~/talk

Playing D&D With AI: Building an Agentic Game Engine

Talkat Shift 2025 · 2025-09-14..09-16· [large-language-models, creative-coding]
links:none on file
name:Rino Cala
links:none on file
slides:none on file

A combat engine is built that pairs LLM reasoning with explicit code so the model suggests actions while deterministic functions enforce rules, state, and initiative; a 3‑day hackathon prototype grows into a two‑month build that reliably runs multi‑turn D&D fights across full turns (examples: thunderclap triggers eight tool calls to resolve saves and damage). The system uses domain classes, limited per‑turn context and a react thought‑action‑observation loop and runs on Infobip Agentic Workflows.

AI-written summary · about

  1. 0:00Introduction to D&D and AI
  2. 3:39Challenges of multi-turn D&D combat
  3. 6:51Agentic systems workflows vs agents
  4. 9:38Context engineering for reliability
  5. 11:45Building an AI dungeon master
  6. 15:16REACT pattern in gameplay
  7. 18:22Graph structure and state management
  8. 19:43Complex spell interactions demo
  9. 20:25Info platform for agentic systems
  10. 23:36Summary and Q&A
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