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[Boundaries and Errors]: Instruction tuning seems to guide the behavior of the agents to be more polite and cooperative overall
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Classroom Contents
Generative Agents: Interactive Simulacra of Human Behavior
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- 1 Intro
- 2 The ability to simulate believable human behavior promises a new class of interactive applications
- 3 A new opportunity: generative models trained today encode the way we live, talk, and behave
- 4 Setting: Smallville is a custom-built game wo featuring the common affordances of a small village
- 5 The agents interact with their environment through their actions
- 6 The agents interact with each other through natural Language dialogue
- 7 The users can interact with the agents via 1 dialogue, 2 altering the environment, and 3 embodiment
- 8 Memory stream stores a comprehensive record of agent experience in natural language
- 9 We retrieve a select portion of the agents' experien using a retrieval function
- 10 Over time, agents generate trees of reflections: the nodes as observations, and the non-leaf nodes as thoughts that become higher-level higher up the tree they are.
- 11 Plans describe a future sequence of actions for the agent that are stored in the memory stream. They include a location, a starting time, and a duration.
- 12 To generate plans, we prompt a large language moder with a prompt that summarizes the agent and the agent's current status.
- 13 Observation, plan, and reflection each contribute criticall the believability of agent behavior.
- 14 [Boundaries and Errors]: Instruction tuning seems to guide the behavior of the agents to be more polite and cooperative overall
- 15 GENERATE takes a social design as input and outputs community that might populate it.