regen cassettes

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lorenzejay
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3 changed files with 358 additions and 475 deletions

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individual people: they have memory, personality, goals, and relationships,
and they behave consistently with these traits. A generative agent wakes up,
brushes their teeth, makes breakfast, and heads to work. At work, a generative
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model with three key components. First, we equip agents with memory: a record
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a retrieval function that surfaces the most relevant memories given the agent's
current situation. Second, we introduce reflection: a process by which agents,
over time, synthesize their observations into higher-level inferences about
themselves and others, which can guide future behavior. For example, an agent
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they themselves are becoming more popular. Third, we add planning: a process
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for a romantic evening.\\n\\nWe instantiate generative agents as characters
in an interactive sandbox environment inspired by The Sims, to demonstrate
their potential for creating believable, emergent social interactions. In
our environment\u2014a small town called Smallville\u2014we situate twenty-five
unique generative agents with distinct personalities, occupations, and relationships.
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believable individual behaviors (e.g., a character with an interest in paintings
creates a new painting, a character who is running for mayor talks to constituents)
and believable social behaviors (e.g., agents ask each other out on dates,
coordinate parties, spread news and gossip). Starting with only a single user-specified
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ablations that disable each component.\\n\\nOur approach draws on recent advances
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to creative writing [12]. However, their success has been in the context of
turns in dialogue, not in the context of a persistent agent that needs to
manage its attention and behavior over time while living in an environment
with other agents. Our work demonstrates how large language models can be
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time.\\n\\n**2 Related Work**\\n\\n**Human behavior simulation.** Creating
believable agents requires computational models that can simulate the breadth
of human behavior. Psychology and cognitive science have contributed formal
models of human behavior [1, 18]. However, these models typically focus on
specific facets of human behavior and do not easily extend to the breadth
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user interfaces [56] and intelligent virtual agents [65] has demonstrated
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create interactive agents in various contexts, including dialogue systems
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work.\\n\\n**Interactive narrative and games.** Our work builds on a long
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virtual characters. Commercial games like The Sims [53] have demonstrated
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with autonomous agents. However, these games typically rely on hand-crafted
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typically been limited by the complexity of hand-authoring believable behavior
or by the narrow focus of the models used.\\n\\n**3 Generative Agents**\\n\\nThis
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an example that illustrates how the architecture works in practice.\\n\\n**3.1
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main components that work together to retrieve relevant information and synthesize
it into believable behavior: **memory**, **reflection**, and **planning**.\\n\\n**Memory**
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inform their behavior. Without memory, an agent would not be able to build
relationships, learn from past experiences, or maintain consistency in their
behavior over time. The memory system stores a comprehensive record of the
agent's experiences in natural language.\\n\\n**Reflection** allows generative
agents to synthesize memories into higher level, more abstract thoughts and
guide behavior. Agents reflect periodically on recent experiences to form
new memories about their patterns of behavior, preferences, and beliefs about
themselves and others in their environment. These reflections can be about
the agent's own behavior patterns (e.g., \\\"I tend to be more productive
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to meetings\\\"), or more abstract concepts (e.g., \\\"I think I'm becoming
more popular\\\"). \\n\\n**Planning** allows generative agents to plan out
their behavior, both in terms of how to act in their current situation and
how to schedule their future activities. Plans are stored as natural language
descriptions of intended actions and are dynamically adjusted based on the
agent's current situation and goals.\\n\\n**3.2 Memory and Retrieval**\\n\\nGenerative
agents need to be able to retrieve relevant memories to inform their current
behavior. However, not all memories are equally relevant in every situation.
For example, if an agent is deciding what to eat for breakfast, their memory
of what they had for dinner last night may be more relevant than their memory
of a conversation they had with a friend last week.\\n\\nTo handle this challenge,
we implement a retrieval function that surfaces memories based on three key
factors:\\n\\n**Recency**: More recent memories should be more likely to be
retrieved. We assign each memory a recency score based on when it was formed,
with more recent memories receiving higher scores.\\n\\n**Importance**: More
important memories should be more likely to be retrieved. We use the language
model to assess the importance of each memory on a scale from 1 to 10, where
1 represents a mundane event and 10 represents a extremely important, poignant,
or meaningful event.\\n\\n**Relevance**: Memories that are more relevant to
the current situation should be more likely to be retrieved. We use embedding
similarity between the memory and the current situation to assess relevance.\\n\\nThe
retrieval function combines these three factors using a weighted sum to produce
a retrieval score for each memory, then returns the memories with the highest
scores.\\n\\n**3.3 Reflection**\\n\\nGenerative agents create higher level
thoughts through **reflection**. These reflections synthesize memories into
higher level questions and insights about behaviors and preferences. For example,
Klaus Mueller, a generative agent in our implementation, reflects on his interactions
with others and concludes, \\\"Klaus Mueller is dedicated to his research
on mathematical music composition\\\" and \\\"Klaus Mueller likes to help
people and understands math and physics and he is a teacher.\\\"\\n\\nAgents
reflect when the sum of the importance scores of their latest experiences
exceeds a threshold (in our implementation, 150). This ensures that agents
reflect when they have had sufficient important experiences, rather than on
a fixed schedule.\\n\\nTo generate reflections, we query the agent's memory
for the 100 most recent records and ask the language model: \\\"Given only
the information above, what are 3 most salient high-level questions we can
answer about this person?\\\" We then ask the language model to answer each
of these questions by retrieving relevant memories and synthesizing them into
insights.\\n\\n**3.4 Planning and Reacting**\\n\\nGenerative agents create
plans that guide their behavior. These plans are stored as natural language
descriptions and are dynamically updated as situations change. Plans operate
at different time horizons: broad strokes plans for the day (e.g., \\\"wake
up, eat breakfast, go to work, eat lunch, work more, go home, eat dinner,
watch TV, go to sleep\\\"), medium-term plans for specific activities (e.g.,
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and moment-to-moment reactions to immediate events in their environment.\\n\\nTo
create daily plans, agents begin each day by reflecting on their identity
and broad goals, then creating a plan for the day. For example, John Lin might
plan: \\\"Wake up at 7:00 am, shower, have breakfast, review research notes,
meet with PhD students, have lunch, review more research notes, go home, have
dinner with family, watch TV, go to sleep at 11:00 pm.\\\"\\n\\nAs agents
execute their plans, they may encounter events that require them to react.
When this happens, they update their current activity based on their assessment
of the situation. For example, if John Lin encounters his neighbor while walking
to work, he might decide to stop and chat, temporarily deviating from his
planned route to work.\\n\\n**4 Evaluation**\\n\\nWe evaluate our generative
agents through two main approaches: (1) controlled studies that measure individual
aspects of agent behavior, and (2) an end-to-end evaluation in which we deploy
agents in an environment and measure emergent individual and social behaviors.\\n\\n**4.1
Controlled Studies**\\n\\nWe conducted three controlled studies to validate
aspects of our approach:\\n\\n**Study 1: Interview Study**. We conducted interviews
with five of our agents, asking them questions about themselves, their relationships,
and their plans. We found that agents gave responses that were consistent
with their established personalities and relationships. For example, when
asked about his relationship with his wife, John Lin described their relationship
in terms consistent with the interactions we had observed between them in
the environment.\\n\\n**Study 2: Emergent Behavior Study**. We seeded one
agent (Isabella Rodriguez) with the goal of organizing a Valentine's Day party
and observed how this information propagated through the community of agents.
Over the course of two days, we observed agents autonomously spreading invitations,
making new acquaintances, asking each other out on dates, and coordinating
to attend the party together.\\n\\n**Study 3: Ablation Study**. We conducted
ablation studies in which we disabled each component of our architecture (memory,
reflection, and planning) and measured the effect on agent believability.
We found that each component contributed significantly to more believable
agent behavior.\\n\\n**4.2 Human Evaluation**\\n\\nWe recruited human evaluators
to watch replays of agent behavior and assess their believability. Evaluators
watched agents in different conditions (with and without different components
of our architecture) and rated the agents on dimensions including believability,
consistency, and human-likeness. We found that agents with the full architecture
were rated as significantly more believable than agents with components disabled.\\n\\n**5
Discussion**\\n\\nOur approach demonstrates that large language models can
be extended to create agents that exhibit believable human behavior over extended
periods of time. The key insight is that believable behavior emerges from
the interaction between memory, reflection, and planning\u2014agents that
can remember past experiences, reflect on patterns in their behavior, and
plan future actions exhibit much more coherent and believable behavior than
agents that lack these capabilities.\\n\\n**5.1 Limitations**\\n\\nOur approach
has several limitations. First, the behavior of generative agents is ultimately
limited by the capabilities of the underlying language model. While current
language models are quite sophisticated, they still make errors and exhibit
biases that can affect agent behavior.\\n\\nSecond, our evaluation focuses
primarily on short-term behavior (two days in our main evaluation). It remains
an open question how well our approach would scale to longer time periods
or more complex social structures.\\n\\nThird, our agents operate in a relatively
simple environment. It is unclear how well our approach would generalize to
more complex environments or tasks that require specialized knowledge or skills.\\n\\n**5.2
Future Work**\\n\\nThere are several promising directions for future work.
First, we could explore more sophisticated memory and retrieval mechanisms
that better capture the complexity of human memory. Second, we could investigate
how to enable agents to learn and adapt their behavior over longer time periods.
Third, we could explore how to scale our approach to larger communities of
agents or more complex environments.\\n\\n**6 Conclusion**\\n\\nWe have introduced
generative agents, computational software agents that simulate believable
human behavior through an architecture that combines memory, reflection, and
planning. Our approach demonstrates that large language models can be extended
to create agents that exhibit coherent behavior over time, form relationships
with other agents, and coordinate complex social interactions.\\n\\nBy enabling
believable simulations of human behavior, generative agents open up new possibilities
for interactive applications, from sandbox games to social simulations to
educational tools. Our work provides architectural and interaction design
patterns that can serve as a foundation for future research and development
in this area.\\n\\nThe code and data for this work will be made available
to enable further research in this area.\\n\\n**References**\\n\\n[1] Gordon
W Allport. Personality: A psychological interpretation. 1937.\\n\\n[2] Ruth
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anthropic-ratelimit-input-tokens-limit:
- ANTHROPIC-RATELIMIT-INPUT-TOKENS-LIMIT-XXX
anthropic-ratelimit-input-tokens-remaining:
- ANTHROPIC-RATELIMIT-INPUT-TOKENS-REMAINING-XXX
anthropic-ratelimit-input-tokens-reset:
- ANTHROPIC-RATELIMIT-INPUT-TOKENS-RESET-XXX
anthropic-ratelimit-output-tokens-limit:
- ANTHROPIC-RATELIMIT-OUTPUT-TOKENS-LIMIT-XXX
anthropic-ratelimit-output-tokens-remaining:
- ANTHROPIC-RATELIMIT-OUTPUT-TOKENS-REMAINING-XXX
anthropic-ratelimit-output-tokens-reset:
- ANTHROPIC-RATELIMIT-OUTPUT-TOKENS-RESET-XXX
anthropic-ratelimit-tokens-limit:
- ANTHROPIC-RATELIMIT-TOKENS-LIMIT-XXX
anthropic-ratelimit-tokens-remaining:
- ANTHROPIC-RATELIMIT-TOKENS-REMAINING-XXX
anthropic-ratelimit-tokens-reset:
- ANTHROPIC-RATELIMIT-TOKENS-RESET-XXX
cf-cache-status:
- DYNAMIC
request-id:
- REQUEST-ID-XXX
strict-transport-security:
- STS-XXX
x-envoy-upstream-service-time:
- '5453'
- '100630'
status:
code: 200
message: OK