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Generative Agents: Interactive Simulacra of Human Behavior

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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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  • 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 extend

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representative citing papers

AgentSocialBench: Evaluating Privacy Risks in Human-Centered Agentic Social Networks

cs.AI · 2026-04-01 · unverdicted · novelty 8.0

AgentSocialBench demonstrates that privacy preservation is fundamentally harder in human-centered agentic social networks than in single-agent cases due to cross-domain coordination pressures and an abstraction paradox where privacy instructions increase discussion of sensitive information.

Why Do Multi-Agent LLM Systems Fail?

cs.AI · 2025-03-17 · unverdicted · novelty 8.0

The authors create the first large-scale dataset and taxonomy of failure modes in multi-agent LLM systems to explain their limited performance gains.

NARRA-Gym for Evaluating Interactive Narrative Agents

cs.CL · 2026-05-08 · unverdicted · novelty 7.0

NARRA-Gym is an executable benchmark that generates complete interactive narrative episodes from emotional seeds and logs full model trajectories to expose gaps in coherence, adaptation, and personalization that static story tests miss.

Voyager: An Open-Ended Embodied Agent with Large Language Models

cs.AI · 2023-05-25 · unverdicted · novelty 7.0

Voyager achieves superior lifelong learning in Minecraft by combining an automatic exploration curriculum, a library of executable skills, and iterative LLM prompting with environment feedback, yielding 3.3x more unique items and 15.3x faster milestone unlocks than prior methods while generalizing技能

The Self-Correction Illusion: LLMs Correct Others but Not Themselves

cs.AI · 2026-06-04 · conditional · novelty 6.0

Relabeling an identical erroneous claim from the model's own thought role to an external chat role increases explicit correction rates by 23-93 percentage points across 13 model-domain cells, indicating a chat-template artifact rather than a cognitive deficit.

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