S. Lucas
Publications
CTBench: Evaluating Troubleshooting Capabilities of AI Agents in Realistic Telecom Network Operations
Agents are increasingly considered for automating network operations and maintenance, where engineers must diagnose network faults, optimize configurations to enhance services, and reduce operational costs while acting under strict constraints. However, existing evaluations fail to accurately model real network characteristics or assess agents under partially observable telecom environments with diverse vendors, devices, protocols, and interfaces. In this paper, we introduce CTBench, a public benchmark for assessing whether an agent behaves like a competent telecom troubleshooting engineer. CTBench focuses on root cause analysis and path restoration. Each task is constructed by experts and annotated with rich task metadata, including golden evidence steps. CTBench uses expert-grounded metrics that evaluate both final answers and the diagnostic evidence. Experiments with representative harness-model combinations show that state-of-the-art agents perform very well at identifying endpoints in path-restoration tasks but, more generally, underperform in root cause analysis. In particular, agents struggle with interface state, link-layer, service-management, and other operational faults. Most importantly, even when agents produce plausible or correct final answers, they often fail to provide the evidence-grounded diagnoses required in operational practice. Our results further show that path restoration is generally more resource expensive, yet larger resource usage does not necessarily translate into better diagnosis.
AI Native Games: A Survey and Roadmap
Generative AI now enables games to produce dialogue, quests, characters, images, and worlds at runtime. Yet generation alone does not make a game AI-native, nor does it guarantee playability. This paper defines AI-native games by whether runtime generative AI is constitutive of the core loop: if the AI component were removed or trivially replaced, the central form of play would collapse or become fundamentally different. This counterfactual criterion separates AI-native games from AI-augmented games, boundary artifacts, chatbots, tavern-style role-play, procedural content generation, and AI-assisted production. Using this definition, we screen candidate artifacts and analyze 53 publicly available AI-native games and prototypes. We introduce a dual-axis G/N taxonomy: the G-axis captures player-facing game type, while the N-axis captures the dominant AI mechanic that makes generative AI indispensable to play. The corpus is concentrated around language-forward designs, especially narrative adventure, epistemic interaction, and generative narrative, while categories such as semantic adjudication, multi-agent simulation, generative construction, and relationship/companion play remain less represented. We argue that the central design problem is organizing semantic openness into stable gameplay. AI-native design depends on mechanical invariants: goals, rules, state, feedback, pacing, and player agency that make open-ended AI outputs interpretable and consequential. We conclude with a roadmap for controllable generation, AI-as-mechanic design, multimodal and multi-agent systems, inference economics, evaluation, safety, and regulation.