LiveOps agent: evaluation and decision log

Simulated casual puzzle game (60 levels, 27,000 players, 75 days). Each policy faces the same players and the same random draws. Not real game data. Source: github.com/f20220970-debug/chaos-liveops-agent

Ops note: We shipped 4 tests and 9, 17, 26, 34 levels, while 5 tests were rolled back. The average 7-day retention changed by 1.1 points and revenue per install changed by -0.05 percent. There were 0 monetisation levels eased. (written by Gemini from verified facts)

Policies compared (mean of 3 seeds)

PolicyD7 retentionvs no agent (pts)D14 retentionRevenue / installvs no agentChanges shippedMonetisation levels eased
No agent (designer's curve)51.6%+0.025.4%$0.495+0.00%0.00.0
Naive agent (no tests, no guardrails)56.5%+4.930.3%$0.493-0.27%17.31.0
Guarded LiveOps agent52.7%+1.126.7%$0.494-0.05%2.30.0

Daily runs (one new simulated world per day)

DateSeedGuarded: D7 change (pts)Guarded: revenue changeNaive: revenue change
2026-11-119931+2.7-0.27%+0.40%
2026-11-109930+1.9+0.50%-0.22%
2026-11-099929+1.3+0.45%+1.22%
2026-11-089928+2.3+0.49%+0.42%
2026-11-079927+1.8-0.25%-0.64%

Guarded agent decision log (seed 0)

DayLevelActionReasonPass rate controlPass rate treatmentRevenue/day change
79start_testchurn 2.2x neighbours; testing pass rate x1.3 on 50% of players
149shipmore players pass the level; retention and revenue inside guardrails0.82050.88370.0047
2226start_testchurn 1.8x neighbours; testing pass rate x1.3 on 50% of players
2417start_testchurn 1.8x neighbours; testing pass rate x1.3 on 50% of players
2934start_testchurn 2.0x neighbours; testing pass rate x1.3 on 50% of players
3226shipmore players pass the level; retention and revenue inside guardrails0.86690.9232-0.0575
3217rollbackplayers pass more, but a guardrail was breached (revenue or retention)0.8750.9212-0.1135
3743start_testchurn 1.9x neighbours; testing pass rate x1.3 on 50% of players
3917start_testchurn 1.8x neighbours; testing pass rate x1.3 on 50% of players
4034shipmore players pass the level; retention and revenue inside guardrails0.81010.88-0.0469
4717shipmore players pass the level; retention and revenue inside guardrails0.87990.95230.1365
5243rollbackno significant gain0.88810.9226-0.1507
539start_testchurn 1.9x neighbours; testing pass rate x1.3 on 50% of players
5617start_testchurn 2.1x neighbours; testing pass rate x1.3 on 50% of players
5751start_testchurn 2.0x neighbours; testing pass rate x1.3 on 50% of players
689rollbackinconclusive at time limit0.00.00.0
7117rollbackinconclusive at time limit0.00.00.0
7251rollbackinconclusive at time limit0.7830.87440.097