Irrational Generative Agents – Capstone Project

Project Report

DEMO

Project Overview

This capstone project presents Irrational Generative Agents, a cognitive agent framework designed to simulate human-like reasoning and decision-making, including both rational and irrational behaviors.

The system aims to bridge gaps between psychology, artificial intelligence, and agent-based simulation by modeling memory, emotion, motivation, and cognitive bias within autonomous agents operating in a simulated world.


Background and Motivation

Modeling realistic human behavior remains a core challenge in both psychology and AI.

Key challenges motivating this project include:

  • Human-subject research is costly, slow, and ethically constrained
  • Existing virtual agents lack deep psychological grounding
  • Most agents fail to model persistent irrational biases or memory-driven behavior

This project addresses these limitations by creating agents capable of bounded rationality, emotional influence, and long-term behavioral evolution.


Framework Overview

The framework integrates dual-process cognitive theory:

  • System 1: Fast, intuitive, heuristic-driven reasoning
  • System 2: Slow, analytical, deliberative reasoning

Core Characteristics

  • Python-based cognitive and decision-making model
  • Unity-powered 2D simulation environment
  • Customizable scenarios with real-time observation
  • Modular architecture supporting experimentation and extension

Key Contributions

  • Design of an irrational agent architecture integrating:
    • Sensory input
    • Motivation
    • Emotion
    • Cognitive biases
  • A modular framework for studying bias-driven decision-making
  • A lifelike agent loop enabling long-term behavioral growth
  • A visually grounded simulation world for real-time analysis

Project Management and Structure

  • Agile Scrum methodology
  • Project duration: August 2024 – May 2025
  • Three development sprints:
    1. Exploration & Design
    2. Coding & Development
    3. Validation & Testing

Each sprint focused on clearly defined deliverables to ensure steady and measurable progress.


Requirements and Features

Core Requirements

  • Support for both System 1 and System 2 reasoning
  • Simulation of psychological biases
  • Persistent memory and personality modeling

Implemented Features

  • 2D town simulation environment
  • Agent personality and emotion modules
  • Social interaction dynamics

Excluded (v1.0)

  • Dynamic map generation
  • Real-time direct user control of agents

Use Cases and Team Collaboration

Primary Use Cases

  • Simulation initialization
  • Autonomous agent behavior cycles
  • Observation data export

Team Workflow

  • Weekly team meetings
  • Biweekly supervisor check-ins
  • Tooling:
    • GitHub (version control)
    • Slack (communication)
    • OneDrive (documentation)

Methodology and Literature Review

The framework draws inspiration from:

  • Generative Agents
  • Humanoid Agents
  • Evolving Agent systems

Addressed limitations include:

  • Lack of persistent irrational biases
  • Weak grounding of internal psychological states

Prompting Strategy

  • Combination of zero-shot and few-shot prompting
  • Structured prompt templates to stabilize LLM outputs

Memory and Decision-Making Logic

Memory System

  • Short-term memory: recent events and interactions
  • Long-term memory: consolidated knowledge
  • Memories are managed using an impact index

Decision-Making Flow

  • System 1 handles quick, low-cost decisions
  • System 2 manages planning, evaluation, and conflict resolution
  • Memory influences reasoning depth and behavioral consistency

Evaluation Strategy

Evaluation compares agent decisions against human participants.

Metrics Used

  • Kullback–Leibler Divergence for decision distribution similarity
  • Parallel decision-making tasks for agents and humans
  • Scenario-based behavioral comparison

Study Metrics for Agent Behavior

  • Human-choice prediction accuracy
  • Five personality dimensions scored from 0–10
  • Behavioral maturity:
    • Low
    • Medium
    • High
  • Evaluation of n = 7 diverse personality profiles
  • Bias-awareness isolation through controlled prompting

System Architecture Overview

Business Architecture

  • Task configuration → cognitive processing → evaluation

Application Architecture

  • Perception module
  • Planning module
  • Bias evaluation module
  • Memory module
  • Action execution module

Agents are autonomous entities with personality, emotion, memory, and goals.


Agent Internal Architecture

Key components:

  • Stimulus processing
  • Dual-system decision-making
  • Action execution pipeline

Modules

  • Plan Module: generates candidate plans
  • Evaluation Module: scores plans using bias and memory relevance
  • Memory Module: ensures behavioral consistency over time

Cognitive Processing Pipeline

  • Environmental perception and interpretation
  • Semantic compression for memory and reasoning
  • Dynamic switching between System 1 and System 2
  • Context-aware behavioral variation

Inter-Agent Communication

Agents communicate indirectly via the environment:

  • Map tiles store interaction traces
  • Agents observe tiles within perceptual radius
  • Enables emergent social behavior

Interaction types include:

  • Entity perception
  • NPC interactions
  • Environmental reminders

Daily Behavior Cycle

  1. Agent initialization (personality & emotion)
  2. Environmental perception
  3. Intent generation
  4. Action planning and execution
  5. End-of-day memory consolidation and trait adjustment

Action Planning Cycle

  • Inputs:
    • Environmental perception
    • Daily goals
    • Internal emotional state
  • Plan categories:
    • THINK
    • CHAT
    • MOVE
    • INTERACT
  • Probabilistic plan selection
  • Post-action internal state updates

Frontend Architecture

  • React: UI, menus, HUD
  • Phaser: 2D simulation and interaction
  • Socket.IO: real-time frontend–backend communication
  • Supports multiplayer state synchronization

Technology Stack

Frontend

  • React
  • Phaser

Backend

  • Python
  • LangSmith (LLM integration)

Communication

  • Socket.IO

The system is modular and designed for scalability.


Evaluation Metrics

  • KL Divergence
  • Top-k behavioral overlap
  • Big Five personality shift
  • Behavioral maturity indicators:
    • Multi-step planning
    • Emotional regulation consistency

Experimental Setup

  • Web-based sandbox environment
  • 26 agents with distinct personalities
  • Full logging of actions, emotions, and decisions
  • Bias-focused study using a subset of 3 agents
  • Human participants provide baseline comparisons

Results and Analysis

Key findings:

  • Mixed System 1 + System 2 reasoning aligns best with human behavior
  • Personality traits remain mostly stable
  • Behavioral maturity varies across agents
  • Emotional regulation improves over time, with occasional bias spikes

Modular Bias Evaluation

  • Clear behavioral differences between biased and unbiased agents
  • Bias-aware agents:
    • Show richer narratives
    • Engage in deeper conversations
    • Exhibit stronger emotional tone
  • Bias significantly impacts social dynamics and decision-making

Limitations and Future Work

Current Limitations

  • No self-calibration of goal–behavior alignment
  • Static heuristics and personality filters
  • Fixed perceptual and interaction radii

Future Directions

  • Adaptive self-evaluation mechanisms
  • Dynamic personality evolution
  • More realistic social modeling
  • Systematic large-scale evaluation

Conclusion

The Irrational Generative Agents framework successfully simulates bounded and irrational human decision-making.

  • Agents exhibit diverse, personality-driven behavior
  • Memory integration enables long-term evolution
  • Emotional volatility decreases over time
  • The architecture provides a strong foundation for future research into cognition and behavior



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