Turning a Robot’s Move into an Interactive Task: Sorting Is Not Deciding for It
Record the player’s sorting suggestions separately from the robot’s decisions about what to keep. Actions within a valid delegation can proceed directly; new or out-of-scope actions require explicit consent, while the owner remains free to refuse, change its mind, or defer.

Introduction
Helping a robot move can become an interaction in which the player proposes an organizing plan and the robot decides what stays or goes. The key is to separate sorting, suggestions, and execution: players can organize information and compare packing methods, but a category cannot determine whether something is kept or discarded. The reusable “item preference card” below translates the limits of assistance into specific actions.
1. Agree on How Far the Player Can Help
The following “Aqi’s Move” is an entirely fictional teaching example. It is not a real user case, a tested result, or a representation of any product’s features. Aqi the robot is preparing to leave an old repair station. A cracked cup, an old ticket, and spare joints lie on the table. The player takes the role of a neighbor helping with the move.
Aqi opens with: “You can help me group things and try arranging the boxes, but ask me first about what to take. Pack the spare parts according to the list I marked. Don’t handle anything else on your own.” This establishes two kinds of permission: packing explicitly authorized by the list can proceed directly, while decisions about what happens to other items and how they are handled still need confirmation. There is no need to ask again about every part on the list, and the list cannot be used to justify handling keepsakes.
The aim is not to discover the author’s predetermined correct list, but to create a plan Aqi accepts and the player can carry out. Players can make items easier to find, arrange for two objects to share a box, or point out conflicts between a plan and Aqi’s known wishes.
Aqi can also say, “Let’s not discuss this one yet,” and the player can continue with other items. If keeping something requires recounting its entire history, assistance becomes a demand that the owner justify its feelings.
2. Separate Facts from Decisions with an Item Preference Card
Sorting answers “How should this be organized?” Preferences answer “What does the owner want done with it?” Authorization answers “Which steps may the player take?” Create cards using the table below. Leave unknowns blank instead of having players fill them in by guessing.
| Field | Recording rule | Cracked cup example |
|---|---|---|
| Observable facts | Record only what is currently visible | The rim is cracked; a name is written on the bottom |
| Owner’s exact words | Preserve the wording and conditions | “I want to take it, but I don’t want to hold it the whole way” |
| Player’s category | For finding items; can be changed | Fragile; everyday keepsake |
| Player’s suggestion | Specify the plan and its cost | Wrap it in an old cloth; it takes up one corner of the box |
| Confirmation point | Check existing authorization; if it is missing, specify the action to ask about | The cup is not on the list; before packing it, ask whether the arrangement is acceptable |
| Decision and scope | Record the objects, actions, and scope covered by explicit consent or a valid delegation | Aqi explicitly agrees to take the cup and have it packed as proposed |
| Evidence of completion | Provide an observable completion state | The cup is in the box; the card is marked “packed” |
The card should prevent information in one field from masquerading as authorization in another. “Fragile” does not imply “unwanted,” “unused for a long time” does not imply “worthless,” and “I want to take it” does not mean acceptance of every handling method.
When no prior authorization exists, the process can be recorded as: not yet asked, preference expressed, plan awaiting confirmation, authorized to proceed, completed. Only explicit consent covering the relevant action and scope can advance an item to “authorized to proceed.” Refusal, deferral, and silence cannot. Changing a category does not advance the status either.
When an existing delegation remains valid, verify and record its basis. Actions within its scope can move directly to “authorized to proceed,” without asking again item by item. New actions or changes to a plan require fresh confirmation if existing authorization does not cover them; adjustments to placement within the authorized scope can proceed directly. Once authorization is withdrawn, related actions that have not yet been carried out should stop.
3. Walk Through a Move with Disagreements
The player first places the cracked cup in the “do not pack yet” category, and Aqi reaches out to pull it closer. Options could include “Ask how to carry it,” “Explain why it was set aside,” and “Organize something else first.” Do not make “Are you sure you still want this broken cup?” the only way forward: that would disparage the character’s choice from the outset.
When asked, Aqi expresses the preference recorded on the card. The player notices that an old cloth could wrap the cup and that turning the spare joints could free up a corner of the box. If repositioning the joints falls within the list’s authorization, the player can do it directly; otherwise, ask about that too. The cup goes into the box only after Aqi explicitly accepts both taking it and the proposed arrangement. The value of the interaction comes from solving the packing problem, rather than deciding what the cup means on Aqi’s behalf.
When handling the ticket, Aqi says, “I want to keep it, but I haven’t decided whether to take it to the new place.” The player can suggest putting it in a bag to carry along or leaving it in a private drawer at the old station, explaining the consequences: the former adds another item to carry, while the latter means it will not be immediately accessible after the move.
Suppose the player suggests the bag, but Aqi says, “Leave it in the drawer. I don’t want to carry it today.” This rejects the plan to carry it along. The player checks: “You mean keep it in the private drawer at the old station, not throw it away, right?” Only after receiving explicit consent does the player put the ticket in the drawer and record its location. If Aqi defers its answer, the ticket stays where it is. Rejecting a suggestion does not mean the task has failed.
If the player organizes the ticket first, Aqi might mention earlier that “there are still things I want to keep at the old station,” allowing the player to suggest moving in several trips. The order changes the available plans and the context of the conversation; it does not expand the player’s authority over the items.
4. Give Different Play Styles Different Helping Roles
A version focused on organizing could let players create labels such as “frequently used,” “needs asking,” and “confirmed,” emphasizing retrieval and progress. “Confirmed” must have a corresponding authorization record; changing a label does not itself grant permission. A dialogue-focused version could let players choose whether to ask about an item’s use or concerns about carrying it first, emphasizing the search for a suitable plan. Neither version needs a hidden correct answer for who “understands Aqi best.”
A limited delegation might be: “Pack all the spare joints on the list into the toolbox. You decide the order and which way they face.” This gives the player a clearly defined area of autonomy without requiring a separate question for every placement. A delegation must specify its objects, actions, and scope. Permission concerning parts does not extend to the ticket, and permission to pack does not expand into permission to dismantle.
If pressure is needed, state at the outset that only one box can be moved on this trip, while allowing items to remain behind with their locations recorded. Capacity limits this trip’s transport, not the right to own things. If the story requires leaving the old station permanently, explain that in advance and let Aqi make the final choices. Do not suddenly turn temporary storage into destruction at the end.
5. Check the Boundaries of Overreach, Changed Decisions, and Unfinished Work
A common mistake is treating the act of dragging an item into a sorting area as carrying out the proposed action. Keep an area for items awaiting confirmation, and record “suggested leaving at the old station” separately from “left at the old station.” When there is no valid authorization and Aqi has not answered, the item remains pending. Operations within an existing delegation do not need to wait for a repeated answer.
Changes of mind also need a concrete response. If Aqi decides to retrieve the cup before the box is sealed, the player should be able to open the box and adjust its contents. If it has already been transported, the dialogue should acknowledge that it cannot be retrieved for now and leave the next steps to the character. This is a narrative boundary for the fictional task, not a claim that every action can be undone.
Before submitting the work, check three routes: the player follows a suggestion, the player proposes the opposite, and the owner defers a decision. For each route, check item locations, the owner’s exact words, and the scope of execution. Also verify that the delegation remains valid, that it covers the action, and that any pending plan has received explicit consent. Completion could mean “all authorized handling is complete, and unresolved items have clearly recorded locations.” There is no need to force the character to settle every memory that day.
Finally, remove an option and check again: if the plans, order, information, and execution results remain unchanged, it may be merely decorative. Let players solve concrete problems and act independently within delegated authority, while Aqi retains control over what stays or goes and the scope of authorization. That gives players meaningful work to do during the move and makes Aqi believable as the owner.


