Generative Agents: Interactive Simulacra of Human Behavior
Center for Language & Speech Processing(CLSP), JHU via YouTube
Overview
Syllabus
Intro
The ability to simulate believable human behavior promises a new class of interactive applications
A new opportunity: generative models trained today encode the way we live, talk, and behave
Setting: Smallville is a custom-built game wo featuring the common affordances of a small village
The agents interact with their environment through their actions
The agents interact with each other through natural Language dialogue
The users can interact with the agents via 1 dialogue, 2 altering the environment, and 3 embodiment
Memory stream stores a comprehensive record of agent experience in natural language
We retrieve a select portion of the agents' experien using a retrieval function
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.
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.
To generate plans, we prompt a large language moder with a prompt that summarizes the agent and the agent's current status.
Observation, plan, and reflection each contribute criticall the believability of agent behavior.
[Boundaries and Errors]: Instruction tuning seems to guide the behavior of the agents to be more polite and cooperative overall
GENERATE takes a social design as input and outputs community that might populate it.
Taught by
Center for Language & Speech Processing(CLSP), JHU