Alpha Notice: These docs cover the v1-alpha release. Content is incomplete and subject to change.For the latest stable version, see the current LangGraph Python or LangGraph JavaScript docs.
Graphs
At its core, LangGraph models agent workflows as graphs. You define the behavior of your agents using three key components:-
State
: A shared data structure that represents the current snapshot of your application. It can be any data type, but is typically defined using a shared state schema. -
Nodes
: Functions that encode the logic of your agents. They receive the current state as input, perform some computation or side-effect, and return an updated state. -
Edges
: Functions that determine whichNode
to execute next based on the current state. They can be conditional branches or fixed transitions.
Nodes
and Edges
, you can create complex, looping workflows that evolve the state over time. The real power, though, comes from how LangGraph manages that state. To emphasize: Nodes
and Edges
are nothing more than functions - they can contain an LLM or just good ol’ code.
In short: nodes do the work, edges tell what to do next.
LangGraph’s underlying graph algorithm uses message passing to define a general program. When a Node completes its operation, it sends messages along one or more edges to other node(s). These recipient nodes then execute their functions, pass the resulting messages to the next set of nodes, and the process continues. Inspired by Google’s Pregel system, the program proceeds in discrete “super-steps.”
A super-step can be considered a single iteration over the graph nodes. Nodes that run in parallel are part of the same super-step, while nodes that run sequentially belong to separate super-steps. At the start of graph execution, all nodes begin in an inactive
state. A node becomes active
when it receives a new message (state) on any of its incoming edges (or “channels”). The active node then runs its function and responds with updates. At the end of each super-step, nodes with no incoming messages vote to halt
by marking themselves as inactive
. The graph execution terminates when all nodes are inactive
and no messages are in transit.
StateGraph
TheStateGraph
class is the main graph class to use. This is parameterized by a user defined State
object.
Compiling your graph
To build your graph, you first define the state, you then add nodes and edges, and then you compile it. What exactly is compiling your graph and why is it needed? Compiling is a pretty simple step. It provides a few basic checks on the structure of your graph (no orphaned nodes, etc). It is also where you can specify runtime args like checkpointers and breakpoints. You compile your graph by just calling the.compile
method:
State
The first thing you do when you define a graph is define theState
of the graph. The State
consists of the schema of the graph as well as reducer
functions which specify how to apply updates to the state. The schema of the State
will be the input schema to all Nodes
and Edges
in the graph, and can be either a Zod schema or a schema built using Annotation.Root
. All Nodes
will emit updates to the State
which are then applied using the specified reducer
function.
Schema
The main documented way to specify the schema of a graph is by using Zod schemas. However, we also support using theAnnotation
API to define the schema of the graph.
By default, the graph will have the same input and output schemas. If you want to change this, you can also specify explicit input and output schemas directly. This is useful when you have a lot of keys, and some are explicitly for input and others for output.
Multiple schemas
Typically, all graph nodes communicate with a single schema. This means that they will read and write to the same state channels. But, there are cases where we want more control over this:- Internal nodes can pass information that is not required in the graph’s input / output.
- We may also want to use different input / output schemas for the graph. The output might, for example, only contain a single relevant output key.
PrivateState
.
It is also possible to define explicit input and output schemas for a graph. In these cases, we define an “internal” schema that contains all keys relevant to graph operations. But, we also define input
and output
schemas that are sub-sets of the “internal” schema to constrain the input and output of the graph. See this guide for more detail.
Let’s look at an example:
-
We pass
state
as the input schema tonode1
. But, we write out tofoo
, a channel inOverallState
. How can we write out to a state channel that is not included in the input schema? This is because a node can write to any state channel in the graph state. The graph state is the union of the state channels defined at initialization, which includesOverallState
and the filtersInputState
andOutputState
. -
We initialize the graph with
StateGraph({ state: OverallState, input: InputState, output: OutputState })
. So, how can we write toPrivateState
innode2
? How does the graph gain access to this schema if it was not passed in theStateGraph
initialization? We can do this because nodes can also declare additional state channels as long as the state schema definition exists. In this case, thePrivateState
schema is defined, so we can addbar
as a new state channel in the graph and write to it.
Reducers
Reducers are key to understanding how updates from nodes are applied to theState
. Each key in the State
has its own independent reducer function. If no reducer function is explicitly specified then it is assumed that all updates to that key should override it. There are a few different types of reducers, starting with the default type of reducer:
Default Reducer
These two examples show how to use the default reducer: Example A:{ foo: 1, bar: ["hi"] }
. Let’s then assume the first Node
returns { foo: 2 }
. This is treated as an update to the state. Notice that the Node
does not need to return the whole State
schema - just an update. After applying this update, the State
would then be { foo: 2, bar: ["hi"] }
. If the second node returns { bar: ["bye"] }
then the State
would then be { foo: 2, bar: ["bye"] }
Example B:
bar
). Note that the first key remains unchanged. Let’s assume the input to the graph is { foo: 1, bar: ["hi"] }
. Let’s then assume the first Node
returns { foo: 2 }
. This is treated as an update to the state. Notice that the Node
does not need to return the whole State
schema - just an update. After applying this update, the State
would then be { foo: 2, bar: ["hi"] }
. If the second node returns { bar: ["bye"] }
then the State
would then be { foo: 2, bar: ["hi", "bye"] }
. Notice here that the bar
key is updated by adding the two arrays together.
Working with Messages in Graph State
Why use messages?
Most modern LLM providers have a chat model interface that accepts a list of messages as input. LangChain’sChatModel
in particular accepts a list of Message
objects as inputs. These messages come in a variety of forms such as HumanMessage
(user input) or AIMessage
(LLM response). To read more about what message objects are, please refer to this conceptual guide.
Using Messages in your Graph
In many cases, it is helpful to store prior conversation history as a list of messages in your graph state. To do so, we can add a key (channel) to the graph state that stores a list ofMessage
objects and annotate it with a reducer function (see messages
key in the example below). The reducer function is vital to telling the graph how to update the list of Message
objects in the state with each state update (for example, when a node sends an update). If you don’t specify a reducer, every state update will overwrite the list of messages with the most recently provided value. If you wanted to simply append messages to the existing list, you could use a function that concatenates arrays as a reducer.
However, you might also want to manually update messages in your graph state (e.g. human-in-the-loop). If you were to use a simple concatenation function, the manual state updates you send to the graph would be appended to the existing list of messages, instead of updating existing messages. To avoid that, you need a reducer that can keep track of message IDs and overwrite existing messages, if updated. To achieve this, you can use the prebuilt messagesStateReducer
function or MessagesZodMeta
when state schema is defined with Zod. For brand new messages, it will simply append to existing list, but it will also handle the updates for existing messages correctly.
Serialization
In addition to keeping track of message IDs,MessagesZodMeta
will also try to deserialize messages into LangChain Message
objects whenever a state update is received on the messages
channel. This allows sending graph inputs / state updates in the following format:
Messages
when using MessagesZodMeta
, you should use dot notation to access message attributes, like state.messages[state.messages.length - 1].content
. Below is an example of a graph that uses MessagesZodMeta
:
MessagesZodState
is defined with a single messages
key which is a list of BaseMessage
objects and uses the appropriate reducer. Typically, there is more state to track than just messages, so we see people extend this state and add more fields, like:
Nodes
In LangGraph, nodes are typically functions (sync or async) that accept the following arguments:state
: The state of the graphconfig
: ARunnableConfig
object that contains configuration information likethread_id
and tracing information liketags
addNode
method.
START
Node
The START
Node is a special node that represents the node that sends user input to the graph. The main purpose for referencing this node is to determine which nodes should be called first.
END
Node
The END
Node is a special node that represents a terminal node. This node is referenced when you want to denote which edges have no actions after they are done.
Node Caching
LangGraph supports caching of tasks/nodes based on the input to the node. To use caching:- Specify a cache when compiling a graph (or specifying an entrypoint)
- Specify a cache policy for nodes. Each cache policy supports:
keyFunc
, which is used to generate a cache key based on the input to a node.ttl
, the time to live for the cache in seconds. If not specified, the cache will never expire.
Edges
Edges define how the logic is routed and how the graph decides to stop. This is a big part of how your agents work and how different nodes communicate with each other. There are a few key types of edges:- Normal Edges: Go directly from one node to the next.
- Conditional Edges: Call a function to determine which node(s) to go to next.
- Entry Point: Which node to call first when user input arrives.
- Conditional Entry Point: Call a function to determine which node(s) to call first when user input arrives.
Normal Edges
If you always want to go from node A to node B, you can use theaddEdge
method directly.
Conditional Edges
If you want to optionally route to 1 or more edges (or optionally terminate), you can use theaddConditionalEdges
method. This method accepts the name of a node and a “routing function” to call after that node is executed:
routingFunction
accepts the current state
of the graph and returns a value.
By default, the return value routingFunction
is used as the name of the node (or list of nodes) to send the state to next. All those nodes will be run in parallel as a part of the next superstep.
You can optionally provide an object that maps the routingFunction
’s output to the name of the next node.
Use
Command
instead of conditional edges if you want to combine state updates and routing in a single function.Entry Point
The entry point is the first node(s) that are run when the graph starts. You can use theaddEdge
method from the virtual START
node to the first node to execute to specify where to enter the graph.
Conditional Entry Point
A conditional entry point lets you start at different nodes depending on custom logic. You can useaddConditionalEdges
from the virtual START
node to accomplish this.
routingFunction
’s output to the name of the next node.
Send
By default, Nodes
and Edges
are defined ahead of time and operate on the same shared state. However, there can be cases where the exact edges are not known ahead of time and/or you may want different versions of State
to exist at the same time. A common example of this is with map-reduce design patterns. In this design pattern, a first node may generate a list of objects, and you may want to apply some other node to all those objects. The number of objects may be unknown ahead of time (meaning the number of edges may not be known) and the input State
to the downstream Node
should be different (one for each generated object).
To support this design pattern, LangGraph supports returning Send
objects from conditional edges. Send
takes two arguments: first is the name of the node, and second is the state to pass to that node.
Command
It can be useful to combine control flow (edges) and state updates (nodes). For example, you might want to BOTH perform state updates AND decide which node to go to next in the SAME node. LangGraph provides a way to do so by returning a Command
object from node functions:
Command
you can also achieve dynamic control flow behavior (identical to conditional edges):
Command
in your node functions, you must add the ends
parameter when adding the node to specify which nodes it can route to:
When returning
Command
in your node functions, you must add return type annotations with the list of node names the node is routing to, e.g. Command[Literal["my_other_node"]]
. This is necessary for the graph rendering and tells LangGraph that my_node
can navigate to my_other_node
.Command
.
When should I use Command instead of conditional edges?
- Use
Command
when you need to both update the graph state and route to a different node. For example, when implementing multi-agent handoffs where it’s important to route to a different agent and pass some information to that agent. - Use conditional edges to route between nodes conditionally without updating the state.
Navigating to a node in a parent graph
If you are using subgraphs, you might want to navigate from a node within a subgraph to a different subgraph (i.e. a different node in the parent graph). To do so, you can specifygraph: Command.PARENT
in Command
:
Setting
graph
to Command.PARENT
will navigate to the closest parent graph.When you send updates from a subgraph node to a parent graph node for a key that’s shared by both parent and subgraph state schemas, you must define a reducer for the key you’re updating in the parent graph state.graph: Command.PARENT
in Command
:
Setting
graph
to Command.PARENT
will navigate to the closest parent graph.When you send updates from a subgraph node to a parent graph node for a key that’s shared by both parent and subgraph state schemas, you must define a reducer for the key you’re updating in the parent graph state.Using inside tools
A common use case is updating graph state from inside a tool. For example, in a customer support application you might want to look up customer information based on their account number or ID in the beginning of the conversation. Refer to this guide for detail.Human-in-the-loop
Command
is an important part of human-in-the-loop workflows: when using interrupt()
to collect user input, Command
is then used to supply the input and resume execution via new Command({ resume: "User input" })
. Check out the human-in-the-loop conceptual guide for more information.
Graph Migrations
LangGraph can easily handle migrations of graph definitions (nodes, edges, and state) even when using a checkpointer to track state.- For threads at the end of the graph (i.e. not interrupted) you can change the entire topology of the graph (i.e. all nodes and edges, remove, add, rename, etc)
- For threads currently interrupted, we support all topology changes other than renaming / removing nodes (as that thread could now be about to enter a node that no longer exists) — if this is a blocker please reach out and we can prioritize a solution.
- For modifying state, we have full backwards and forwards compatibility for adding and removing keys
- State keys that are renamed lose their saved state in existing threads
- State keys whose types change in incompatible ways could currently cause issues in threads with state from before the change — if this is a blocker please reach out and we can prioritize a solution.
context
property.
Recursion Limit
The recursion limit sets the maximum number of super-steps the graph can execute during a single execution. Once the limit is reached, LangGraph will raiseGraphRecursionError
. By default this value is set to 25 steps. The recursion limit can be set on any graph at runtime, and is passed to .invoke
/.stream
via the config object. Importantly, recursionLimit
is a standalone config
key and should not be passed inside the configurable
key as all other user-defined configuration. See the example below: