Reinforcement learning from human feedback, without the paper. A call-centre lead plays seven missions: calls come in, the weak spots surface, you duel replies, the agent levels up, it fights the old version, the winner is crowned, the champion answers real customers. Every pick is 10 XP; nothing goes live unless it won.
Real conversations arrive from your call platform, a dataset, or the demo corpus. Every agent reply is scored on the market's rubric as it lands.
RL: Episodes and a reward signal from the real environment
Thousands of moments are grouped into a few dozen situations that repeat; the biggest and weakest rise to the top of a map.
RL: Clustering states, prioritising where the policy is weak
One moment, two replies, hidden and shuffled. Pick the better one, tick why, +10 XP. Twenty picks take ten minutes.
RL: Pairwise human preferences, the training signal of RLHF
Your picks become a new version of the agent, numbered, with its parent and how much it learned from.
RL: Policy update: prompt-level now, DPO with LoRA for weights
The new version and the old one talk to the same customers with the same seeds. Win rate, per-dimension radar, regressions.
RL: Held-out evaluation with fixed seeds
Only a version that won the boss fight can go live. The numbers decide, not the calendar.
RL: Promotion gate
Your call platform asks the champion for its next reply. Every reply is scored, rule-checked, and comes back into the game as a live call.
RL: The deployed policy, with online data collection closing the loop
Level · the agent's version number: v1 is the hand-written baseline, each Level up adds one
XP · 10 per pick in a Duel; how much the agent has been taught
Streak · picks in a row without leaving; ten minutes a day keeps it alive
Score · a reply's mark on the rubric, 0 to 100, from the judge: cue rules until a model key is set, a model after
Rule violation · a reply that used a phrase the culture pack forbids; always shown in red with the phrase
Champion · the version that is live, answering real customers