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Code repository with classical reinforcement learning and deep reinforcement learning methods using poke_env environment.

It is necessary to install the requirements available at requirements_poke_env.yml. To use PPO, it is necessary to install the requirements available at requirements_poke_env_ppo.yml.

For training, it is necessary to run Pokémon Showdown on localhost. Showdown is open-source.

Presentation video - Project 1 - Tabular Methods and Function Approximation

Presentation video - Project 2 - Deep Reinforcement Learning

Graphics available at:

Notebooks of implemented Tabular Methods and Function Approximation Methods available here

Python files of implemented methods available here

json files of trained tabular methods available here

Trained models of deep reinforcement learning methods (DQN-Keras; Double DQN-Keras; PPO2-Stable Baselines) available here

Goal and Motivation

  • This project aims to employ different reinforcement learning techniques to train agents in a Pokémon battle simulator;

  • Our motivation is that the trainer automatically learns, by making decisions through the analysis of states and rewards related to their performance, how to win battles throughout the episodes, noticing:

    • the different types between Pokémon;
    • which moves cause more damage to the opponent's Pokémon;
    • what are the possible strategies using no-damage moves;
    • and the best times to switch Pokémon.
    • Move's effects: Some moves have additional effects. e.g.: Iron Head have 30% chance of flinching the target (target cannot move in the turn).

The problem addressed

  • Pokémon is a popular Japanese RPG (Role Playing Game) which stands a world championship every year;

  • One single battle of Pokémon has two players. Each player has a 6-Pokémon team;

  • Each Pokémon has:

    • 6 stats (Health Points, Attack, Defense, Special Attack, Special Defense, Speed). The first 5 are used in the damage calculation. The speed defined which Pokémon moves first in the turn.
      • The Health Points goes from 100% (healthy) to 0% (fainted);
    • 4 possible moves (each with a limited number of uses);
    • one ability that has special effects in the field;
    • one nature that specifies which stats are higher and which are lower;
    • one item, that can restore Health Points or increase the Power of an Attack.
  • The winner of the battle is the player that makes all Pokémon of the oposing team to faint (all oposing Pokémon with health points equals zero, "last man standing" criteria);

  • Only one Pokémon of each team can be at the battle field at the same time;

  • Every turn, each players select one action: one of the 4 moves of their active Pokémon or switching for one of other non-fainted Pokémon of their team;

  • Pokémon can be summarized as an analyze state (turn) -> take action sequence game.

  • By standard, Pokémon is a stochastic game:

    • One move can have an accuracy value less than 100%, then this move has a probability to be missed;
      • Some moves have additional effects. e.g.: Iron Head have 30% chance of flinching the target (target cannot move in the turn);
    • The damage moves (attacks) have the following damage calculation: Damage

where:

  • Level (the level of the attacking Pokémon);

  • A is the effective Attack stat of the attacking Pokémon if the used move is a physical move, or the effective Special Attack stat of the attacking Pokémon if the used move is a special move;

  • D is the effective Defense stat of the target if the used move is a physical move or a special move that uses the target's Defense stat, or the effective Special Defense of the target if the used move is an other special move;

  • Power is the effective power of the used move;

  • Weather is 1.5 if a Water-type move is being used during rain or a Fire-type move during harsh sunlight, and 0.5 if a Water-type move is used during harsh sunlight or a Fire-type move during rain, and 1 otherwise.

  • Critical has 6.25% chance of occurs and multiplies the damage by 1.5;

  • random is a random factor between 0.85 and 1.00 (inclusive):

  • STAB is the same-type attack bonus. This is equal to 1.5 if the move's type matches any of the user's types, 2 if the user of the move additionally has the ability Adaptability, and 1 if otherwise;

  • Type is the type effectiveness. This can be 0 (ineffective); 0.25, 0.5 (not very effective); 1 (normally effective); 2, or 4 (super effective), depending on both the move's and target's types;

  • Burn is 0.5 (from Generation III onward) if the attacker is burned, its Ability is not Guts, and the used move is a physical move (other than Facade from Generation VI onward), and 1 otherwise.

  • other is 1 in most cases, and a different multiplier when specific interactions of moves, Abilities, or items take effect. In this work, this is applied just to Pokémon that has the item Life Orb, which multiplies the damage by 1.3.

  • Not used in this work (equals 1):

    • Targets (for Battles with more than two active Pokémon in the field);
    • Badge ( just applied in Generation II);

MDP formulation and discretization model

Original (stochastic)

We considered our original (stochastic) MDP as a tuple M = (S, A, phi, R), where:

  • S is the whole set of possible states. One state s in S is defined at each turn with 12 battle elements concatenated, that correspond to:

    • [0] Our Active Pokémon index (0: Venusaur, 1: Pikachu, 2: Tauros, 3: Sirfetch'd, 4: Blastoise, 5: Charizard);
    • [1] Opponent Active Pokémon index (0: Eevee, 1: Vaporeon, 2: Leafeon, 3: Sylveon, 4: Jolteon, 5: Umbreon);
    • [2-5] Active Pokémon moves base power (if a move doesn't have base power, default to -1);
    • [6-9] Active Pokémon moves damage multipliers;
    • [10] Our remaining Pokémon;
    • [11] Opponent remaining Pokémon.
  • A is the whole set of possible actions. Our action space is a range [0, 8]. One action a in A is one of the possible choices:

    • [0] 1st Active Pokémon move;
    • [1] 2nd Active Pokémon move;
    • [2] 3rd Active Pokémon move;
    • [3] 4th Active Pokémon move;
    • [4] Switch to 1st next Pokémon;
    • [5] Switch to 2nd next Pokémon;
    • [6] Switch to 3rd next Pokémon;
    • [7] Switch to 4th next Pokémon;
    • [8] Switch to 5th next Pokémon.

When a selected action cannot be executed, we random select another possible action.

  • phi is a stochastic transition function that occurs from state s to state s', by taking an action a. The following parameters are part of our stochastic transition function:

    • Move's accuracy (chance of the move successfully occurs or to fail);
    • Damage calculation: The *Critical * parameter (6.25% chance of occurs) and the *random * parameter, ranging from 0.85 and 1.00 (inclusive).
  • Move's effects: Some moves have additional effects. e.g.: Iron Head have 30% chance of flinching the target (target cannot move in the turn).

  • R is a set of rewards. A reward r in R is acquired in state s by taking the action a. The rewards are calculated at the end of the turn. The value of reward r is defined by:

    • +Our Active Pokémon current Health Points;
    • -2 if our Active Pokémon fainted;
    • -1 if our Active Pokémon have a negative status condition;
    • +Number of remaining Pokémon in our team;
    • -Opponent Active Pokémon current Health Points;
    • +2 if opponent Active Pokémon fainted;
    • +1 if opponent Active Pokémon have a negative status condition;
    • -Number of remaining Pokémon in opponent team;
    • +15 if we won the battle;
    • -15 if we lost the battle.

Stochastic Team

Our stochastic team, with each Pokémon, their abilities, natures, items, moves (base power and accuracy) and possible switches are shown in Team.

The stochastic opponent team, with each Pokémon, their abilities, natures, items, moves (base power and accuracy) and possible switches are shown in Opponent Team.

Deterministic

To adapt Pokémon to a deterministic environment, we use Pokémon that cannot receive a critical hit, moves with only 100% accuracy and edit the server code to ignore the random parameter in damage calculation, removing the stochastic transition function \phi from our MDP. Therefore, now our MDP is a tuple M = (S, A, R), where:

  • S is the whole set of possible states. One state s in S is defined at each turn with 12 battle elements concatenated, that correspond to:

    • [0] Our Active Pokémon index ;
    • [1] Opponent Active Pokémon index ;
    • [2-5] Active Pokémon moves base power (if a move doesn't have base power, default to -1);
    • [6-9] Active Pokémon moves damage multipliers;
    • [10] Our remaining Pokémon;
    • [11] Opponent remaining Pokémon.
  • A is the whole set of possible actions. Our action space is a range [0, 8] (len: 9). One action a in A is one of the possible choices:

    • [0] 1st Active Pokémon move;
    • [1] 2nd Active Pokémon move;
    • [2] 3rd Active Pokémon move;
    • [3] 4th Active Pokémon move;
    • [4] Switch to 1st next Pokémon;
    • [5] Switch to 2nd next Pokémon;
    • [6] Switch to 3rd next Pokémon;
    • [7] Switch to 4th next Pokémon;
    • [8] Switch to 5th next Pokémon.

When a selected action cannot be executed, we random select another possible action.

  • R* is a set of rewards. A reward r in R is acquired in state s by taking the action a. The rewards are calculated at the end of each turn. The value of reward r is defined by:
    • +Our Active Pokémon current Health Points;
    • -2 if our Active Pokémon fainted;
    • -1 if our Active Pokémon have a negative status condition;
    • +Number of remaining Pokémon in our team;
    • -Opponent Active Pokémon current Health Points;
    • +2 if opponent Active Pokémon fainted;
    • +1 if opponent Active Pokémon have a negative status condition;
    • -Number of remaining Pokémon in opponent team;
    • +15 if we won the battle;
    • -15 if we lost the battle.

Deterministic Team

Our deterministic team, with each Pokémon, their abilities, natures, items, moves (base power and accuracy) and possible switches are shown in Team.

The deterministic opponent team, with each Pokémon, their abilities, natures, items, moves (base power and accuracy) and possible switches are shown in Opponent Team.

We use on both teams only Pokémon with Battle Armor or Shell Armor abilities, which prevent critical hits from being performed. Also, we use in both teams only moves with 100% accuracy, with no chance of getting it missed, and the move haven't additional effects.

Search space

The features that integrate our states are shown in this figure. For a single battle between two players with 6 Pokémon each, we have $1.016.064$ possible states.

Since we have 9 possible actions for each Pokémon, we total $9.144.576$ possibilities for each battle.

The environments built

The environment used is Pokémon Showdown, a open-source Pokémon battle simulator.

Example of one battle in Pokémon Showdown.

To communicate our agents with Pokémon Showdown we used poke-env a Python environment for interacting in pokemon showdown battles.

We used separated Python classes for define the Players that are trained with each method. These classes communicates with Pokémon Showdown and implements the poke-env methods to:

  • Create battles;
  • Accept battles;
  • Send orders (actions) to Pokémon Showdown.

Original (stochastic)

To speed up the battles, we hosted our own server of Pokemon Showdown in localhost. It requires Node.js v10+.

Deterministic environment

To adapt our environment to a deterministic setup, we had to establish the following parameters:

  • We removed the random component of sim/battle.ts from the Pokémon Showdown simulator;
  • We use on both teams only Pokémon with Battle Armor or Shell Armor abilities, which prevent critical hits from being performed;
  • We used in both teams only moves with 100% accuracy, with no chance of getting it missed;
  • We didn't use any move with additional effect.

Characteristics of the problem

  • Both of our environments (stochastic and deterministic) are episodic. One state occurs after another;

  • Our terminal states are:

    • When all our Pokémon are fainted (we lose);
    • When all opponent Pokémon are fainted (we won).
  • As specified before, a reward r is calculated at the end of a turn. The value of reward r is defined by:

    • +Our Active Pokémon current Health Points;
    • -2 if our Active Pokémon fainted;
    • -1 if our Active Pokémon have a negative status condition;
    • +Number of remaining Pokémon in our team;
    • -Opponent Active Pokémon current Health Points;
    • +2 if opponent Active Pokémon fainted;
    • +1 if opponent Active Pokémon have a negative status condition;
    • -Number of remaining Pokémon in opponent team;
    • +15 if we won the battle;
    • -15 if we lost the battle.

Tabular Methods and Function Approximation implemented

  • Monte Carlo Control First-Visit;
  • Function Approximation with Monte Carlo Control First-Visit;
  • Q-Learning;
  • Function Approximation with Q-Learning;
  • SARSA($\lambda$)
  • Function Approximation with SARSA($\lambda$)

Deep Reinforcement Learning Methods implemented

Comparisons

One table with performance comparisons in Validation between our Tabular Methods and Function Approximation implemented and some methods proposed in literature are showed in this figure.

One table with performance comparisons in Validation between our Deep Reinforcement Learning methods implemented, our best performance method from P1 and one method proposed in literature are showed in this figure.

The Function Approximation method with the best performance against both Players (MaxDamagePlayer and RandomPlayer) was Q-Learning Function Approximation in the Stochastic environment.

The Deep-RL method with the best performance in the Stochastic environment against both Players (MaxDamagePlayer and RandomPlayer) was Proximal Policy Optimization (PPO2) - Stable Baselines (2021) trained by 300k steps. In the Deterministic environment, against both Players (MaxDamagePlayer and RandomPlayer), the best performance was Proximal Policy Optimization (PPO2) - Stable Baselines (2021) trained by 900k steps.

Limitations

The only limitations of our project are in the use of the deterministic environment. Given the need to remove randomness, our deterministic solutions require the use of modified Pokémon Showdown, without the random parameter in damage calculation, and the Pokémon on both teams with:

  • Shell Armor or Battle Armor abilities, to prevent critical hits;
  • Moves with 100% accuracy and no side effects likely to occur.

Our stochastic solutions can be applied to any case and with any team formation.

We also found some libraries limitations in the use of PPO2, from Stable Baselines (2021). The requirements listed here must be used. Neptune cannot be used.