For many applications of LLM agents, the environment is real (internet,
database, REPL, etc). However, we can also define agents to interact in
simulated environments like text-based games. This is an example of how
to create a simple agent-environment interaction loop with
[Gymnasium](https://github.com/Farama-Foundation/Gymnasium) (formerly
[OpenAI Gym](https://github.com/openai/gym)).
This notebook showcases how to implement a multi-agent simulation where
a privileged agent decides who to speak.
This follows the polar opposite selection scheme as [multi-agent
decentralized speaker
selection](https://python.langchain.com/en/latest/use_cases/agent_simulations/multiagent_bidding.html).
We show an example of this approach in the context of a fictitious
simulation of a news network. This example will showcase how we can
implement agents that
- think before speaking
- terminate the conversation
This notebook showcases how to implement a multi-agent simulation
without a fixed schedule for who speaks when. Instead the agents decide
for themselves who speaks. We can implement this by having each agent
bid to speak. Whichever agent's bid is the highest gets to speak.
We will show how to do this in the example below that showcases a
fictitious presidential debate.
This notebook shows how the DialogueAgent and DialogueSimulator class
make it easy to extend the [Two-Player Dungeons & Dragons
example](https://python.langchain.com/en/latest/use_cases/agent_simulations/two_player_dnd.html)
to multiple players.
The main difference between simulating two players and multiple players
is in revising the schedule for when each agent speaks
To this end, we augment DialogueSimulator to take in a custom function
that determines the schedule of which agent speaks. In the example
below, each character speaks in round-robin fashion, with the
storyteller interleaved between each player.
Simplifies the [Two Agent
D&D](https://python.langchain.com/en/latest/use_cases/agent_simulations/two_player_dnd.html)
example with a cleaner, simpler interface that is extensible for
multiple agents.
`DialogueAgent`:
- `send()`: applies the chatmodel to the message history and returns the
message string
- `receive(name, message)`: adds the `message` spoken by `name` to
message history
The `DialogueSimulator` class takes a list of agents. At each step, it
performs the following:
1. Select the next speaker
2. Calls the next speaker to send a message
3. Broadcasts the message to all other agents
4. Update the step counter.
The selection of the next speaker can be implemented as any function,
but in this case we simply loop through the agents.
In this notebook, we show how we can use concepts from
[CAMEL](https://www.camel-ai.org/) to simulate a role-playing game with
a protagonist and a dungeon master. To simulate this game, we create a
`TwoAgentSimulator` class that coordinates the dialogue between the two
agents.