Dungeons and Dragons as a Dialog Challenge for Artificial Intelligence
Chris Callison-Burch, Gaurav Singh Tomar, Lara J. Martin, Daphne, Ippolito, Suma Bailis, David Reitter

TL;DR
This paper presents Dungeons and Dragons as a dialogue challenge for AI, introducing a large dataset and training models to generate game dialogue and predict game states, advancing dialogue system research.
Contribution
It creates a comprehensive D&D gameplay dataset and develops models for dialogue generation and game state prediction, framing D&D as a novel AI dialogue challenge.
Findings
Large dataset with 800,000 dialogue turns and 58 million words created.
Models can generate in-character and out-of-character dialogue effectively.
Game state tracking improves dialogue plausibility and relevance.
Abstract
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…
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