Joon Sung Park et al., 2023, ACM UIST
Who heard, and who came, emerged from many separate conversations.
Agents that remember, reflect and plan behave believably over days, not just in one reply.
From one agent's idea for a party, the town's social life emerged: invitations spread, dates were made, and guests showed up together.
100 people ranked agents' answers to interview questions about their lives. Each kind of memory taken away made the answers less believable.
The paper also found answers that weren't believable: retrieval misses, when an agent failed to recall something it knew, and embellishments, details it added that weren't in its memory.
Every place an agent can go is a node in a tree: the town, a building, a room, an object. The real map has 19 sectors, 63 arenas and 222 objects.
Each step is 10 game seconds, and an agent walks at most one tile per step. Routes are shortest path, found using BFS.
An hourly plan becomes detailed actions when each time block begins. Isabella follows those actions, walking to the right place first.
Each step it looks around its room, within its vision radius, and attends to (notices) the closest few things.
Objects and people can make her react, have conversations, request replanning, and change the schedule.
Agents start with seed memories and create new ones from plans, observations, and reflections, triggered at an importance threshold.
Change the query or weights and watch memories move across the retrieval cutoff.
Agents retrieve memories for planning, reacting, reflection, and each conversational turn.
Everything the engine does between two ticks of the clock.
Trace retrieved memories into the prompt, compare example answers, and see what the engine applies.
Choose a question, trace an inference to its evidence, then build a later reflection on earlier ones.
Give Isabella a thought, watch it enter memory, and see how it changes the rest of her plan.
Compare the same questions across four memory conditions. Hover a column or answer to inspect its memories.