Q-M-02: Mid-Tool-Execution Interrupts

If the game surface needs interrupts mid-tool-execution (e.g., “scout found something — stop and let human decide”), does this force a move toward LangChain ToolNode (Pattern B), or can the external harness pattern be extended? - Source: [[langgraph-tool-execution-tradeoffs]] - Depends on: Q-M-01, gameplay needs

Q-M-03: Pi Agent Internal Event Streaming

Could Pi agents be configured to expose their internal tool calls as streamed events that LangGraph could optionally subscribe to, without making them mandatory state keys? Is this worth the complexity? - Source: [[langgraph-tool-execution-tradeoffs]] - Depends on: Q-M-01, Pi agent capabilities

Q-M-04: Access List Hierarchy

Should access lists be hierarchical? Unit-level default + node-level overrides that merge (additive) or replace (exclusive)? What’s the least confusing model for the player? - Source: [[langgraph-unit-node-interaction-model]] - Depends on: UX testing