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System Design for Maintaining Internal State Consistency in Long-Horizon Robotic Tabletop Games

Guangyu Zhao, Ceyao Zhang, Chengdong Ma, Tao Wu, Yiyang Song, Haoxuan Ru, Yifan Zhong, Ruilin Yan, Lingfeng Li, Ruochong Li, Yu Li, Xuyuan Han, Yun Ding, Ruizhang Jiang, Xiaochuan Zhang, Yichao Li, Yuanpei Chen, Yaodong Yang, Yitao Liang · Mar 26, 2026 · Citations: 0

How to use this page

Provisional trust

This page is a lightweight research summary built from the abstract and metadata while deeper extraction catches up.

Best use

Background context only

What to verify

Read the full paper before copying any benchmark, metric, or protocol choices.

Evidence quality

Provisional

Derived from abstract and metadata only.

Abstract

Long-horizon tabletop games pose a distinct systems challenge for robotics: small perceptual or execution errors can invalidate accumulated task state, propagate across decision-making modules, and ultimately derail interaction. This paper studies how to maintain internal state consistency in turn-based, multi-human robotic tabletop games through deliberate system design rather than isolated component improvement. Using Mahjong as a representative long-horizon setting, we present an integrated architecture that explicitly maintains perceptual, execution, and interaction state, partitions high-level semantic reasoning from time-critical perception and control, and incorporates verified action primitives with tactile-triggered recovery to prevent premature state corruption. We further introduce interaction-level monitoring mechanisms to detect turn violations and hidden-information breaches that threaten execution assumptions. Beyond demonstrating complete-game operation, we provide an empirical characterization of failure modes, recovery effectiveness, cross-module error propagation, and hardware-algorithm trade-offs observed during deployment. Our results show that explicit partitioning, monitored state transitions, and recovery mechanisms are critical for sustaining executable consistency over extended play, whereas monolithic or unverified pipelines lead to measurable degradation in end-to-end reliability. The proposed system serves as an empirical platform for studying system-level design principles in long-horizon, turn-based interaction.

Abstract-only analysis — low confidence

All signals on this page are inferred from the abstract only and may be inaccurate. Do not use this page as a primary protocol reference.

  • This page is still relying on abstract and metadata signals, not a fuller protocol read.

Should You Rely On This Paper?

Signal extraction is still processing. This page currently shows metadata-first guidance until structured protocol fields are ready.

Best use

Background context only

Use if you need

A provisional background reference while structured extraction finishes.

Main weakness

This page is still relying on abstract and metadata signals, not a fuller protocol read.

Trust level

Provisional

Usefulness score

Unavailable

Eval-fit score is unavailable until extraction completes.

Human Feedback Signal

Not explicit in abstract metadata

Evaluation Signal

Weak / implicit signal

Usefulness for eval research

Provisional (processing)

Extraction confidence 0%

What We Could Verify

These are the protocol signals we could actually recover from the available paper metadata. Use them to decide whether this paper is worth deeper reading.

Human Feedback Types

provisional (inferred)

None explicit

No explicit feedback protocol extracted.

"Long-horizon tabletop games pose a distinct systems challenge for robotics: small perceptual or execution errors can invalidate accumulated task state, propagate across decision-making modules, and ultimately derail interaction."

Evaluation Modes

provisional (inferred)

Long Horizon tasks

Includes extracted eval setup.

"Long-horizon tabletop games pose a distinct systems challenge for robotics: small perceptual or execution errors can invalidate accumulated task state, propagate across decision-making modules, and ultimately derail interaction."

Quality Controls

provisional (inferred)

Not reported

No explicit QC controls found.

"Long-horizon tabletop games pose a distinct systems challenge for robotics: small perceptual or execution errors can invalidate accumulated task state, propagate across decision-making modules, and ultimately derail interaction."

Benchmarks / Datasets

provisional (inferred)

Not extracted

No benchmark anchors detected.

"Long-horizon tabletop games pose a distinct systems challenge for robotics: small perceptual or execution errors can invalidate accumulated task state, propagate across decision-making modules, and ultimately derail interaction."

Reported Metrics

provisional (inferred)

Not extracted

No metric anchors detected.

"Long-horizon tabletop games pose a distinct systems challenge for robotics: small perceptual or execution errors can invalidate accumulated task state, propagate across decision-making modules, and ultimately derail interaction."

Rater Population

provisional (inferred)

Unknown

Rater source not explicitly reported.

"Long-horizon tabletop games pose a distinct systems challenge for robotics: small perceptual or execution errors can invalidate accumulated task state, propagate across decision-making modules, and ultimately derail interaction."

Human Feedback Details

This page is using abstract-level cues only right now. Treat the signals below as provisional.

  • Potential human-data signal: No explicit human-data keywords detected.
  • Potential benchmark anchors: No benchmark names detected in abstract.
  • Abstract highlights: 3 key sentence(s) extracted below.

Evaluation Details

Evaluation fields are inferred from the abstract only.

  • Potential evaluation modes: Long-horizon tasks
  • Potential metric signals: No metric keywords detected.
  • Confidence: Provisional (metadata-only fallback).

Research Brief

Metadata summary

Long-horizon tabletop games pose a distinct systems challenge for robotics: small perceptual or execution errors can invalidate accumulated task state, propagate across decision-making modules, and ultimately derail interaction.

Based on abstract + metadata only. Check the source paper before making high-confidence protocol decisions.

Key Takeaways

  • Long-horizon tabletop games pose a distinct systems challenge for robotics: small perceptual or execution errors can invalidate accumulated task state, propagate across decision-making modules, and ultimately derail interaction.
  • This paper studies how to maintain internal state consistency in turn-based, multi-human robotic tabletop games through deliberate system design rather than isolated component improvement.
  • Using Mahjong as a representative long-horizon setting, we present an integrated architecture that explicitly maintains perceptual, execution, and interaction state, partitions high-level semantic reasoning from time-critical perception and control, and incorporates verified action primitives with tactile-triggered recovery to prevent premature state corruption.

Researcher Actions

  • Compare this paper against nearby papers in the same arXiv category before using it for protocol decisions.
  • Validate inferred eval signals (Long-horizon tasks) against the full paper.
  • Use related-paper links to find stronger protocol-specific references.

Caveats

  • Generated from abstract + metadata only; no PDF parsing.
  • Signals below are heuristic and may miss details reported outside the abstract.

Recommended Queries

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