arXiv:2611.11064v1 Announce Type: new
Abstract: Generative agents are game characters whose plans, conversations, and memories are written on the fly by a large language model (LLM). The original Generative Agents demonstration used cloud inference in a custom simulation. We present GARP, a platform for real-time generative agents inside Godot, and describe the Character Behavior System used in GARP 2. The complete loop runs on local hardware using a 3B-parameter open-weight model and no cloud service. Alongside the original planning, memory, and reflection, GARP gives each agent an emotion system driven by LLM appraisal, four graded personality axes drawn from the Big Five that set simulation parameters as well as prompt text, six needs whose urgency grows over time, and pairwise relationships updated after every conversation. The system narrows 50+ candidate actions to typically 3-8, constrains model responses with JSON schemas, and surfaces important memories in decision prompts. A layered optimization strategy (an adjustable game clock, decisions taken ahead of need, multi-tier caching, prompt compression, and fully asynchronous execution) keeps the game responsive while the model thinks. In a nine-scenario evaluation, 25 of 27 runs passed log-based checks. Both failures occurred in the birthday party scenario, where one guest omitted the event from their daily plan.
Abstract: Generative agents are game characters whose plans, conversations, and memories are written on the fly by a large language model (LLM). The original Generative Agents demonstration used cloud inference in a custom simulation. We present GARP, a platform for real-time generative agents inside Godot, and describe the Character Behavior System used in GARP 2. The complete loop runs on local hardware using a 3B-parameter open-weight model and no cloud service. Alongside the original planning, memory, and reflection, GARP gives each agent an emotion system driven by LLM appraisal, four graded personality axes drawn from the Big Five that set simulation parameters as well as prompt text, six needs whose urgency grows over time, and pairwise relationships updated after every conversation. The system narrows 50+ candidate actions to typically 3-8, constrains model responses with JSON schemas, and surfaces important memories in decision prompts. A layered optimization strategy (an adjustable game clock, decisions taken ahead of need, multi-tier caching, prompt compression, and fully asynchronous execution) keeps the game responsive while the model thinks. In a nine-scenario evaluation, 25 of 27 runs passed log-based checks. Both failures occurred in the birthday party scenario, where one guest omitted the event from their daily plan.
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