A agentic story world is a dynamic system simulating who learned what, when, and from whom -- yet the standard design gives each character a private memory stream. A shared event is therefore stored once per witness, large duplication will be incurred in terms of storage. We present Agentsensus, a story-world simulation framework in which there is an unified long-term memory. Records of the same event merge into one owned by all its witnesses, and semantically relevant memory records are linked. We evaluate on four worlds -- two classical Chinese novels, Hamlet, and a real-world conflict timeline -- run for 40 to 80 rounds against three per-character memory designs under an equal-granularity protocol. Agentsensus writes 22-44% fewer entries than the closest baseline and is the only design whose memory becomes shared (14-28% of records held by more than one character, some by 10) and linked (94-99%), at judged simulation quality indistinguishable or even better than the baselines. An ablation attributes this to the merge itself: disabling it multiplies the store by 3.1x and takes sharing to exactly zero. Sharing also compounds with the horizon rather than saturating early, rising 6% to 9% to 14% as one world is re-run at 10, 20 and 40 rounds.
Figures & tables
Figure 1: The framework shared by all four backends. A source text is sedimented into owner-tagged memory items that seed one long-term memory store; a round-barrier kernel then steps every awake agent, and the actions they take deposit into and retrieve from that store through short-term memory — a goal stack, a status register, and a cache of recent action–result pairs. The society panel names the six actions that act on the world and on other agents. Only the long-term memory box differs between the four systems compared in this paper.
Figure 2: The long-term memory structure of the four backends: private streams scored by recency, importance and relevance, over which reflections are distilled and themselves become evidence for further reflections; a two-tier graph whose insights are distilled from the interaction rows they point back to; a single store partitioned by access control, where sharing grants a second reader rather than merging the rows; and the consensus store, where equivalent deposits merge into one record whose owner set is the union of its witnesses, with affiliation edges joining statements split from the same deposit.
Backend
Sediment
Sim
Total
Three Kingdoms — fiction, 80 rounds, 6,052 source events
Consensus
6,051
974
7,025
Gen. Agents
20,896
1,251
22,147
G-Memory
27,156
1,434
28,590
Collaborative
19,856
1,455
21,311
Red Chamber — fiction, 80 rounds, 6,506 source events
Table 1: Store size by backend and world. “Sediment” is the store at round 0, produced by each mechanism’s own ingest of the identical source events — one row per event under consensus, one row per witness under every baseline, plus each backend’s own by-products (Generative-Agents reflections, G-Memory insight nodes). “Sim” is what the simulation then added and is the comparison the fairness protocol licenses: all four backends atomize identically, so entry counts are comparable by construction. Structure — what fraction of the sim entries becomes shared and linked — is Table 2 .
World
Sim entries
Shared (multi-owner)
Linked (affiliated)
Three Kingdoms (80r)
974
185 (19%)
945 (97%)
Red Chamber (80r)
438
105 (24%)
412 (94%)
Russia–Ukraine (40r)
814
114 (14%)
806 (99%)
Hamlet (40r)
130
36 (28%)
127 (98%)
Table 2: Sharing and linking across the four worlds, consensus store. Every baseline is at exactly 0% on both columns in every world — by construction, since no baseline merges records across agents or links atoms — so they are stated here rather than tabulated.
Figure 3: Memory growth, Three Kingdoms, 80 rounds. Left: cumulative simulation-written entries per round for all four backends, under the same accounting as Table 1 — the consensus store is below every baseline from the opening rounds and the gap widens, because each merge removes an entry that would otherwise have been written and re-recorded by later witnesses. Right: per-agent owned memories in the consensus run, busiest six agents labelled. The other three worlds repeat the pattern (Appendix H ).
Figure 4: Memory-operation latency, Three Kingdoms: mean seconds per remember (left) and recall (right), 5-round bins. Writes cost tens of seconds wherever the mechanism calls a model on the write path — consensus for the equivalence judge, Generative-Agents for importance and reflection — while reads stay under about a second for every backend, because retrieval calls no model. The profile repeats in the other three worlds (Appendix H ).
Figure 5: Continuation quality — Three Kingdoms, 80 rounds: grounding, trajectory, narrative and goal pursuit, bars are means over three scorings with ±1 std whiskers. The first three panels are scored from the rendered screenplay, the fourth from the event log. The other three worlds, and the full table of means, are in Appendix I .
Figure 6: The three layers of one run — Three Kingdoms, 80 rounds. (a) Interaction graph: each node an agent, sized by degree, coloured by conversational community; the court around the emperor, the Liu Bei camp and the Jiangdong envoys separate without being told apart. (b) Memory-affiliation graph: each node one consensus memory, edges are affiliation, colour is cluster; three memories from different clusters are circled with their text and owner set — a cluster is a plotline, and its memories’ owner sets name the agents living it. (c) Shared-ownership heatmap: cell (i,j) counts memories owned by both agents (log scale); its block structure is (a)’s communities seen from the store. (d) A subset drawn in full: five conversing agents (blue edges, weighted), the memories they own (dark lines and larger nodes where a memory has several owners), affiliation arcs among those memories (purple), and three memories labelled with text and owners — one record, several owners, is what consensus compression produces and what every baseline lacks. The other worlds are in Appendix J ; in the HTML version these figures are interactive.
Figure 7: The three pairwise relations, Three Kingdoms. Each panel contrasts pairs that have the property with pairs that do not: agents who converse against agents who do not, linked memories against unlinked ones, and cross-agent memory links against the rest.
Merge
Cache
Store
Sim
Shared
Linked
Grnd
Traj
Narr
Goal
on
fifo (published)
6,590
539
19%
93%
0.92
0.89
4.17
0.97
on
relevance
6,674
623
21%
96%
0.93
0.83
4.33
0.99
on
hybrid
6,670
619
18%
96%
0.94
0.90
4.25
0.98
off
fifo
20,669
813
0%
94%
0.92
0.82
4.00
0.96
Table 3: One factor at a time from the published configuration, consensus on Three Kingdoms, 40 rounds. All four quality metrics here read the event log, so they compare across cells rather than against Table 9 .
Appendix figures & tables18 assets
Supplementary material from the paper’s appendix.
Appendix
recall
affiliated
keep-shorter
World
rows
n
hits+exp.
amp.
q in hits
q in exp.
1 → 4+ own.
seen
chars
− name
− principal
Three Kingdoms
7,025
51
5+27
6.6 ×
25%
9%
8 → 13
60/447
4
30%
15%
Red Chamber
6,944
19
5+35
8.7 ×
32%
9%
4 → 19
43/267
5
37%
7%
Russia–Ukraine
2,347
41
5+1
1.6 ×
10%
0%
7 → 1
37/314
20
22%
14%
Hamlet
1,265
3
5+40
8.8 ×
0%
0%
2 → 26
7/74
9
29%
14%
Appendix
Table 4: What the mechanism costs, per world. recall : number of calls, median semantic hits plus rows added by one-hop expansion, the resulting amplification, and how often the query string appears in each group. affiliated : median siblings carried by a row at one owner versus four or more. keep-shorter : merges whose discarded side the log preserves, over all merges; the median characters discarded; the share of those merges whose surviving text loses a named character; and the share where the lost name is the party that ordered the act.
Action
Consensus
Gen. Agents
G-Memory
Collaborative
Three Kingdoms
say
66
50
48
61
read_thread
123
110
83
121
observe
28
34
31
37
move
2
1
4
1
act_on
11
14
23
22
Appendix
Table 5: Actions called per backend, by world, over each world’s final stage. Counted from the event logs. Discretionary memory-management actions are omitted because every count is zero.
World
Rounds
Scenes
Beats
Speakers
Places
English
Source lang.
Three Kingdoms
0–79
54
312
33
24
206k
62k (zh)
Red Chamber
0–79
62
390
34
26
98k
30k (zh)
Russia–Ukraine
0–39
48
334
47
20
313k
– (en)
Hamlet
0–39
12
117
16
6
49k
– (en)
Appendix
Table 6: The four screenplays. “Beats” are the dramatizable events after deduplication; “scenes” the groupings by place and stretch of time that each become one render call. Length is the rendered markdown; the Chinese worlds carry two renderings of the same beats.
Figure 8: Hamlet, 40 rounds: 117 beats across six places cut into twelve scenes. The busy hall at Elsinore becomes two scenes rather than one because the twenty-round cap divides it; the single action in Norway is a scene of its own.
Figure 9: Three Kingdoms, 80 rounds: the pattern of a campaign narrative. Four places carry the war in long unbroken bands while a dozen others are visited once and become one-cell scenes.
Figure 10: Red Chamber, 80 rounds: the densest world in the set. The household keeps returning to the same handful of courtyards, so four of them split into three or four scenes each.
Figure 11: Russia–Ukraine, 40 rounds: institutional actors work from fixed seats, so activity concentrates in a few capitals and headquarters. The hatched cells — several institutions acting in one place and round — are where the many-witness merges of § 5.1 come from.
World
Registry
Events
Calls
Tokens
Wall
Active
Archived
Envs
Carriers
Warn
Three Kingdoms
399
6,052
764
9.2M
124 min
33
38
115
5
235
Red Chamber
152
6,506
848
8.5M
129 min
34
3
88
9
222
Russia–Ukraine
170
1,533
1,373
12.3M
69 min
47
14
71
0
61
Hamlet
22
1,135
212
0.9M
31 min
16
2
8
3
10
Appendix
Table 7: Sedimentation cost and cast composition. Wall-clock and token figures are for the sedimentation pass only, on the consensus store; the per-backend ingest of the same events is additional. “Warn” counts extraction records the pipeline flagged for review.
World
Sim entries
Shared
3+
Max
Linked
Expanded
Linked/call
Three Kingdoms (80r)
974
185 (19%)
38
6
97%
51/51
28
Red Chamber (80r)
438
105 (24%)
24
6
94%
19/19
38
Russia–Ukraine (40r)
814
114 (14%)
23
10
99%
23/41
5
Hamlet (40r)
130
36 (28%)
2
3
98%
3/3
39
Appendix
Table 8: Consensus structure per world at the final stage. “3+” counts entries with three or more witnesses, “Max” is the deepest merge, “Expanded” the fraction of recalls that returned at least one memory reached along an affiliated edge, and “Linked/call” the mean number of such memories per expanding call.
Figure 12: Red Chamber, 80 rounds: growth (top) and per-call latency (bottom), read as Figures 3 and 4 .
Figure 13: Russia–Ukraine, 40 rounds: growth and per-call latency.
Figure 14: Hamlet, 40 rounds: growth and per-call latency.
Figure 15: What the merge costs per call: mean seconds per remember (left) and recall (right), 5-round bins. The equivalence judge is a second LLM call on the write path, so merging roughly doubles the cost of a deposit and the gap widens as the store grows; reads are unaffected, since owner-scoped retrieval and one-hop expansion call no model.
Figure 16: Continuation quality: Red Chamber (top), Russia–Ukraine (middle), Hamlet (bottom), read as Figure 5 .
World
Backend
Grounding
Trajectory
Narrative
Goal
Three Kingdoms
Consensus
0.88 ± 0.02
0.87 ± 0.02
4.08 ± 0.12
0.98 ± 0.00
Gen. Agents
0.93 ± 0.01
0.82 ± 0.02
4.00 ± 0.00
0.99 ± 0.00
G-Memory
0.88 ± 0.01
0.87 ± 0.01
3.83 ± 0.12
0.99 ± 0.00
Collaborative
0.89 ± 0.02
0.89 ± 0.01
3.92 ± 0.12
0.97 ± 0.01
Red Chamber
Consensus
0.92 ± 0.02
0.86 ± 0.02
4.00 ± 0.00
0.98 ± 0.01
Gen. Agents
0.88 ± 0.04
0.87 ± 0.02
4.25 ± 0.00
0.98 ± 0.01
Appendix
Table 9: Continuation quality, means over three scorings, all worlds and backends. No backend leads everywhere and no world has one leader on all four metrics.
Southeast University, Nanjing, China · Beijing Zhongguancun Academy, Beijing, China · School of Animation and Digital Arts, Communication University of China +5