Recency assigns a higher score to memory objects that were re-
cently accessed, so that events from a moment ago or this morning
are likely to remain in the agent’s attentional sphere. In our im-
plementation, we treat recency as an exponential decay function
over the number of sandbox game hours since the memory was
last retrieved. Our decay factor is 0.99.

Importance distinguishes mundane from core memories, by as-
signing a higher score to those memory objects that the agent
believes to be important. For instance, a mundane event such as
eating breakfast in one’s room would yield a low importance score,
whereas a breakup with one’s significant other would yield a high
score. There are again many possible implementations of an im-
portance score; we find that directly asking the language model to
output an integer score is effective. The full prompt appears below:
Generative Agents- Interactive Simulacra of Human Behavior