Another application area is in the human-centered design pro-
cess, similar to the intended applications of cognitive models such
as GOMS [50] and the Keystroke Level Model [22]. Consider a gen-
erative agent that models Sal, the protagonist in Mark Weiser’s
famous vignettes [101], based on her life patterns and interactions
with technology. In this scenario, the agent acts as a proxy for
Sal and learns plausible sets of behaviors and reflections that Sal
may exhibit based on her life. The agent can encode information
such as when Sal wakes up, when she needs her first cup of coffee,
and what her typical day looks like. Using this information, the
agent can automatically brew coffee, help get the kids ready for
school, and adjust the ambient music and lighting to match Sal’s
mood after a hard day at work. By utilizing generative agents as
proxies for users, we can develop a deeper understanding of their
needs and preferences, resulting in more personalized and effective
Generative Agents- Interactive Simulacra of Human Behavior