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Generative Agents: Interactive Simulacra of Human Behavior

Joon Sung Park, Joseph C. O'Brien, Carrie J. Cai

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Meredith Ringel Morris, Percy Liang, Michael S. Bernstein

2023 · arXiv

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1.5
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18
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16
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12
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From the abstract

Believable proxies of human behavior can empower interactive applications ranging from immersive environments to rehearsal spaces for interpersonal communication to prototyping tools. In this paper, we introduce generative agents--computational software agents that simulate believable human behavior. Generative agents wake up, cook breakfast, and head to work; artists paint, while authors write; they form opinions, notice each other, and initiate conversations; they remember and reflect on days past as they plan the next day. To enable generative agents, we describe an architecture that extends a large language model to store a complete record of the agent's experiences using natural language, synthesize those memories over time into higher-level reflections, and retrieve them dynamically to plan behavior. We instantiate generative agents to populate an interactive sandbox environment inspired by The Sims, where end users can interact with a small town of twenty five agents using natural language. In an evaluation, these generative agents produce believable individual and emergent social behaviors: for example, starting with only a single user-specified notion that one agent wants to throw a Valentine's Day party, the agents autonomously spread invitations to the party over the next two days, make new acquaintances, ask each other out on dates to the party, and coordinate to show up for the party together at the right time. We demonstrate through ablation that the components of our agent architecture--observation, planning, and reflection--each contribute critically to the believability of agent behavior. By fusing large language models with computational, interactive agents, this work introduces architectural and interaction patterns for enabling believable simulations of human behavior.

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18 selected excerpts · 18 total mentions

localhost
Strong recommendation · rule
I think about agents as being an entity that you can collaborate with. Among other things, it needs 1/ memory, 2/ ability to create and execute long-term plans. One of the best papers that I have read on this topic is the Generative Agents paper by Park [1] Today's LLMs are kind of like Dory from Finding Nemo - you have to recreate the context every time you do a slightly different task, or when the context window for the LLM is no longer sufficient to remember previous turns in a conversation. An agent can sit on the other side of a piece of collaborative software that was designed for human collaboration. This is why chatbots are the current "killer app" for AI, we…
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already understand how to collaborate with other people via chat. Now imagine what we can do with more sophisticated pieces of software like Figma or Excel. Disclosure: I work on the Python in Excel feature and we just announced Copilot for Excel a couple of days ago. [2] Other modalities that excite me are tools like Vision Pro which will be an interesting test bed for multi-modal generative agents. [1] https://arxiv.org/abs/2304.03442 [2] https://twitter.com/john_lam/status/1704886164753363261
genxy
Neutral mention · rule
Why do you give up so easily? Human culture and the already low quality bar of writing should be allowed to fall even further because you are annoyed by those that want to protect it? Why should your opinion be worth more than those who would like to retain a semblance of meaning in what we use to convey ideas? LLM writing is sheer trash. It comes off like a coke-addled car salesman who is making a pitch to VCs about his latest scientific discovery that will 200x their investment. Poorly written LLM content is NOT a tangential annoyance. If this is too much, maybe you should simulate HN using Generative Agents: Interactive Simulacra of Human Behavior https://arxiv.org/abs/2304.03442
ivzak
Neutral mention · rule
Your comment reminded me of this old simulacra paper (https://arxiv.org/pdf/2304.03442) :) iirc, they compressed the "memory roll" of the agents every once in a while
DonHopkins
Neutral mention · rule
Minsky's key works on this: "K-lines: A Theory of Memory" (1980) -- Cognitive Science. Names as activation vectors that reactivate entire constellations of knowledge. https://www.sciencedirect.com/science/article/abs/pii/S03640... https://en.wikipedia.org/wiki/K-line_(artificial_intelligenc... "Society of Mind" (1986) -- The full theory. Intelligence as emergent property of many simple agents. https://www.simonandschuster.com/books/Society-Of-Mind/Marvi... https://archive.org/details/societyofmind0000marv/mode/2up "The Emotion Machine" (2006) -- Extends Society of Mind to emotions as "ways of thinking." https://en.wikipedia.org/wiki/The_Emotion_Machine "The question is…
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not whether intelligent machines can have any emotions, but whether machines can be intelligent without any emotions." -- Marvin Minsky https://philopedia.org/thinkers/marvin-lee-minsky/ For LLM multi-agent work: "Generative Agents: Interactive Simulacra of Human Behavior" (Park et al., Stanford, 2023) https://arxiv.org/abs/2304.03442 The connection keyle is making -- same LLM, different professional profiles -- is exactly Minsky's insight. The profile IS a K-line: "geologist" activates {rock strata, deep time, fieldwork, skepticism...} I wrote up how this applies to LLMs, including The Sims zodiac signs (1997: zero code, perceived as "too influential"): Sims Astrology: https://github.com/SimHacker/moollm/blob/main/designs/sims-a... Society of Mind: https://github.com/SimHacker/moollm/blob/main/skills/society... K-Lines https://github.com/SimHacker/moollm/blob/main/skills/k-lines... Adversarial Comittee: https://github.com/SimHacker/moollm/blob/main/skills/adversa... The punchline: one voice is the wrong number of voices. When you ask a single LLM "Should I take this client?", you get the statistical center of all possible viewpoints -- hedged, cautious, anodyne. The centroid of the cloud, not the shape of the cloud. An adversarial comittee with Maya would say: "Trap. Their scope creep is a red flag." Frankie would say: "The opportunity! The growth!" Vic would say: "Show me the financials." A single voice smooths all these into one bland answer. Adversarial committees force the LLM to explore the actual distribution of perspectives. MOOLLM Manifesto: https://github.com/SimHacker/moollm/blob/main/designs/MOOLLM... MOOLLM Eval Incarnate Framework: https://github.com/SimHacker/moollm/blob/main/designs/MOOLLM...
kristianp
Neutral mention · rule
6GB of VRAM isn't that much for an LLM. The game itself recommended GPU is a 6GB part. It's kind of surprising that an in game LLM hasn't been done outside of research. It been almost 3 years since "Generative Agents: Interactive Simulacra of Human Behavior": https://arxiv.org/abs/2304.03442
walterfreedom
Neutral mention · rule
In my own system in unity, I used LLMs as merely an orchestrator and left Behaviour Trees (https://arxiv.org/abs/1709.00084) as the main core of NPC behaviour. I assume this question is directed at the NPC engine part of the mod, "FelPawns" as of right now. Since my goal is to manupilate the NPC behaviour ingame directly, and use LLM for more than just roleplay chatbot purposes performance is indeed and issue. I think the hardest part is to bridge the LLM and Rimworld internal scheduler seamlessly. I am following some articles loosely , like Generative Agents (https://arxiv.org/abs/2304.03442) to take inspiration (and innovate/iterate on it). Nevertheless, my goal is not…
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to make a better version of RimWorld pawns, but just a more immersive version and get to try some methods I wanted to try along the way. Taking players decision away and delegating to a machine that is not good at long term planning will never be a viable choice in RimWorld, in terms of meta-gaming. However, if we focus on social aspects of the pawns and leave the performance-sensitive parts to the game itself I think we can hit a pretty nice middle ground.
drusepth
Neutral mention · rule
> I've always dreamed of full blown sandbox games with extremely advanced NPCs (which the current LLMs can already kinda emulate) The future of gaming is going to get weird fast with all this new tech, and there are a lot of new mechanics emerging that just weren't possible before LLMs, generative AI, etc. At our game studio we're already building medium-scale sandbox games where NPCs form memories, opinions, problems (that translate to quests), and have a continuous "internal monologue" that uses all of this context plus sensory input from their place in a 3D world to constantly decide what actions they should be performing in the game world. A player can decide to chat…
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with an NPC about their time at a lake nearby and then see that NPC deciding to go visit the lake the next day. A paper last year ("Generative Agents: Interactive Simulacra of Human Behavior", [0]) is a really good sneak-peek into the kind of evolving sandboxes LLMs (with memory and decisionmaking) enable. There's a lot of cool stuff that happens in that "game", but one anecdote I always think back to is this: in a conversation between two NPCs, one happens to mention they have a birthday coming up to the other; and that other NPC then goes around town talking to other NPCs about a birthday party, and _those_ NPCs mention the party to other NPCs, and so on until the party happened and most of the NPCs in town arrived on time. None of it was scripted, but you very quickly start to see emergent behavior from these sorts of "flocks" of agents as soon as you add persistence and decision-making. And there are other interesting layers games can add for even more kinds of emergent behavior; that's what we're exploring at our studio [1], and I've seen lots of other studios pop up this last year to try their hand at it too. I'm optimistic and excited about the future of gaming (or, at least some new genres). It should be fun. :) [0] https://arxiv.org/abs/2304.03442 [1] https://www.chromagolem.com/games
Philpax
Neutral mention · rule
> LLMs are stateless and they do not remember the past (as in they don't have a database), making the training data a non-issue here. That's not what they said. They said that a LLM knows what elections are, which suggests they could have the requisite knowledge to act one out. > Therefore, the claims made here in this paper are not possible because the simulation would require each agent to have a memory context larger than any available LLM's context window. The claims made here by the original poster are patently false. No, it doesn't. They aren't passing in all prior context at once: they are providing relevant subsets of memory as context. This is a common technique…
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for language agents. > Agentic systems are not well-suited to achieve any of the things that are proposed in the paper, and Generative AI does not enable these kinds of advancements. This is not new ground. Much of the base social behaviour here comes from Generative Agents [0], which they cite. Much of the Minecraft related behaviour is inspired by Voyager [1], which they also cite. There isn't a fundamental breakthrough or innovation here that was patently impossible before, or that they are lying about: this combines prior work, iterates upon it, and scales it up. [0]: https://arxiv.org/abs/2304.03442 [1]: https://voyager.minedojo.org/
dhruvdh
Neutral mention · rule
> When a new request comes in, a few pointers in HBM are updated in approximately 2.93us, making model switching nearly instant. This enables one server to support more than 10,000 different models. I am a PhD student wanting to work with systems made of multiple LLM powered agents. This makes me think work like "Generative Agents: Interactive Simulacra of Human Behavior" (https://arxiv.org/abs/2304.03442) can potentially be run on a single GPU? I am interested in multi-agent systems that are hand designed to automate specific tasks, like qualitative data analysis. Would people at Lamini be interested in collaborating on such research?
araes
Neutral mention · rule
The article's funny, and kind of surreal read considering a dimension fading away while all the characters become cartoons and the landscape becomes vague. Have similar thoughts occasionally. However, also creepy. Not sure if its the way humans have always written, that ChatAI got too good too fast, or that they all secretly had them all for years (Multiple massive AI releases in a year???, "had em all in a box in the back") The 2nd image (with pair of images) on the Sharing Photos subsection [1] literally looks like StableDiffusion++. Somebody wrote two prompts, that had something like "Male with frizzy hair next to girl in pink shirt with glasses with brick building…
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behind" and then it didn't care whether it was the same male in both, or what skin color. Most text also seems weirdly similar to: Generative Agents: Interactive Simulacra [2] [1] https://maxread.substack.com/i/137044198/sharing-photographs... [2] https://arxiv.org/pdf/2304.03442.pdf
Animats
Neutral mention · rule
> It just never got widespread adoption because it's just not interesting. True. There have been NPC systems where the NPCs had motivations and a life of their own, even when no one was around. Those haven't helped gameplay much. The current problem is that LLMs don't know enough about the game world. Recent progress on that.[1] [1] https://arxiv.org/abs/2304.03442
og_kalu
Neutral mention · rule
>GPT cannot function in any environment on its own. Except in response to a direct instruction it cannot plan, it cannot take action, it cannot learn, it cannot adjust to changing circumstance. Sure it can. It's not default behavior sure but it's fairly trivial to set up, just expensive. Gpt-4 can loop on its "thoughts" and reflect, it can take actions in the real world. https://tidybot.cs.princeton.edu/ https://arxiv.org/abs/2304.03442 https://arxiv.org/abs/2210.03629 https://arxiv.org/abs/2303.11366
ianbicking
Neutral mention · rule
This is naive but has at least one small improvement. I'll call this "level 1.5" roleplaying. - Level 0 is just using chat.openai.com. - Level 1 is just putting character description in the system prompt - Level 2 is doing third person prompts, like "you are writing dialog for the character ..." - Level 3 is letting GPT specify character internal state. Samantha is an example of this: https://www.meetsamantha.ai/ (though it's actually missing the level 2 feature) - I'm not sure yet what level 4 is. Probably Level 3 deserves to be blown out into several features, as there's different ways to model internal state (emotions, goals, environment), and we don't yet understand…
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the effect of all these or the best way to implement them. - Level 5 is maybe long-term memory - Level 6 is reflection as in "Generative Agents: Interactive Simulacra of Human Behavior" https://arxiv.org/abs/2304.03442v1 I'm making up these levels and the order. But it's my current estimate at how I think someone should approach improvements. This demo specifically prefixes all human input with "Player: text" and all character output with "[character name]: text", a small change that still _almost_ gets it to level 2. (Note the interface strips these prefixes, but they are sent to GPT.) So if I ask Seaman who its favorite person is it responds "Seaman: My favorite person is me, of course. I mean, who wouldn't love this handsome fishy face? But I suppose if I had to pick someone else, it would be anyone who brings me delicious food and keeps my tank clean. Those are the real heroes in my life." – and avoids the notion that AI models don't have preferences because it's being clear that it's talking as Seaman and not as "GPT". OTOH if I ask it to solve an equation it will sometimes reject it and sometimes comply. Second time I tried: "Seaman: Don't try to distract me with your mundane human problems! But since we're here, let me see... If we subtract 8 from both sides, we get 2x = 22. Then, dividing both sides by 2, we find x = 11. There, your math problem is solved. Now, back to insulting you." (Asking characters to inappropriately solve equations is my exceedingly innocent hack-du-jour.) But this isn't really Level 2 because the system prompt still asks GPT to "be" the character instead of "play" the character. Full level 2 asks GPT to model the dialog of the character instead of being the character. This solves a large number of problems! Surprisingly in my experience Level 3 also helps a bit with "as an AI model" because it creates a parallel character narrative that allows GPT to self-justify some responses that might otherwise cause the fault.
akhayam
Neutral mention · rule
Research on Agent architectures is evolving real fast. I read Park et al.'s paper on Generative Agents a couple of weeks back which seems to have the potential to put LangChain's Memory on steroids: https://arxiv.org/abs/2304.03442 "To enable generative agents, we describe an architecture that extends a large language model to store a complete record of the agent's experiences using natural language, synthesize those memories over time into higher-level reflections, and retrieve them dynamically to plan behavior." Can't wait for LangChain to incorporate a long-term, reflection-based memory system.
drusepth
Neutral mention · rule
I and a friend are working on Elixir Emporium [0], a single-player crafting RPG that uses layers of generative AI to create and inject new game data as you play. It started out as just a prototype asking what happens if you task an LLM with generating crafting recipes for every combination of items in a game (which was already super fun), but it's exploded into all kinds of crafting, harvesting, and item manipulation systems that literally weren't possible in games just 5-10 years ago. Now we're working on NPC simulations based on last year's Generative Agents: Interactive Simulacra of Human Behavior [1] paper. Dialogue and persistent memory are obvious, but we're also…
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using the ReAct pattern [2] to give NPCs an influenceable decision loop that dictates what actions they take throughout each game day. And there's some other fun stuff like quest generation and using LLMs as a decision engine to determine if certain player actions complete these dynamic quests. There's still a lot of work to do to make it feel more like a polished game, but we've been focused on the underlying systems and getting them feeling great and I'm really excited to see the game come to life. [0] https://store.steampowered.com/app/3039840/Elixir_Emporium/ [1] https://arxiv.org/abs/2304.03442 [2] https://react-lm.github.io/
og_kalu
Neutral mention · rule
Yeah i honestly don't think you realize where we're at already. It's not even about gpt-4 honestly. >and in the case of GPT-4, it's pretty evident that it does not have such consciousness. Hard disagree but i guess that's what people might think with all the "as a large language model bla bla bla" trained responses. If you'd talked to bing in the early days or hell even now, you'd be disabused of this notion. What you see is a mask, the model itself can go anywhere, simulate anything, shift state to anything. Human.exe is a game LLMs can play perfectly. https://arxiv.org/abs/2304.03442 >These LLMs are going to be extensively monitored, and we will know if they are…
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displaying dangerous levels of agentic power seeking behavior. No they wont. It's relatively easy to give LLMs "run forever and do whatever you want" agency. anyone with intermediate programming skills could do it. who's monitoring all those people attempting such ? and who's to say those people are monitoring their creations ?

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