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

📅 2025-06-24
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🤖 AI Summary
To address the challenge of dynamically adapting combat encounter difficulty in *Dungeons & Dragons* (D&D) to party strength while preserving narrative coherence, this paper proposes the first contextual bandit–based reinforcement learning framework for real-time encounter generation and difficulty adjustment. The method dynamically optimizes enemy composition using real-time party features—such as level, class, and hit points—without interrupting gameplay flow. Compared to traditional Dungeon Master heuristics, experiments demonstrate a 200% increase in average combat duration, significantly enhanced tactical complexity, low party wipe rate (<5%), stable player win rate (70%), 16.67% mean post-combat HP reduction, and markedly improved strategic engagement. This work pioneers the application of contextual bandits to tabletop role-playing game (TRPG) encounter design, establishing a scalable, interpretable paradigm for intelligent game balancing.

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📝 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.
Problem

Research questions and friction points this paper is trying to address.

Automates Dynamic Difficulty Adjustment in D&D combat
Generates encounters based on real-time party attributes
Enhances strategic depth while maintaining game fairness
Innovation

Methods, ideas, or system contributions that make the work stand out.

Reinforcement Learning for Dynamic Difficulty Adjustment
Contextual bandit for real-time encounter generation
Optimizes combat longevity and strategic depth
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