your health, inventory, cooldowns, quest flags, position, party composition, difficulty, active effects and mission progress can all change what the correct next move is.","paragraph",{},{"id":546,"data":547,"type":551,"tunes":552},"direct",{"body":548,"title":549,"variant":550},"\u003Cstrong>Correct game advice requires enough state to make the decision.\u003C\u002Fstrong> Knowing the game and patch is not sufficient when the answer depends on what is currently true in the player's session. If the assistant cannot observe or reliably reconstruct those variables, it should ask for them, state assumptions, or lower confidence.","Direct answer","info","callout",{},{"id":554,"data":555,"type":551,"tunes":559},"model-note",{"body":556,"title":557,"variant":558},"The Game-State Completeness Test and Decision-Critical State model below are practical Figure Rocks frameworks. They are not formal game-engine standards. They are designed to separate general game knowledge from the session-specific information required for a valid recommendation.","The model used in this article","note",{},{"id":561,"data":562,"type":565,"tunes":566},"toc",{"title":563,"maxLevel":564,"minLevel":46},"Contents",3,"tableOfContents",{},{"id":568,"data":569,"type":571,"tunes":572},"h-knowledge-state",{"text":570,"level":46},"Game knowledge and game state are different things","header",{},{"id":574,"data":575,"type":543,"tunes":577},"p-knowledge-1",{"text":576},"General game knowledge tells you what can happen: an ability has a cooldown, an enemy resists a damage type, a quest requires a flag, a route contains a hazard, or an item synergizes with a build.",{},{"id":579,"data":580,"type":543,"tunes":582},"p-knowledge-2",{"text":581},"Game state tells you what is true now: the ability is still on cooldown, the enemy is enraged, the quest flag is already set, the shortcut is unlocked, the player has 12 percent health, or the required item was consumed five minutes ago.",{},{"id":584,"data":585,"type":543,"tunes":587},"p-knowledge-3",{"text":586},"A recommendation can be correct at the knowledge layer and wrong at the state layer.",{},{"id":589,"data":590,"type":571,"tunes":592},"h-engine",{"text":591,"level":46},"Game engines already treat state as first-class information",{},{"id":594,"data":595,"type":543,"tunes":597},"p-engine-1",{"text":596},"This distinction is not artificial. Epic's Unreal Engine documentation separates Game Mode from Game State and Player State. Game State tracks information that changes during play and must be available across the session, while Player State tracks information associated with individual players.",{},{"id":599,"data":600,"type":543,"tunes":602},"p-engine-2",{"text":601},"Unreal's Gameplay Tags provide another example. Tags can represent current conditions such as movement state, capabilities, events or other flags, and gameplay logic can evaluate whether particular tags are present before allowing an action.",{},{"id":604,"data":605,"type":543,"tunes":607},"p-engine-3",{"text":606},"The important lesson for AI assistants is simple: the game itself often makes decisions from explicit state variables. An assistant that lacks those variables is trying to reproduce a decision with an incomplete input.",{},{"id":609,"data":610,"type":571,"tunes":612},"h-critical",{"text":611,"level":46},"Decision-Critical State",{},{"id":614,"data":615,"type":543,"tunes":617},"p-critical-1",{"text":616},"Not every game variable matters to every question. The useful concept is Decision-Critical State: the smallest set of current variables that can change the answer to the player's specific question.",{},{"id":619,"data":620,"type":654,"tunes":655},"critical-table",{"rows":621,"title":642,"layout":643,"columns":644},[622,626,630,634,638],{"id":623,"label":624,"values":625},"boss","Boss strategy",[12,12,12],{"id":627,"label":628,"values":629},"build","Build decision",[12,12,12],{"id":631,"label":632,"values":633},"quest","Quest progression",[12,12,12],{"id":635,"label":636,"values":637},"route","Navigation",[12,12,12],{"id":639,"label":640,"values":641},"economy","Spend-or-save decision",[12,12,12],"Examples of decision-critical state","table",[645,648,651],{"id":646,"label":647},"question","Question",{"id":649,"label":650},"critical","Likely decision-critical state",{"id":652,"label":653},"irrelevant","Often irrelevant","comparison",{},{"id":657,"data":658,"type":551,"tunes":662},"key-rule",{"body":659,"title":660,"variant":661},"An assistant does not need the entire game state. It needs the \u003Cstrong>state that can change the answer\u003C\u002Fstrong>.","The key rule","success",{},{"id":664,"data":665,"type":571,"tunes":667},"h-test",{"text":666,"level":46},"The Game-State Completeness Test",{},{"id":669,"data":670,"type":695,"tunes":696},"state-test",{"steps":671,"title":693,"orientation":694},[672,675,678,681,684,687,690],{"label":673,"description":674},"1. Define the decision","What exactly is the player trying to choose, predict, diagnose or optimize?",{"label":676,"description":677},"2. List answer-changing variables","Identify the current variables that could reverse or materially alter the recommendation.",{"label":679,"description":680},"3. Mark observed vs assumed state","Separate variables the assistant actually knows from variables it inferred or guessed.",{"label":682,"description":683},"4. Check freshness","A state value that was true thirty seconds ago may already be stale in a live encounter.",{"label":685,"description":686},"5. Check hidden dependencies","Quest flags, internal timers, server state or undocumented transitions may affect the result.",{"label":688,"description":689},"6. Ask only for missing critical state","Do not request a full save dump if two missing variables are enough.",{"label":691,"description":692},"7. State assumptions","If a critical variable cannot be observed, expose the assumption instead of silently inventing it.","Check whether the assistant has enough state to answer","auto","processFlow",{},{"id":698,"data":699,"type":571,"tunes":701},"h-screenshot",{"text":700,"level":46},"Why screenshots help — and why they are not enough",{},{"id":703,"data":704,"type":543,"tunes":706},"p-screen-1",{"text":705},"A screenshot can expose health, inventory, location, UI markers and visible status effects. That is valuable because it converts hidden user context into observable evidence.",{},{"id":708,"data":709,"type":543,"tunes":711},"p-screen-2",{"text":710},"But a screenshot is only a projection of state. It may not show cooldowns, hidden quest flags, server variables, current difficulty modifiers, recently consumed resources, player skill settings or what happened immediately before the image was captured.",{},{"id":713,"data":714,"type":543,"tunes":716},"p-screen-3",{"text":715},"The right question is therefore not “Can the AI see the screen?” but “Does the visible screen contain the state required for this decision?”",{},{"id":718,"data":719,"type":571,"tunes":721},"h-save",{"text":720,"level":46},"A save file is more complete — but still not automatically sufficient",{},{"id":723,"data":724,"type":543,"tunes":726},"p-save-1",{"text":725},"A structured save can expose far more than a screenshot: inventory, progression, flags, unlocked locations, character stats and persistent choices.",{},{"id":728,"data":729,"type":543,"tunes":731},"p-save-2",{"text":730},"Even then, the save may not contain transient combat state, live server configuration, matchmaking conditions or information that exists only in memory during the current session.",{},{"id":733,"data":734,"type":543,"tunes":736},"p-save-3",{"text":735},"For live advice, the assistant may need a combination of persistent state and transient state.",{},{"id":738,"data":739,"type":571,"tunes":741},"h-persistent",{"text":740,"level":46},"Persistent state vs transient state",{},{"id":743,"data":744,"type":643,"tunes":771},"state-types",{"content":745,"stretched":770,"withHeadings":14},[746,750,754,758,762,766],[747,748,749],"State type","Examples","Typical lifetime",[751,752,753],"Persistent","Quest progress, unlocked areas, inventory, skill tree, story choices","Survives save\u002Fload",[755,756,757],"Session","Current lobby, run seed, active mission, temporary world state","Current play session or run",[759,760,761],"Encounter","Health, enemy phase, cooldowns, buffs, position","Seconds to minutes",[763,764,765],"External\u002Flive","Server event, rotation, hotfix, matchmaking pool, backend rule","Controlled outside the local save",[767,768,769],"Derived","Estimated DPS, route efficiency, risk level, expected resource value","Computed from other state",false,{},{"id":773,"data":774,"type":571,"tunes":776},"h-danger",{"text":775,"level":46},"The most dangerous missing state is the one that changes the recommendation",{},{"id":778,"data":779,"type":543,"tunes":781},"p-danger-1",{"text":780},"Missing a cosmetic variable rarely matters. Missing one boss-phase flag can invalidate the whole strategy.",{},{"id":783,"data":784,"type":543,"tunes":786},"p-danger-2",{"text":785},"This is why completeness should not be measured by how many variables the assistant has. Ten thousand irrelevant values do not compensate for one absent decision-critical flag.",{},{"id":788,"data":789,"type":543,"tunes":791},"p-danger-3",{"text":790},"State quality is therefore about relevance, correctness and freshness rather than volume.",{},{"id":793,"data":794,"type":571,"tunes":796},"h-matrix",{"text":795,"level":46},"The State Sufficiency Matrix",{},{"id":798,"data":799,"type":654,"tunes":828},"sufficiency-matrix",{"rows":800,"title":817,"layout":643,"columns":818},[801,805,809,813],{"id":802,"label":803,"values":804},"complete","Complete enough",[12,12,12],{"id":806,"label":807,"values":808},"partial","Partially complete",[12,12,12],{"id":810,"label":811,"values":812},"weak","Weak state",[12,12,12],{"id":814,"label":815,"values":816},"unknown","Unknown",[12,12,12],"How confident should the assistant be?",[819,822,825],{"id":820,"label":821},"observed","Observed critical state",{"id":823,"label":824},"missing","Missing critical state",{"id":826,"label":827},"response","Best response behavior",{},{"id":830,"data":831,"type":571,"tunes":833},"h-hallucinate",{"text":832,"level":46},"Why game assistants hallucinate state even when they know the game",{},{"id":835,"data":836,"type":543,"tunes":838},"p-hallucinate-1",{"text":837},"Language models are good at completing plausible patterns. If a player says “I am at the second boss and low on healing,” the model may silently fill missing details from common playthrough patterns.",{},{"id":840,"data":841,"type":543,"tunes":843},"p-hallucinate-2",{"text":842},"That can produce an answer that sounds personalized without actually being grounded in the player's state.",{},{"id":845,"data":846,"type":543,"tunes":848},"p-hallucinate-3",{"text":847},"A reliable assistant should distinguish three categories: observed state, user-reported state and inferred state. Inferred state should never be silently upgraded into fact.",{},{"id":850,"data":851,"type":571,"tunes":853},"h-three-state",{"text":852,"level":46},"Observed, reported and inferred state",{},{"id":855,"data":856,"type":643,"tunes":874},"source-table",{"content":857,"stretched":770,"withHeadings":14},[858,862,866,870],[859,860,861],"State source","Example","Reliability issue",[863,864,865],"Observed","Screen\u002FAPI\u002Fsave shows 18 HP","Can still be stale or misread",[867,868,869],"User-reported","Player says the shortcut is unlocked","Usually useful but may be mistaken or outdated",[871,872,873],"Inferred","Assistant assumes the player has a common item at this point","Must remain an assumption unless verified",{},{"id":876,"data":877,"type":571,"tunes":879},"h-questions",{"text":878,"level":46},"A state-aware assistant should ask fewer, better questions",{},{"id":881,"data":882,"type":543,"tunes":884},"p-questions-1",{"text":883},"The solution is not to interrogate the player about everything. It is to identify the smallest missing state that can change the decision.",{},{"id":886,"data":887,"type":654,"tunes":906},"questions-table",{"rows":888,"title":898,"layout":643,"columns":899},[889,892,895],{"id":623,"label":890,"values":891},"Boss",[12,12],{"id":631,"label":893,"values":894},"Quest",[12,12],{"id":635,"label":896,"values":897},"Route",[12,12],"Bad clarification vs useful clarification",[900,903],{"id":901,"label":902},"bad","Weak question",{"id":904,"label":905},"good","State-aware question",{},{"id":908,"data":909,"type":571,"tunes":911},"h-freshness",{"text":910,"level":46},"State freshness matters",{},{"id":913,"data":914,"type":543,"tunes":916},"p-fresh-1",{"text":915},"A correct state snapshot can become wrong almost immediately. Combat position, health, cooldowns and enemy phase are high-frequency variables. Quest completion or unlocked locations are comparatively stable.",{},{"id":918,"data":919,"type":543,"tunes":921},"p-fresh-2",{"text":920},"The assistant should therefore attach different freshness expectations to different state classes rather than treating all retrieved context as equally current.",{},{"id":923,"data":924,"type":551,"tunes":928},"fresh-warning",{"body":925,"title":926,"variant":927},"A value can be authentic and still be unusable because it describes the player \u003Cstrong>before the situation changed\u003C\u002Fstrong>.","Freshness is part of validity","warning",{},{"id":930,"data":931,"type":571,"tunes":933},"h-patch-player",{"text":932,"level":46},"Patch state and player state solve different problems",{},{"id":935,"data":936,"type":543,"tunes":938},"p-patch-player-1",{"text":937},"Version awareness answers: “Which rules are currently active?” Player-state awareness answers: “Which of those rules matter in this exact situation?”",{},{"id":940,"data":941,"type":543,"tunes":943},"p-patch-player-2",{"text":942},"Both are necessary for strong advice. A perfectly current patch model can still fail if it assumes the wrong inventory or quest state. A perfect save-state model can still fail if its mechanic values belong to the previous patch.",{},{"id":945,"data":946,"type":951,"tunes":952},"ref-patch",{"url":947,"title":948,"excerpt":949,"ctaLabel":950},"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fpatch-notes-are-not-game-state-why-ai-game-advice-goes-stale-after-an-update","Patch Notes Are Not Game State: Why AI Game Advice Goes Stale After an Update","Why patch, platform, branch, region and live-service state form a separate validity layer for gaming AI.","Read the patch-state guide","referralArticle",{},{"id":954,"data":955,"type":951,"tunes":960},"ref-reasoning",{"url":956,"title":957,"excerpt":958,"ctaLabel":959},"https:\u002F\u002Ffigure.rocks\u002Fde\u002Fblog\u002Fwhen-gaming-ai-sounds-right-but-isn-t-the-reasoning-problem-behind-game-assistants-and-agents","When Gaming AI Sounds Right but Isn't: The Reasoning Problem Behind Game Assistants and Agents","A broader look at why fluent game-assistant answers can fail even when they sound technically convincing.","Read the gaming AI reasoning article",{},{"id":962,"data":963,"type":571,"tunes":965},"h-integrity",{"text":964,"level":46},"The Game-State Integrity Check",{},{"id":967,"data":968,"type":695,"tunes":988},"integrity-flow",{"steps":969,"title":987,"orientation":694},[970,973,976,979,981,984],{"label":971,"description":972},"1. Identify what the assistant actually observed","Screen, save, API, telemetry, user message or nothing.",{"label":974,"description":975},"2. Separate current facts from assumptions","Do not let inferred state masquerade as observed state.",{"label":977,"description":978},"3. Find the decision-critical variables","Which missing values could reverse the answer?",{"label":682,"description":980},"Could the observed state have changed since capture?",{"label":982,"description":983},"5. Check hidden state","Could quest flags, server state or internal timers matter but remain invisible?",{"label":985,"description":986},"6. Make the recommendation conditional when needed","If state cannot be verified, state the branch explicitly.","Before trusting a personalized game recommendation",{},{"id":990,"data":991,"type":571,"tunes":993},"h-change",{"text":992,"level":46},"What would change this answer?",{},{"id":995,"data":996,"type":543,"tunes":998},"p-change-1",{"text":997},"The problem becomes smaller if a game exposes authoritative, structured and current state through an API or native assistant interface. In that case the AI can resolve many decision-critical variables automatically instead of asking the player.",{},{"id":1000,"data":1001,"type":543,"tunes":1003},"p-change-2",{"text":1002},"It becomes larger in games with hidden information, procedural systems, server-side rules, rapid combat or intentionally opaque mechanics where the assistant cannot observe the variables that drive the outcome.",{},{"id":1005,"data":1006,"type":571,"tunes":1008},"h-limitations",{"text":1007,"level":46},"Limitations",{},{"id":1010,"data":1011,"type":543,"tunes":1013},"p-limit-1",{"text":1012},"Different games model state differently. The categories in this article are a diagnostic abstraction, not a claim that every game engine stores these variables in the same architecture.",{},{"id":1015,"data":1016,"type":543,"tunes":1018},"p-limit-2",{"text":1017},"Even complete state does not guarantee correct advice. The assistant can still reason badly, misunderstand mechanics or optimize for the wrong player objective. State completeness removes one failure source; it does not prove the conclusion.",{},{"id":1020,"data":1021,"type":571,"tunes":1023},"h-conclusion",{"text":1022,"level":46},"Conclusion",{},{"id":1025,"data":1026,"type":543,"tunes":1028},"p-conclusion-1",{"text":1027},"A gaming AI can know the entire wiki and still fail the player standing in front of it because general knowledge is not the same thing as current state.",{},{"id":1030,"data":1031,"type":543,"tunes":1033},"p-conclusion-2",{"text":1032},"The reliable path is to identify the decision, resolve the small set of state variables that can change the answer, separate observed facts from assumptions, and respect freshness. The question is not “How much context does the assistant have?” It is “Does it have the state required for this decision?”",{},{"id":1035,"data":1036,"type":571,"tunes":1038},"h-faq",{"text":1037,"level":46},"FAQ",{},{"id":1040,"data":1041,"type":1040,"tunes":1064},"faq",{"items":1042,"title":1063},[1043,1047,1051,1055,1059],{"id":1044,"answer":1045,"question":1046},"faq1","Because general game knowledge does not include the current state of the player's session. The correct choice can depend on health, inventory, quest flags, cooldowns, location, active effects or other current variables.","Why can AI know a game well and still give bad advice?",{"id":1048,"answer":1049,"question":1050},"faq2","Sometimes, but not always. A screenshot only exposes visible state and may omit hidden flags, recent events, server-side conditions or transient variables outside the frame.","Is a screenshot enough for personalized game advice?",{"id":1052,"answer":1053,"question":1054},"faq3","Usually no. It needs the smallest set of decision-critical state that can change the answer.","Does an AI need the entire save file?",{"id":1056,"answer":1057,"question":1058},"faq4","It is the set of current variables whose values can materially change the recommendation for a specific question.","What is decision-critical state?",{"id":1060,"answer":1061,"question":1062},"faq5","No. The assistant can still reason incorrectly, use stale mechanics or optimize for the wrong objective. Complete state only removes one major source of error.","Can perfect game state guarantee a correct answer?","Game-state-aware AI assistants",{},{"id":1066,"data":1067,"type":571,"tunes":1069},"h-glossary",{"text":1068,"level":46},"Glossary",{},{"id":1071,"data":1072,"type":1071,"tunes":1094},"glossary",{"title":1073,"entries":1074},"Key game-state terms",[1075,1079,1082,1086,1090],{"term":1076,"anchor":1077,"definition":1078},"Game state","game-state","The current set of variables that describe what is true in the active game or session.",{"term":611,"anchor":1080,"definition":1081},"decision-critical-state","The minimum current state whose values can change the answer to a specific player decision.",{"term":1083,"anchor":1084,"definition":1085},"Persistent state","persistent-state","State such as progression, inventory or story choices that normally survives save\u002Fload boundaries.",{"term":1087,"anchor":1088,"definition":1089},"Transient state","transient-state","Short-lived values such as health, cooldowns, position or active effects that can change rapidly.",{"term":1091,"anchor":1092,"definition":1093},"Game-State Completeness Test","game-state-completeness-test","A Figure Rocks framework for checking whether an assistant has enough relevant, current state to make a valid recommendation.",{},{"id":1096,"data":1097,"type":571,"tunes":1099},"h-sources",{"text":1098,"level":46},"Primary sources",{},{"id":1101,"data":1102,"type":1108,"tunes":1109},"src-epic-state",{"link":1103,"meta":1104},"https:\u002F\u002Fdev.epicgames.com\u002Fdocumentation\u002Funreal-engine\u002Fgame-mode-and-game-state-in-unreal-engine",{"image":1105,"title":1106,"description":1107},{"url":12},"Epic Games — Game Mode and Game State in Unreal Engine","Official Unreal Engine documentation describing Game Mode, Game State and player-related session information.","linkTool",{},{"id":1111,"data":1112,"type":1108,"tunes":1118},"src-epic-framework",{"link":1113,"meta":1114},"https:\u002F\u002Fdev.epicgames.com\u002Fdocumentation\u002Funreal-engine\u002Fgameplay-framework-quick-reference-in-unreal-engine",{"image":1115,"title":1116,"description":1117},{"url":12},"Epic Games — Gameplay Framework Quick Reference","Official reference explaining how GameState and PlayerState track current game and player information.",{},{"id":1120,"data":1121,"type":1108,"tunes":1127},"src-epic-tags",{"link":1122,"meta":1123},"https:\u002F\u002Fdev.epicgames.com\u002Fdocumentation\u002Funreal-engine\u002Fusing-gameplay-tags-in-unreal-engine",{"image":1124,"title":1125,"description":1126},{"url":12},"Epic Games — Using Gameplay Tags","Official documentation showing how current conditions and flags can be represented and evaluated in gameplay logic.",{},{"id":1129,"data":1130,"type":1108,"tunes":1136},"src-epic-attributes",{"link":1131,"meta":1132},"https:\u002F\u002Fdev.epicgames.com\u002Fdocumentation\u002Funreal-engine\u002Fgameplay-attributes-and-gameplay-effects-for-the-gameplay-ability-system-in-unreal-engine",{"image":1133,"title":1134,"description":1135},{"url":12},"Epic Games — Gameplay Attributes and Effects","Official documentation showing how numerical current-state properties such as health, strength and movement speed can drive gameplay.",{},{"id":1138,"data":1139,"type":1108,"tunes":1144},"src-figure-reasoning",{"link":956,"meta":1140},{"image":1141,"title":1142,"description":1143},{"url":12},"Figure Rocks — When Gaming AI Sounds Right but Isn't","Internal article on reasoning failures in game assistants and agents.",{},{"id":1146,"data":1147,"type":1108,"tunes":1152},"src-figure-patch",{"link":947,"meta":1148},{"image":1149,"title":1150,"description":1151},{"url":12},"Figure Rocks — Patch Notes Are Not Game State","Internal article on version, branch, platform and live-service validity.",{},"2.31.6","A gaming AI can understand the mechanics, know the current patch and still give bad advice because it does not know what is true in your actual run. This guide explains decision-critical game state, hidden variables, freshness and how to tell whether an assistant has enough context to make a valid 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