1 INTRODUCTION
How might we craft an interactive artificial society that reflects
believable human behavior? From sandbox games such as The Sims
to applications such as cognitive models [21] and virtual environ-
ments [9, 58], for over four decades researchers and practitioners
have envisioned computational agents that can serve as believ-
able proxies of human behavior. In these visions, computationally-
powered agents act consistently with their past experiences and
react believably to their environments. Such simulations of human
behavior could populate virtual spaces and communities with real-
istic social phenomena [26, 79], train people how to handle rare yet
difficult interpersonal situations [43, 51, 93], test social science theo-
ries [11, 45], craft model human processors for theory and usability
testing [21, 38, 50], power ubiquitous computing applications [30]
and social robots [9, 13], and underpin non-playable game charac-
Generative Agents- Interactive Simulacra of Human Behavior