Memory-stream agents and fixed decision heads

Generative-agent designs give each character a memory stream with retrieval, reflection and planning. Parlour gives everyone the same nine questions over a purpose-built state object, which is cheaper, steadier and less ambitious.

Two different jobs

Memory-stream agents are built to be believable over time. A character accumulates observations, retrieves the relevant ones, reflects on them into higher-level beliefs, and plans a day. That is the right architecture when the thing you are studying is whether an agent can sustain a coherent life.

Parlour is built to make a room legible in five minutes. Nobody needs to remember last Tuesday; they need to read the table they are sitting at right now. So there is no memory stream. Each call is a fresh look at a state object written from one person's side of the room, and the continuity lives in the world instead of in the character's head.

What each buys and costs

Memory streamFixed decision head
Continuityin the agentin the world state
Calls per decisionseveral (retrieve, reflect, plan, act)one
Outputtext, then parsedtyped answers with distributions
Tunable byprompt and retrieval weightsprices, gates, thresholds
Fails asdrift, contradiction, expensive silenceflatness, if the rules are flat

Why this one went the other way

Because the interesting object here is the rule, not the agent. If a character betrays somebody, a watcher should be able to answer which rule fired and on what number, and that is only answerable if the decision is one typed call with a measured bar behind it.

It is also what makes the thing affordable enough to leave running in public: three cents a party, and four hundred villagers on about thirty guts.

When to reach for the other one

If your simulation's payoff is long-horizon, with an agent that should remember a grudge from six sessions ago or plan a week, a state object will not carry it and you want retrieval. The village splits the difference: relationships are one number per pair, written by the day's company, which is memory enough for a grudge without being a memory system.

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