This outputs The Lin family’s house. We then use the same process
recursively to determine the most appropriate subarea within the
chosen area until we reach a leaf node of the agent’s environment
tree. In the example above, the result of this traversal is The Lin
family’s house: garden: house garden. Finally, we use traditional
game path algorithms to animate the agent’s movement so that it
travels to the location indicated by the leaf node.

When an agent executes an action on an object, we prompt the
language model to ask what happens to the state of the object. For
example, if Isabella’s generative agent outputs the action “making
espresso for a customer”, a query to the language model indicates in
response that the state of the coffee machine in Hobbs Cafe should
change from “off” to “brewing coffee”.
Generative Agents- Interactive Simulacra of Human Behavior