tactics — D&D 4E simulation & research

paddedhelmets fleet · engine, data, and self-play research artifacts · updated 2026-08-17

Watch

▶ The First Tale — seed 249 (Milestone 1)
A complete, terminating encounter rendered as a self-contained playback: Greatweapon Fighter, Battle Cleric & Brutal Rogue vs Gray Oozes and the Ankheg. Grid, HP, movement, attacks, deaths — scrub the timeline.
▶ The Second Tale — Acid & Mercy, seed 14
The Fighter burns under the jelly's acid — three afflictions, two saves made, two failed, death at 4 HP — then the Cleric, saving at the last, lands the killing blow. The first rendering of conditions and save rolls: badges on tokens, SAVE ✓/✗ moments, ongoing damage ticking turn by turn.

Research

First live LLM-played 4E match
glm-5.3 vs the Aggressive heuristic — 23/23 clean decisions, logged tactical reasoning, ~$0.015/encounter.
Batch b8 — death analytics baseline (500 seeds × 2 pairings)
Kill economy with honest overkill clamping; who-dies-by-policy signal; rogue regression quarantined. The current benchmark series.
Batch b7 — termination becomes policy-sensitive
70/1000 encounters end on the book-true engine; enemy-side policy shifts termination at p<0.0001.