Dungeons and Dragons as a Dialog Challenge for Artificial Intelligence
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Abstract (arXiv)
AI researchers have posited Dungeons and Dragons (D&D) as a challenge problem to test systems on various language-related capabilities. In this paper, we frame D&D specifically as a dialogue system challenge, where the tasks are to both generate the next conversational turn in the game and predict the state of the game given the dialogue history. We create a gameplay dataset consisting of nearly 900 games, with a total of 7,000 players, 800,000 dialogue turns, 500,000 dice rolls, and 58 million words. We automatically annotate the data with partial state information about the game play. We train a large language model (LM) to generate the next game turn, conditioning it on different information. The LM can respond as a particular character or as the player who runs the game--i.e., the Dungeon Master (DM). It is trained to produce dialogue that is either in-character (roleplaying in the fictional world) or out-of-character (discussing rules or strategy). We perform a human evaluation to determine what factors make the generated output plausible and interesting. We further perform an automatic evaluation to determine how well the model can predict the game state given the history and examine how well tracking the game state improves its ability to produce plausible conversational output.
Key facts. Cited by 35 papers in the map (data through 14 Oct 2026). Builds on 29 of its 46 references that are in the map. First posted on arXiv 13 Oct 2022.
Builds on
29 of 46 references.
References · 29
- 2020Language Models are Few-Shot Learnerscited by 32,419
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- 2020Towards a Human-like Open-Domain Chatbotcited by 470
- 2018AllenNLP: A Deep Semantic Natural Language Processing Platformcited by 347
- 2016Deep Reinforcement Learning for Dialogue Generationcited by 288
- 2018Plan-And-Write: Towards Better Automatic Storytellingcited by 234
- 2019Learning to Speak and Act in a Fantasy Text Adventure Gamecited by 122
- 2020Keep CALM and Explore: Language Models for Action Generation in Text-based Gamescited by 108
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- 2019Do Massively Pretrained Language Models Make Better Storytellers?cited by 90
- 2017Event Representations for Automated Story Generation with Deep Neural Netscited by 63
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- 2020Controlling Style in Generated Dialoguecited by 38
- 2020How to Motivate Your Dragon: Teaching Goal-Driven Agents to Speak and Act in Fantasy Worldscited by 35
- 2021Inferring the Reader: Guiding Automated Story Generation with Commonsense Reasoningcited by 29
- 2019Hierarchical Reinforcement Learning for Open-Domain Dialogcited by 27
- 2020Playing Text-Based Games with Common Sensecited by 21
- 2019"My Way of Telling a Story": Persona based Grounded Story Generationcited by 17
- 2019Toward Automated Quest Generation in Text-Adventure Gamescited by 14
- 2016Generative Deep Neural Networks for Dialogue: A Short Reviewcited by 13
- 2019Generating Interactive Worlds with Textcited by 13
- 2021DiSCoL: Toward Engaging Dialogue Systems through Conversational Line Guided Response Generationcited by 10
- 2021Collaborative Storytelling with Human Actors and AI Narratorscited by 10
- 2019Shaping the Narrative Arc: An Information-Theoretic Approach to Collaborative Dialoguecited by 6
- 2020Where is the context? -- A critique of recent dialogue datasetscited by 2
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Citing papers per year: 2022: 3; 2023: 10; 2024: 10; 2025: 11; 2026: 1.
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