# DSLE: A Learning Environment for Dark Souls Boss Encounters

arXiv: https://arxiv.org/abs/2608.09902 · HTML: https://mlsanity.com/paper/2608.09902/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 15 of its 24 references that are in the map.
- First posted on arXiv 10 Aug 2026.

## Builds on (most cited first, 15 of 15)

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- [Mastering Atari, Go, Chess and Shogi by Planning with a Learned Model](https://mlsanity.com/paper/1911.08265/) (2019)
- [Evolution Strategies as a Scalable Alternative to Reinforcement Learning](https://mlsanity.com/paper/1703.03864/) (2017)
- [Leveraging Procedural Generation to Benchmark Reinforcement Learning](https://mlsanity.com/paper/1912.01588/) (2019)
- [Brax -- A Differentiable Physics Engine for Large Scale Rigid Body Simulation](https://mlsanity.com/paper/2106.13281/) (2021)
- [Video PreTraining (VPT): Learning to Act by Watching Unlabeled Online Videos](https://mlsanity.com/paper/2206.11795/) (2022)
- [Revisiting the Arcade Learning Environment: Evaluation Protocols and Open Problems for General Agents](https://mlsanity.com/paper/1709.06009/) (2017)
- [The NetHack Learning Environment](https://mlsanity.com/paper/2006.13760/) (2020)
- [ViZDoom: A Doom-based AI Research Platform for Visual Reinforcement Learning](https://mlsanity.com/paper/1605.02097/) (2016)
- [Deep Neuroevolution: Genetic Algorithms Are a Competitive Alternative for Training Deep Neural Networks for Reinforcement Learning](https://mlsanity.com/paper/1712.06567/) (2017)
- [Craftax: A Lightning-Fast Benchmark for Open-Ended Reinforcement Learning](https://mlsanity.com/paper/2402.16801/) (2024)
- [Counter-Strike Deathmatch with Large-Scale Behavioural Cloning](https://mlsanity.com/paper/2104.04258/) (2021)
- [Intelligent Go-Explore: Standing on the Shoulders of Giant Foundation Models](https://mlsanity.com/paper/2405.15143/) (2024)
- [GVGAI-LLM: Evaluating Large Language Model Agents with Infinite Games](https://mlsanity.com/paper/2508.08501/) (2025)
- [Playing Atari Space Invaders with Sparse Cosine Optimized Policy Evolution](https://mlsanity.com/paper/2508.08526/) (2025)

## Abstract (arXiv)

We introduce the Dark Souls Learning Environment (DSLE), a containerized platform that presents all 22 boss encounters of Dark Souls: Remastered as game-playing agent benchmarks through a Gymnasium-style interface. DSLE combines real-time combat, high-dimensional visual input, and sparse terminal rewards, with each environment step being a real action executed against the running game. To support controlled comparison, we define DSLE-5, a representative five-boss subset, spanning a melee fight, a spatially constrained arena, an environmental-hazard fight, a multi-target fight, and a fast final-boss fight, that we recommend as the starting suite for agents built on DSLE. On DSLE-5 we evaluate a random policy, an expert system, an evolutionary baseline, and PPO and DQN agents trained from visual input. The expert system and the evolutionary baseline each defeat the Asylum Demon, the game's tutorial boss (63% and 43% peak win rates), but none of the five methods defeats the other four DSLE-5 bosses; PPO and DQN show no measurable learning (at most 0.33% win rate on the tutorial boss, 0% elsewhere) within a budget that already costs tens of wall-clock hours per run. A broader study running the evolutionary baseline across all 22 encounters under advantaged all level-50 stats yields wins on only a handful of additional early-game bosses and leaves the rest unwon. The failure cases range from sub-10-second deaths in cramped, multi-target encounters to minute-long stalemates that inflict almost no damage, and we report them through survival time and damage dealt rather than win rate alone.
