Balancing combat encounters in Dungeons & Dragons (D&D) is a complex task that requires Dungeon Masters (DM) to manually assess party strength, enemy composition, and dynamic player interactions while avoiding interruption of the narrative flow. In this paper we propose Encounter Generation via Reinforcement Learning (NTRL), a novel approach that automates Dynamic Difficulty Adjustment (DDA) in D&D via combat encounter design. By framing the problem as a contextual bandit, NTRL generates encounters based on real-time party members attributes. In comparison with classic DM heuristics, NTRL iteratively optimizes encounters to extend combat longevity (+200%), increases damage dealt to party members, reducing post-combat hit points (-16.67%), and raises the number of player deaths while maintaining low total party kills (TPK). The intensification of combat forces players to act wisely and engage in tactical maneuvers, even though the generated encounters guarantee high win rates (70 %). Even in comparison with encounters designed by human Dungeon Masters, NTRL demonstrates superior performance by enhancing the strategic depth of combat while increasing difficulty in a manner that preserves overall game fairness. Source code is available at github.com/CarloRomeo427/NTRL.

NTRL: Encounter Generation via Reinforcement Learning for Dynamic Difficulty Adjustment in Dungeons and Dragons / Romeo, Carlo; Bagdanov, Andrew D.. - STAMPA. - (2025), pp. 1-8. ( 2025 IEEE Conference on Games, CoG 2025 prt 2025) [10.1109/cog64752.2025.11114131].

NTRL: Encounter Generation via Reinforcement Learning for Dynamic Difficulty Adjustment in Dungeons and Dragons

Romeo, Carlo;Bagdanov, Andrew D.
2025

Abstract

Balancing combat encounters in Dungeons & Dragons (D&D) is a complex task that requires Dungeon Masters (DM) to manually assess party strength, enemy composition, and dynamic player interactions while avoiding interruption of the narrative flow. In this paper we propose Encounter Generation via Reinforcement Learning (NTRL), a novel approach that automates Dynamic Difficulty Adjustment (DDA) in D&D via combat encounter design. By framing the problem as a contextual bandit, NTRL generates encounters based on real-time party members attributes. In comparison with classic DM heuristics, NTRL iteratively optimizes encounters to extend combat longevity (+200%), increases damage dealt to party members, reducing post-combat hit points (-16.67%), and raises the number of player deaths while maintaining low total party kills (TPK). The intensification of combat forces players to act wisely and engage in tactical maneuvers, even though the generated encounters guarantee high win rates (70 %). Even in comparison with encounters designed by human Dungeon Masters, NTRL demonstrates superior performance by enhancing the strategic depth of combat while increasing difficulty in a manner that preserves overall game fairness. Source code is available at github.com/CarloRomeo427/NTRL.
2025
IEEE Conference on Computatonal Intelligence and Games, CIG
2025 IEEE Conference on Games, CoG 2025
prt
2025
Romeo, Carlo; Bagdanov, Andrew D.
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Utilizza questo identificatore per citare o creare un link a questa risorsa: https://hdl.handle.net/2158/1442918
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