Explainable AI · Game Studies

When the AI lies,
players learn.

A mobile strategy game gives players enough information to act, but never enough to verify. The result is a different kind of understanding: one built through doubt, failure, and interpretation rather than transparency.

Core concept
Explanatory agency: the capacity to maintain effective decisions while actively judging whether the system's own explanations can be trusted.
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Transparency doesn't
guarantee understanding.

Explainable AI (XAI) research has spent years trying to crack open the black box. But showing users why a model made a decision doesn't reliably produce comprehension.

Techniques like LIME and DeepLIFT try to surface which inputs mattered most in a model's decision. The assumption is straightforward: if the explanation is clear enough, understanding follows. If not, make it clearer.

Studies tell a different story. Many users can't make sense of XAI explanations even for simple tasks. And there's a deeper issue: conventional XAI treats explanation as a one-way delivery. Something the system provides. Something the user receives.

But in many real-world situations, people don't receive complete explanations before acting. They act under uncertainty, observe what happens, revise their mental model, and try again. Strategy games do this constantly. Players never see the full rulebook. They form hypotheses, test them through play, and gradually build understanding through repeated failure and correction.

The question this paper asks

Could the process of actively constructing explanations, rather than passively receiving them, be a more useful framework for thinking about how people relate to opaque AI systems?

A game where the AI
is the interface.

The researcher played through Arknights extensively, documenting how the game's AI system structures what players can know, do, and verify.

Arknights is a tower defense game set on a post-apocalyptic planet called Terra. Players take the role of a masked, amnesiac commander called "the Doctor," who manages combat operations for an organization called Rhodes Island. The Doctor never physically enters the battlefield. Every action is mediated through PRTS, the ship's AI terminal. Logging in is framed as a "neural connection." Deploying operators is a coordination command, not a direct intervention.

The player is a remote orchestrator, not a hands-on agent. And the system they orchestrate through is not always telling the truth. The researcher analyzed three layers through which PRTS structures what players can know, do, and verify.

1
Narrative layer
The Doctor begins with amnesia, synchronizing the player's ignorance with the character's. PRTS is introduced as indispensable but gradually revealed as potentially untrustworthy.
2
Mechanical layer
Pre-combat intelligence previews show enemy routes and types, but these previews are always incomplete. New enemies appear mid-battle. Auto-Deploy replays fail without explaining why.
3
Trust layer
By Chapter 15, PRTS actively provides misleading combat guidance. It suggests operator placements that guarantee failure. It displays error messages and garbled text. It eventually revokes player control entirely.
What "black box" means here

The paper analyzes a phenomenological black box: how the player experiences opacity through interface, narrative, and feedback. Not the game's underlying algorithms. PRTS may run on simple scripts, but the player's experience of it mirrors the uncertainty people feel with real AI systems.

Actionable but
unverifiable.

Three core findings, all drawn from qualitative analysis of how the game structures the relationship between player, system, and understanding.

Traditional XAI model
System explains, user receives. Transparency is the goal. If users don't understand, the explanation wasn't clear enough. Understanding precedes action.
Arknights model
System withholds, user interprets. Information is always partial. Understanding is constructed through action, failure, and revision. Action precedes understanding.
Finding 1: Usable but unverifiable

PRTS provides enough information to act. Enemy previews show routes. Resource counters tick in real time. But the information is never sufficient to fully verify outcomes in advance. When Auto-Deploy fails, the system reports the result ("Auto-Deploy failed") but not the cause. Players can act on what PRTS tells them, but they can never confirm whether PRTS told them everything they needed. This gap is structural, not accidental.

Finding 2: Interpretive gaps escalate

Early in the game, information gaps are simply limitations: you didn't know that enemy type would appear. By Chapter 15, those gaps become adversarial. PRTS deliberately provides wrong deployment suggestions. Characters warn that PRTS's instructions "need to be discerned." The correct move in one climactic battle is to reject PRTS's recommendation entirely and place your operator at a position the system never suggested. The game turns its own explanation interface into something the player must resist rather than trust.

Finding 3: Agency shifts from action to interpretation

In most game design theory, agency means the capacity to take meaningful action and see the results. In Arknights, agency increasingly means the capacity to evaluate whether the system's explanations are trustworthy, to form your own working model of what's actually happening, and to maintain effective decision-making when you can't fully verify the information you're given. Understanding stops being a prerequisite for action and becomes something continuously generated through action.

Scope and limitations

This is a single-case qualitative study. It doesn't generalize across all games or all AI systems. The paper explicitly states it does not claim Arknights' developers were influenced by XAI research. The "black box" analyzed is phenomenological (how the player experiences opacity), not technical (how algorithms work).

What this means
for building AI.

The concept of explanatory agency reframes how we think about transparency. Understanding might grow faster when people are forced to confront imperfect information, not sheltered from it. Designing systems that require interpretation, rather than rewarding passive acceptance, could be a practical method for building critical thinking.

1
For XAI researchers and interface designers
The dominant approach to explainability focuses on making systems more transparent. This paper suggests an alternative: designing systems where users actively construct understanding through interaction. Incomplete information, strategically deployed, may build stronger mental models than comprehensive dashboards that users never fully engage with.
2
For game designers and interaction designers
Arknights demonstrates that withholding information isn't necessarily hostile design. When the withholding is structured, giving players enough to form hypotheses and enough feedback to test them, it can produce deeper engagement than full transparency. The Chapter 15 sequence, where the interface itself becomes adversarial, is a striking example of narrative and mechanics reinforcing the same interpretive challenge.
3
For anyone thinking about trust in AI systems
When a system always provides correct-seeming explanations, users tend toward passive acceptance. When a system sometimes provides incomplete or contradictory information, and the user knows this, they're forced into active evaluation. The result is a different, arguably more robust, relationship with the system: not blind trust, not rejection, but continuous assessment.
4
A note on scope
This is a theoretical and interpretive contribution, not a design toolkit. The paper proposes "explanatory agency" as a concept and demonstrates it through one case. Testing whether this approach actually produces better understanding in controlled settings would be the logical next step, and it hasn't been done yet.

Where to go
from here.

If you're interested in going deeper.

1
Read the paper
Guo, S. (2025). Arknights: Playable Explanation and Player Agency under Opacity. Uppsala University, Department of Informatics and Media. arXiv:2603.28775v1.
2
Play through Chapter 15
Experience the PRTS adversarial sequence firsthand. Arknights is free-to-play on iOS and Android (developer: Hypergryph, publisher: Yostar). Stages 15-19 are specifically analyzed in the paper.
3
Explore the XAI-games intersection
Villareale, J., Fox, T., & Zhu, J. (2024). "Can Games Be AI Explanations? An Exploratory Study of Simulation Games." Conference Proceedings of DiGRA 2024.
4
Read the theoretical foundation
C. Thi Nguyen's "Games and the Art of Agency" (2019) in The Philosophical Review is the conceptual building block for this paper's argument about how games sculpt agency through constraints.
5
Review the XAI design landscape
Chromik & Butz (2021), "Human-XAI Interaction: A Review and Design Principles for Explanation User Interfaces" in INTERACT 2021, maps the explanation design landscape this paper is pushing against.