Asynchronous Agent
Most of today's work on LLMs focus on synchronous setting, where communication is done in turns. In contrast, much of real-world communication is done asynchronously, where participants need not only to decide what to say, but also when to speak.
Despite the prevalence in real-world interaction, to the best of our knowledge, there is no prior work that targets group asynchronous communication in the context of LLMs. Instead, we find that the models developed for social interaction are often modeled as involving predefined turns.
In this work, we develop an LLM-based agent for such asyncronous multi-party environments, applicable in a wide range of real-world settings, including group chats, online team meetings, or social games.
Our agent consists of two LLM-based modules: the scheduler, deciding whether to post a message to the chat at a given moment, and the generator, which composes the message content. They use the environment's setting and metadata as part of the context, and adapt the prompts based on the social state of the conversation. Our agent orchestrates a two-stage call to an LLM.