3 GENERATIVE AGENT BEHAVIOR AND

INTERACTION

To make concrete the affordances of generative agents, we instanti-
ate them as characters in a simple sandbox world reminiscent of
The Sims [6]. This sprite-based sandbox game world, Smallville,
evokes a small town environment. In this section, we walk through
the affordances and interactions with generative agents in Small-
ville, and describe how the agents behave in it. Then, in Section 4,
we introduce our generative agent architecture that powers these
affordances and interactions. In Section 5, we describe the sandbox

Generative Agents

arXiv, April, 2023,

Figure 2: The Smallville sandbox world, with areas labeled. The root node describes the entire world, children describe areas
(e.g., houses, cafe, stores), and leaf nodes describe objects (e.g., table, bookshelf). Agent remember a subgraph reflecting the
parts of the world they have seen, in the state that they saw them.
Generative Agents- Interactive Simulacra of Human Behavior