This paper addresses key technical challenges in current large language model (LLM) agent applications, including long-horizon planning, sparse reward attribution, and dynamic environmental interaction, by designing and optimizing an intelligent agent workflow. The proposed architecture is based on the synthesis of core AI paradigms: Visual, Language, Generative, Graph, Multimodal, Reinforcement, and Agent Intelligence. Unlike conventional baseline models that rely on static prompting and lack robust perception-action loops, our approach introduces a Partially Observable Markov Decision Process (POMDP) routing mechanism. This mechanism is augmented with an internal, self-correcting reward model that evaluates decision trajectories before execution. By integrating multimodal inputs and advanced reinforcement learning principles (such as proximal policy optimization and value function approximation), the agent maintains long-term structural memory and dynamically adapts its reasoning pathways to mitigate error accumulation. Empirical experiments on the ALFWorld embodied simulation environment and the WebShop online navigation benchmark demonstrate a 24.5% absolute improvement in task success rate and trajectory efficiency over mainstream baselines like the standard ReAct framework. Comprehensive ablation studies confirm the significant contribution of the reward-driven critique module in suppressing hallucination rates. This research bridges theoretical foundations of reinforcement learning and graph-based memory with autonomous agent workflows. Ultimately, the resulting architecture offers a practical, scalable reference framework for developing artificial intelligence technologies in complex, multi-step autonomous systems. Code is available at https://github.com/01Amez/RLAW_Implementation.
LLM agents are increasingly evaluated on multi-week decision tasks in which the state that drives cost is never directly observed. On such tasks the final cost cannot say why an agent failed: it may have misread the world, or read it correctly and still failed to act (the knowing-doing gap). Existing evaluations cannot separate these two failures; their reference policies either read privileged information the agent never sees, or are missing altogether. We introduce STOCKTAKE, a 26-week supply-chain replenishment benchmark built as a factored partially observable Markov decision process with six hidden factor processes, designed so that a fair reference policy is computable: an exact Bayes filter per factor drives a rollout policy on the identical observation stream the agent receives. Scoring each run between a symptom-blind base-stock floor (0) and this oracle (1) yields a skill score, and grading each week's written rationale yields a stated-belief detection lag and a knowing-doing rate, so state estimation and control are measured separately. On fifty seeds with curated stress profiles, Claude Sonnet 5, GPT-5.4, DeepSeek-V4-Pro, and Grok 4.5 detect 84-88% of hidden failures, typically within a week of onset, yet span skill scores from 0.62 to -0.23: two of the four end below the symptom-blind floor while naming factors slightly faster than the two that beat it. The failure has two faces. Where stress persists, 34-43% of correctly diagnosed stress weeks still end in stockout for every model, a rate that partly reflects the severity of the weeks models notice. That rate also runs opposite to skill: the two models under the floor stock out least on diagnosed weeks, so under-response is only one face of the gap, and their traces point to the other, responses whose cost exceeds what they protect. STOCKTAKE measures both directions of that failure.
Many games rely on storytelling combined with systems that track levelling, NPC behaviour, and consequence simulation; bridging tightly-authored narrative with deeply-simulated worlds -- most acute in sandbox and open-world settings -- has been prohibitively expensive. LLM-driven worlds open a new path: a single harness can coordinate numerical state, narrative voice, storytelling pacing, and rule logic together. Realising this requires the LLM system to sustain a persistent world (who is where, what has just happened, what is currently true), which today's deployed systems do not: the narrative voice asserts state in free prose without any validated representation, so a fully autonomous game engine remains infeasible. We treat this as an architectural choice, not a limitation of language models, and report work in progress on a framework -- orchestrated reality -- that makes the world a canonical object owned by a singleton orchestration agent analogous to the tabletop-RPG Game Master (GM). We formalise an LLM-driven game world for a human player as a Parameterized-Action POMDP: state is a tree of canonical JSON entities, actions decompose as $a=(k, x_k)$ (a discrete intent kind plus structured JSON parameters), the agent observes only a narrative projection $o=O(s)$ of state, and the transition kernel $F$ is an LLM-driven Plan-Diff-Validate-Apply (PDVA) pipeline that commits schema-validated, content-hashed JSON deltas. We give the formal model, a JSON-state example, a worked single-turn example, and a catalogue of 15 illustrative incidents drawn from a real deployment showing the framework in action. Empirical validation through a planned human player study -- together with multi-NPC concurrent agency and deployment as an RL environment -- is situated as future work.