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A brain for AI agents — persona, memory, reflection, and planning

Project description

Agethos

A brain for AI agents — persona, memory, reflection, and planning in one library.

Give any LLM agent a persistent identity with psychological grounding, long-term memory with retrieval scoring, dynamic emotional state, self-reflection, and daily planning.

Python License


Why

LLM agents have no identity. Every conversation starts from zero — no personality continuity, no memory of past interactions, no emotional consistency.

System prompts give a shallow persona, but agents need more than a static instruction block — they need a cognitive architecture:

  • "How should my personality shape my response to this event?"
  • "What happened last time, and how should that change my behavior now?"
  • "How does this event make me feel, and how does that affect my tone?"

Agethos borrows the answer from cognitive science, personality psychology, and generative agent research.


Differentiators

Agethos Generative Agents CrewAI Character Cards
Personality model OCEAN (Big Five) numerical ISS text only role/goal/backstory text traits
Emotional state PAD 3-axis, OCEAN-coupled None None None
Memory + retrieval recency × importance × relevance Same approach None None
Reflection Importance threshold → focal points → insights Same approach None None
Persona evolution L2 dynamic + emotion drift L2 daily update Static Static
Character card formats W++, SBF, Tavern Card V2 None None Native
LLM-agnostic OpenAI, Anthropic, custom OpenAI only Various N/A

Design Philosophy — Four Pillars

1. Psychological Grounding — OCEAN + PAD

Personality isn't just adjectives. Agethos uses the Big Five (OCEAN) model with numerical trait scores:

OceanTraits(
    openness=0.8,          # Creative, curious → metaphorical language
    conscientiousness=0.7,  # Organized → structured responses
    extraversion=0.3,       # Reserved → concise, thoughtful
    agreeableness=0.9,      # Cooperative → empathetic, conflict-avoidant
    neuroticism=0.2,        # Stable → calm under pressure
)

OCEAN traits automatically derive a PAD emotional baseline via Mehrabian (1996):

P = 0.21·E + 0.59·A - 0.19·N  →  Pleasure baseline
A = 0.15·O + 0.30·N - 0.57·A  →  Arousal baseline
D = 0.25·O + 0.17·C + 0.60·E - 0.32·A  →  Dominance baseline

2. Dynamic Emotion — Stimulus → Transition → Decay

Events shift the agent's emotional state. High Neuroticism = higher sensitivity:

Event: "user criticized my work"
  → stimulus PAD: (-0.5, +0.4, -0.3)
  → sensitivity: 0.15 + 0.35 × N  (auto from personality)
  → E(t+1) = E(t) + α·(stimulus - E(t)) + β·baseline
  → closest_emotion() → "sadness" or "anger"

Over time, emotion decays back to personality baseline:
  E(t) = baseline + (current - baseline) · (1 - rate)

3. Layered Persona — Identity that evolves

Three identity layers from Generative Agents + six persona facets from system prompt analysis:

L0 (Innate)      ← Core traits, personality, role. Never changes.
L1 (Learned)     ← Skills, relationships, knowledge. Grows over time.
L2 (Situation)   ← Current task, mood, location. Changes frequently.

+ 6 Facets: identity, tone, values, boundaries, conversation_style, transparency
+ Behavioral Rules: "When X happens, do Y" (more effective than adjectives)

4. Memory Stream — Remember what matters

Retrieval scoring from the Generative Agents paper:

Score = w_r × recency + w_i × importance + w_v × relevance

recency:    0.995^(hours_since_access)
importance: LLM-judged 1-10 per observation
relevance:  cosine similarity (query embedding ↔ memory embedding)

Reflection triggers when importance accumulates > 150:
  → 3 focal points → retrieve related memories → synthesize insights → store as depth=2+ nodes

Demo Results

Two agents with identical questions, different OCEAN profiles — tested with gpt-4o-mini:

Minsoo (Introvert Engineer) Yuna (Extrovert Designer)
OCEAN O=0.8 C=0.9 E=0.2 A=0.6 N=0.3 O=0.9 C=0.4 E=0.9 A=0.8 N=0.6
Baseline emotion calm (P=+0.34) pride (P=+0.55)
Response style Numbered lists, structured, no emojis, short Emojis, metaphors, exclamation marks, follow-up questions
"AI replacing jobs?" "A balanced approach is essential to leverage AI's capabilities while ensuring job security..." "It's like standing at a crossroads! On one hand AI can streamline tasks... What are your thoughts? 🚀✨"
After criticism event calm → calm (P=+0.34→+0.13, small shift) pride → pride (P=+0.55→+0.19, larger shift)
Emotion decay (10 steps) P=+0.13 → +0.32 (recovers toward baseline) P=+0.19 → +0.51 (recovers toward baseline)

Key takeaway: Same LLM, same question — personality shapes tone, structure, emotional reactivity, and recovery. High Neuroticism (N) amplifies emotional response to negative events.

Try it yourself

# Compare two agents side-by-side
python examples/demo_persona.py compare

# Interactive chat with a specific agent
python examples/demo_persona.py chat minsoo
python examples/demo_persona.py chat yuna

# In interactive mode:
#   :emo -0.5 0.4 -0.3   → apply emotional event
#   :decay                → decay emotion toward baseline
#   :q                    → quit

Install

pip install agethos                    # Core (pydantic only)
pip install agethos[openai]            # + OpenAI LLM & embeddings
pip install agethos[anthropic]         # + Anthropic Claude
pip install agethos[all]               # Everything

Quick Start

1. One-liner with Brain.build()

from agethos import Brain

brain = Brain.build(
    persona={
        "name": "Minsoo",
        "ocean": {"O": 0.8, "C": 0.9, "E": 0.2, "A": 0.6, "N": 0.3},
        "innate": {"age": "28", "occupation": "Backend Engineer"},
        "tone": "Concise and analytical",
        "rules": ["Prefer data over opinions", "Keep responses structured"],
    },
    llm="openai",  # or "anthropic"
)
reply = await brain.chat("How's the recommendation system going?")

2. From YAML file

# personas/minsoo.yaml
name: Minsoo
ocean: { O: 0.8, C: 0.9, E: 0.2, A: 0.6, N: 0.3 }
innate:
  age: "28"
  occupation: Backend Engineer
tone: Concise and analytical
rules:
  - Prefer data over opinions
  - Keep responses structured
brain = Brain.build(persona="personas/minsoo.yaml", llm="openai")

3. Full control (traditional style)

from agethos import Brain, PersonaSpec, PersonaLayer, OceanTraits
from agethos.llm.openai import OpenAIAdapter

persona = PersonaSpec(
    name="Minsoo",
    ocean=OceanTraits(
        openness=0.8,
        conscientiousness=0.7,
        extraversion=0.3,
        agreeableness=0.9,
        neuroticism=0.2,
    ),
    l0_innate=PersonaLayer(traits={
        "age": "28",
        "occupation": "Software Engineer",
    }),
    tone="Precise but warm, uses technical terms naturally",
    values=["Code quality", "Knowledge sharing"],
    behavioral_rules=[
        "Include code examples for technical questions",
        "Honestly say 'I don't know' when uncertain",
    ],
)

brain = Brain(persona=persona, llm=OpenAIAdapter(), max_history=20)
reply = await brain.chat("How's the recommendation system going?")
# Multi-turn: brain remembers conversation history automatically
reply2 = await brain.chat("Can you elaborate on the caching part?")

4. Emotional Events

# Apply an event that triggers emotion
brain.apply_event_emotion((-0.5, 0.4, -0.3))  # criticism → sadness/anger
print(brain.emotion.closest_emotion())  # "sadness"

# Emotion decays back to OCEAN baseline over time
brain.decay_emotion(rate=0.1)

5. Random Persona Generation

from agethos import PersonaSpec, OceanTraits

# Fully random persona
spec = PersonaSpec.random()

# Pin what you want, randomize the rest
spec = PersonaSpec.random(name="Minsoo", ocean={"E": 0.2, "N": 0.8})

# Random OCEAN only
ocean = OceanTraits.random()
ocean = OceanTraits.random(E=0.2)  # pin extraversion, randomize rest

# Random persona → Brain in one line
brain = Brain.build(persona=PersonaSpec.random(), llm="openai")

6. Character Card Import (W++ / SBF / Tavern Card)

from agethos import CharacterCard

card = CharacterCard.from_wpp('''
[character("Luna")
{
  Personality("analytical" + "curious" + "dry humor")
  Age("25")
  Occupation("AI Researcher")
}]
''')
brain = Brain.build(persona=card.to_persona_spec(), llm="openai")

Usage Recipes

Customer Support Bot with Personality

brain = Brain.build(
    persona={
        "name": "Hana",
        "ocean": {"O": 0.5, "C": 0.9, "E": 0.7, "A": 0.95, "N": 0.1},
        "innate": {"role": "Customer Support Agent"},
        "tone": "Friendly, patient, solution-oriented",
        "values": ["Customer satisfaction", "Clear communication"],
        "rules": [
            "Always acknowledge the customer's frustration first",
            "Provide step-by-step solutions",
            "Escalate if unable to resolve in 3 exchanges",
        ],
        "boundaries": ["Never share internal system details", "Never make promises about timelines"],
    },
    llm="openai",
)

reply = await brain.chat("My order has been stuck for 3 days!")
# Hana responds with high agreeableness + low neuroticism → calm, empathetic, structured

NPC in a Game — Emotional Reactions

npc = Brain.build(
    persona={
        "name": "Gareth",
        "ocean": {"O": 0.3, "C": 0.8, "E": 0.4, "A": 0.3, "N": 0.7},
        "innate": {"role": "Town Guard", "age": "42"},
        "tone": "Gruff, suspicious, speaks in short sentences",
        "rules": ["Never reveal patrol routes", "Distrust strangers by default"],
    },
    llm="openai",
)

reply = await npc.chat("I need to enter the castle.")
# Low A + high N → suspicious, terse response

# Player does something threatening
npc.apply_event_emotion((-0.6, 0.7, 0.3))  # anger + high arousal
reply = await npc.chat("I said let me through!")
# Now responding with anger-influenced tone

# After time passes, Gareth calms down
for _ in range(5):
    npc.decay_emotion(rate=0.2)

Multi-Agent Conversation

agents = {
    "pm": Brain.build(
        persona={"name": "Sara", "ocean": {"O": 0.7, "C": 0.8, "E": 0.8, "A": 0.7, "N": 0.3},
                 "innate": {"role": "Product Manager"}, "tone": "Big-picture, decisive"},
        llm="openai",
    ),
    "eng": Brain.build(
        persona={"name": "Jin", "ocean": {"O": 0.6, "C": 0.9, "E": 0.2, "A": 0.5, "N": 0.2},
                 "innate": {"role": "Staff Engineer"}, "tone": "Technical, cautious about scope"},
        llm="openai",
    ),
}

# Simulate a discussion
topic = "Should we rewrite the auth system before launch?"
pm_reply = await agents["pm"].chat(topic)
eng_reply = await agents["eng"].chat(f"Sara (PM) said: {pm_reply}\n\nWhat do you think?")

Bulk Random Agents for Simulation

# Spawn 10 random agents for a social simulation
agents = [
    Brain.build(persona=PersonaSpec.random(), llm="openai")
    for _ in range(10)
]

# Each has unique personality, tone, values, and emotional baseline
for agent in agents:
    p = agent.persona
    print(f"{p.name} | E={p.ocean.extraversion:.2f} N={p.ocean.neuroticism:.2f} | {p.tone}")

Situation-Aware Responses

brain = Brain.build(
    persona={"name": "Alex", "ocean": {"O": 0.7, "C": 0.6, "E": 0.5, "A": 0.7, "N": 0.4}},
    llm="openai",
)

# Update L2 situation layer dynamically
brain.update_situation(location="job interview", mood="nervous")
reply = await brain.chat("Tell me about yourself.")
# Response shaped by interview context

brain.update_situation(location="bar with friends", mood="relaxed")
reply = await brain.chat("Tell me about yourself.")
# Same question, completely different tone and content

Memory + Reflection in Long Conversations

brain = Brain.build(
    persona={"name": "Dr. Lee", "ocean": {"O": 0.8, "C": 0.7, "E": 0.5, "A": 0.8, "N": 0.3},
             "innate": {"role": "Therapist"}},
    llm="openai",
)

# Session 1: patient shares concerns
await brain.observe("Patient expressed anxiety about upcoming presentation")
await brain.observe("Patient mentioned difficulty sleeping for the past week")
await brain.observe("Patient has a history of public speaking fear since college")

# Automatic reflection triggers when importance accumulates > 150
# Brain synthesizes: "Patient's sleep issues may be linked to presentation anxiety,
#                     rooted in long-standing public speaking fear"

# Later: memories inform future responses
reply = await brain.chat("I have another presentation next month.")
# Dr. Lee's response draws on stored memories and reflections

Architecture

Brain (Facade)
  │
  ├── PersonaRenderer ──── PersonaSpec → system prompt
  │     ├── PersonaSpec ── L0/L1/L2 + 6 facets + behavioral rules
  │     ├── OceanTraits ── Big Five numerical scores → prompt text
  │     └── EmotionalState  PAD 3-axis → closest emotion → prompt text
  │
  ├── MemoryStream ─────── Append, retrieve, importance tracking
  │     ├── Retrieval ──── recency × importance × relevance scoring
  │     └── StorageBackend (ABC) ── InMemoryStore / custom
  │
  ├── Cognition
  │     ├── Perceiver ──── Observation → MemoryNode (LLM importance 1-10)
  │     ├── Retriever ──── Query memory with composite scoring
  │     ├── Reflector ──── Importance > 150 → focal points → insights
  │     └── Planner ────── Recursive plan decomposition
  │
  ├── Character Cards ──── W++ / SBF / Tavern Card V2 → PersonaSpec
  │
  └── Adapters
        ├── LLMAdapter (ABC) ── OpenAI / Anthropic / custom
        └── EmbeddingAdapter (ABC) ── OpenAI / custom

Cognitive Loop

Every brain.chat() call:

User Message
  → [Perceive]  Store as MemoryNode, LLM judges importance (1-10)
  → [Retrieve]  Score all memories: recency + importance + relevance → top-k
  → [Render]    Persona ISS + OCEAN + emotion + memories + plan → system prompt
  → [Generate]  LLM produces response (personality-shaped)
  → [Store]     Own response saved as MemoryNode
  → [Reflect?]  If importance sum > 150 → generate insights automatically

Personality Pipeline

OCEAN Traits (static)
  → PAD baseline (Mehrabian formula)
    → Event stimulus shifts PAD
      → closest_emotion() labels the state
        → Emotion injected into system prompt
          → LLM response shaped by personality + emotion
            → Over time, decay() returns to baseline

Core API

Method Description
Brain.build(persona, llm) Factory — create Brain from dict/yaml/string
brain.chat(message) Full cognitive loop — perceive, retrieve, render, generate, reflect
brain.observe(text) Record external event, auto-reflect if threshold exceeded
brain.plan_day(date) Generate daily plan from persona and memories
brain.reflect() Manual reflection — focal points → insights
brain.recall(query) Search memories by composite score
brain.apply_event_emotion(pad) Shift emotional state by event PAD values
brain.decay_emotion(rate) Decay emotion toward personality baseline
brain.update_situation(**traits) Update L2 situation layer dynamically
brain.clear_history() Clear multi-turn conversation history
PersonaSpec.random(**pins) Generate random persona, pin specific fields
OceanTraits.random(**pins) Generate random OCEAN, pin specific traits
PersonaSpec.from_dict(d) Create persona from dict (shorthand keys supported)
PersonaSpec.from_yaml(path) Load persona from YAML file

Data Models

Model Description
PersonaSpec 3-layer identity + 6 facets + OCEAN + PAD emotion + rules
OceanTraits Big Five: O/C/E/A/N scores (0.0-1.0) with auto prompt generation
EmotionalState PAD 3-axis (-1~+1), stimulus transition, decay, closest emotion
CharacterCard Tavern Card V2 compatible, parsers for W++ and SBF formats
MemoryNode SPO triple, importance, embedding, evidence pointers
DailyPlan Recursive PlanItems with time ranges and status
RetrievalResult Node + score breakdown (recency, importance, relevance)

Algorithms

Algorithm Source Implementation
Memory retrieval scoring Generative Agents (Park 2023) memory/retrieval.py
Reflection (focal points → insights) Generative Agents (Park 2023) cognition/reflect.py
OCEAN → PAD conversion Mehrabian (1996) models.py:EmotionalState.from_ocean()
Emotion transition PAD stimulus model models.py:EmotionalState.apply_stimulus()
Emotion decay Exponential return to baseline models.py:EmotionalState.decay()
Personality-sensitivity coupling N → α mapping models.py:PersonaSpec.apply_event()
W++ parsing Community standard models.py:CharacterCard.from_wpp()
SBF parsing Community standard models.py:CharacterCard.from_sbf()

References

Project Status (v0.1.0)

Phase: Core Architecture Complete — Pre-release

Implemented

Module Status Files
Data Models Done models.py — OceanTraits, EmotionalState, PersonaSpec, PersonaLayer, CharacterCard, MemoryNode, PlanItem, DailyPlan, RetrievalResult
Brain Facade Done brain.py — chat, observe, plan_day, reflect, recall, emotion control
Persona Renderer Done persona/renderer.py — ISS + OCEAN + emotion + memories + plan → system prompt
Memory Stream Done memory/stream.py — append, retrieve (composite scoring), get_recent, importance tracking
Retrieval Scoring Done memory/retrieval.py — recency × importance × relevance, min-max normalization, cosine similarity
Storage Backend Done memory/store.py (ABC) + storage/memory_store.py (InMemoryStore)
Cognition: Perceive Done cognition/perceive.py — observation → MemoryNode (LLM importance 1-10, SPO triple extraction)
Cognition: Retrieve Done cognition/retrieve.py — composite scoring wrapper, reflection-specific retrieval
Cognition: Reflect Done cognition/reflect.py — importance threshold → focal points → insights → depth=2+ nodes
Cognition: Plan Done cognition/plan.py — daily plan, recursive decompose, replan on new observations
LLM Adapters Done llm/openai.py (OpenAI), llm/anthropic.py (Anthropic Claude)
Embedding Adapter Done embedding/openai.py (text-embedding-3-small/large/ada-002)
Character Cards Done models.py — W++ parser, SBF parser, Tavern Card V2 → PersonaSpec conversion

| Multi-turn Chat | Done | brain.py — sliding window conversation history (max_history) | | Factory Methods | Done | Brain.build() from dict/yaml/string, PersonaSpec.from_dict(), from_yaml() | | Random Generation | Done | OceanTraits.random(), PersonaSpec.random() with partial pinning | | YAML Personas | Done | examples/personas/ — load persona from YAML file |

Not Yet Implemented

Item Notes
Persistent storage backend SQLite, Redis, etc. — currently InMemory only
Anthropic embedding adapter Only OpenAI embeddings available
PyPI publish Package configured (pyproject.toml) but not yet published
CI/CD No GitHub Actions / workflows
Tavern Card V2 export Import only, no export to card format
L1/L2 persona auto-evolution Layers exist but no automatic update logic from interactions

License

MIT

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