Submitted:
30 September 2025
Posted:
01 October 2025
You are already at the latest version
Abstract

Keywords:
1. Introduction
2. Gameplay Design
2.1. Main Loop
2.2. Agent Design
- Waiter Agents. Waiters are powered by LLM and a finite state machine. The state machine handles basic tasks like “greeting customers”, “fetching dishes”, “taking breaks”, along with a “moving to destination” state that synchronizes the LLM’s processing time with real-time movement. In particular, the LLM will make personalized decisions based on the waiter’s personality, memory, and real-time status such as mood and stamina.
- Customer Agents. The satisfaction of customers are the key measure of the restaurant’s success. Each customer’s predefined personality determines their patience threshold. If their waiting time, either in the queue or for their meal, exceeds this threshold, they will leave a negative review and depart. All customer feedback, positive or negative, is ultimately compiled into the daily report, providing direct strategic guidance for the player.
2.3. Business Management
- Work Arrangement. The player can proactively direct waiters, but the agents do not always comply. Their final actions are autonomous decisions that balance the player’s command, customer needs, and their personalities. We observe in testing that an agent’s personality significantly influence the decision: workaholic waiters exhibit high proactivity, while lazy ones tend to rest. In addition, there may be latency in the execution of instructions. Both the autonomy and latency increase the challenge of the player’s daily management.
- Incident Handling. Second, the player must keenly observe and intervene in emergent situations involving customers. For example, a customer might complain about a food issue (e.g., “Hair in food? 1-star!!"). In such moments, the player must step in promptly to placate the customer by apologizing and offering solutions (e.g., “Sorry! We can remake or refund..") to protect the restaurant’s reputation. Improper or delayed handling of these incidents will directly result in negative reviews.
- Operational Pressure. As the game’s difficulty level (Easy, Normal, or Hard) increases, so does customer traffic and the proportion of picky customers, which adds to the operational pressure. This challenges the player’s ability to manage the business under high-pressure conditions. In our tests, by narrowing the time intervals of customer agents generation, waiters became overwhelmed, resulting in service delay and a bunch of negative reviews.
3. Conclusions
Appendix A. Prompts Used in the Game
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