mirror of
https://github.com/smogon/pokemon-showdown.git
synced 2026-03-21 17:25:10 -05:00
470 lines
15 KiB
TypeScript
470 lines
15 KiB
TypeScript
/**
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* Battle Simulator exhaustive runner.
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* Pokemon Showdown - http://pokemonshowdown.com/
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*
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* @license MIT
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*/
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import type { ObjectReadWriteStream } from '../../lib/streams';
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import { Dex, toID } from '../dex';
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import { PRNG, type PRNGSeed } from '../prng';
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import { RandomPlayerAI } from './random-player-ai';
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import { type AIOptions, Runner } from './runner';
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interface Pools {
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pokemon: Pool;
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items: Pool;
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abilities: Pool;
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moves: Pool;
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}
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export interface ExhaustiveRunnerOptions {
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format: string;
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cycles?: number;
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prng?: PRNG | PRNGSeed | null;
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log?: boolean;
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maxGames?: number;
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maxFailures?: number;
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dual?: boolean | 'debug';
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}
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export class ExhaustiveRunner {
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static readonly DEFAULT_CYCLES = 1;
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static readonly MAX_FAILURES = 10;
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// TODO: Add triple battles once supported by the AI.
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static readonly FORMATS = [
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'gen9customgame', 'gen9doublescustomgame',
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'gen8customgame', 'gen8doublescustomgame',
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'gen7customgame', 'gen7doublescustomgame',
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'gen6customgame', 'gen6doublescustomgame',
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'gen5customgame', 'gen5doublescustomgame',
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'gen4customgame', 'gen4doublescustomgame',
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'gen3customgame', 'gen3doublescustomgame',
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'gen2customgame',
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'gen1customgame',
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];
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private readonly format: string;
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private readonly cycles: number;
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private readonly prng: PRNG;
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private readonly log: boolean;
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private readonly maxGames?: number;
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private readonly maxFailures?: number;
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private readonly dual: boolean | 'debug';
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private failures: number;
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private games: number;
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constructor(options: ExhaustiveRunnerOptions) {
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this.format = options.format;
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this.cycles = options.cycles || ExhaustiveRunner.DEFAULT_CYCLES;
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this.prng = PRNG.get(options.prng);
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this.log = !!options.log;
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this.maxGames = options.maxGames;
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this.maxFailures = options.maxFailures || ExhaustiveRunner.MAX_FAILURES;
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this.dual = options.dual || false;
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this.failures = 0;
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this.games = 0;
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}
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async run() {
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const dex = Dex.forFormat(this.format);
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const seed = this.prng.getSeed();
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const pools = this.createPools(dex);
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const createAI = (s: ObjectReadWriteStream<string>, o: AIOptions) => new CoordinatedPlayerAI(s, o, pools);
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const generator = new TeamGenerator(dex, this.prng, pools, ExhaustiveRunner.getSignatures(dex, pools));
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do {
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this.games++;
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try {
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const is4P = dex.formats.get(this.format).gameType === 'multi';
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// We run these sequentially instead of async so that the team generator
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// and the AI can coordinate usage properly.
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await new Runner({
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prng: this.prng,
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p1options: { team: generator.generate(), createAI },
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p2options: { team: generator.generate(), createAI },
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p3options: is4P ? { team: generator.generate(), createAI } : undefined,
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p4options: is4P ? { team: generator.generate(), createAI } : undefined,
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format: this.format,
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dual: this.dual,
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error: true,
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}).run();
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if (this.log) this.logProgress(pools);
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} catch (err) {
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this.failures++;
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console.error(
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`\n\nRun \`node tools/simulate exhaustive --cycles=${this.cycles} ` +
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`--format=${this.format} --seed=${seed}\`:\n`,
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err
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);
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}
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} while ((!this.maxGames || this.games < this.maxGames) &&
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(!this.maxFailures || this.failures < this.maxFailures) &&
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generator.exhausted < this.cycles);
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return this.failures;
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}
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private createPools(dex: typeof Dex): Pools {
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return {
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pokemon: new Pool(ExhaustiveRunner.onlyValid(dex.gen, dex.data.Pokedex, p => dex.species.get(p), (_, p) =>
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(p.name !== 'Pichu-Spiky-eared' && p.name.substr(0, 8) !== 'Pikachu-') &&
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!['Greninja-Bond', 'Rockruff-Dusk'].includes(p.name)),
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this.prng),
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items: new Pool(ExhaustiveRunner.onlyValid(dex.gen, dex.data.Items, i => dex.items.get(i)), this.prng),
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abilities: new Pool(ExhaustiveRunner.onlyValid(dex.gen, dex.data.Abilities, a => dex.abilities.get(a)), this.prng),
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moves: new Pool(ExhaustiveRunner.onlyValid(dex.gen, dex.data.Moves, m => dex.moves.get(m),
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m => (m !== 'struggle' && (m === 'hiddenpower' || m.substr(0, 11) !== 'hiddenpower'))), this.prng),
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};
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}
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private logProgress(p: Pools) {
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// `\r` = return to the beginning of the line
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// `\x1b[k` (`\e[K`) = clear all characters from cursor position to EOL
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if (this.games) process.stdout.write('\r\x1b[K');
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// Deliberately don't print a `\n` character so that we can overwrite
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process.stdout.write(
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`[${this.format}] P:${p.pokemon} I:${p.items} A:${p.abilities} M:${p.moves} = ${this.games}`
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);
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}
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private static getSignatures(dex: typeof Dex, pools: Pools): Map<string, { item: string, move?: string }[]> {
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const signatures = new Map();
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for (const id of pools.items.possible) {
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const item = dex.data.Items[id];
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if (item.megaEvolves) {
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const pokemon = toID(item.megaEvolves);
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const combo = { item: id };
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let combos = signatures.get(pokemon);
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if (!combos) {
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combos = [];
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signatures.set(pokemon, combos);
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}
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combos.push(combo);
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} else if (item.itemUser) {
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for (const user of item.itemUser) {
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const pokemon = toID(user);
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const combo: { item: string, move?: string } = { item: id };
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if (item.zMoveFrom) combo.move = toID(item.zMoveFrom);
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let combos = signatures.get(pokemon);
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if (!combos) {
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combos = [];
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signatures.set(pokemon, combos);
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}
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combos.push(combo);
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}
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}
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}
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return signatures;
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}
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private static onlyValid<T>(
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gen: number, obj: { [key: string]: T }, getter: (k: string) => AnyObject,
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additional?: (k: string, v: AnyObject) => boolean, nonStandard?: boolean
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) {
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return Object.keys(obj).filter(k => {
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const v = getter(k);
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return v.gen <= gen &&
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(!v.isNonstandard || !!nonStandard) &&
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(!additional || additional(k, v));
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});
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}
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}
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// Generates random teams of pokemon suitable for use in custom games (ie. without team
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// validation). Coordinates with the CoordinatedPlayerAI below through Pools to ensure as
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// many different options as possible get exercised in battle.
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class TeamGenerator {
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// By default, the TeamGenerator generates sets completely at random which unforunately means
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// certain signature combinations (eg. Mega Stone/Z Moves which only work for specific Pokemon)
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// are unlikely to be chosen. To combat this, we keep a mapping of these combinations and some
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// fraction of the time when we are generating sets for these particular Pokemon we give them
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// the combinations they need to exercise the simulator more thoroughly.
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static readonly COMBO = 0.5;
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private readonly dex: typeof Dex;
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private readonly prng: PRNG;
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private readonly pools: Pools;
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private readonly signatures: Map<string, { item: string, move?: string }[]>;
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private readonly natures: readonly string[];
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constructor(
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dex: typeof Dex, prng: PRNG | PRNGSeed | null, pools: Pools,
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signatures: Map<string, { item: string, move?: string }[]>
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) {
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this.dex = dex;
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this.prng = PRNG.get(prng);
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this.pools = pools;
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this.signatures = signatures;
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this.natures = Object.keys(this.dex.data.Natures);
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}
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get exhausted() {
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const exhausted = [this.pools.pokemon.exhausted, this.pools.moves.exhausted];
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if (this.dex.gen >= 2) exhausted.push(this.pools.items.exhausted);
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if (this.dex.gen >= 3) exhausted.push(this.pools.abilities.exhausted);
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return Math.min.apply(null, exhausted);
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}
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generate() {
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const team: PokemonSet[] = [];
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for (const pokemon of this.pools.pokemon.next(6)) {
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const species = this.dex.species.get(pokemon);
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const randomEVs = () => this.prng.random(253);
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const randomIVs = () => this.prng.random(32);
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let item;
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const moves = [];
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const combos = this.signatures.get(species.id);
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if (combos && this.prng.random() > TeamGenerator.COMBO) {
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const combo = this.prng.sample(combos);
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item = combo.item;
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if (combo.move) moves.push(combo.move);
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} else {
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item = this.dex.gen >= 2 ? this.pools.items.next() : '';
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}
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team.push({
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name: species.baseSpecies,
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species: species.name,
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gender: species.gender,
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item,
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ability: this.dex.gen >= 3 ? this.pools.abilities.next() : 'None',
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moves: moves.concat(...this.pools.moves.next(4 - moves.length)),
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evs: {
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hp: randomEVs(),
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atk: randomEVs(),
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def: randomEVs(),
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spa: randomEVs(),
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spd: randomEVs(),
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spe: randomEVs(),
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},
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ivs: {
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hp: randomIVs(),
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atk: randomIVs(),
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def: randomIVs(),
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spa: randomIVs(),
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spd: randomIVs(),
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spe: randomIVs(),
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},
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nature: this.prng.sample(this.natures),
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level: this.prng.random(50, 100),
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happiness: this.prng.random(256),
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shiny: this.prng.randomChance(1, 1024),
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});
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}
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return team;
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}
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}
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class Pool {
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readonly possible: string[];
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private readonly prng: PRNG;
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private unused: Set<string>;
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private filled: Set<string> | undefined;
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private filler: string[] | undefined;
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private iter: (Iterator<string> & { done?: boolean }) | undefined;
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exhausted: number;
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constructor(possible: string[], prng: PRNG) {
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this.possible = possible;
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this.prng = prng;
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this.exhausted = 0;
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this.unused = new Set();
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}
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toString() {
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return `${this.exhausted} (${this.unused.size}/${this.possible.length})`;
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}
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private reset() {
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if (this.filled) this.exhausted++;
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this.iter = undefined;
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this.unused = new Set(this.shuffle(this.possible));
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if (this.possible.length && this.filled) {
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for (const used of this.filled) {
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this.unused.delete(used);
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}
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this.filled = new Set();
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if (!this.unused.size) this.reset();
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} else {
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this.filled = new Set();
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}
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this.filler = this.possible.slice();
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// POST: this.unused.size === this.possible.length
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// POST: this.filler.length > 0
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// POST: this.filled.size === 0
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// POST: this.iter === undefined
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}
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private shuffle<T>(arr: T[]): T[] {
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for (let i = arr.length - 1; i > 0; i--) {
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const j = this.prng.random(i + 1);
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[arr[i], arr[j]] = [arr[j], arr[i]];
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}
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return arr;
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}
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wasUsed(k: string) {
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// NOTE: We are intentionally clearing our iterator even though `unused`
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// hasn't been modified, see explanation below.
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this.iter = undefined;
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return !this.unused.has(k);
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}
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markUsed(k: string) {
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this.iter = undefined;
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this.unused.delete(k);
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}
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next(): string;
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next(num: number): string[];
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next(num?: number): string | string[] {
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if (!num) return this.choose();
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const chosen = [];
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for (let i = 0; i < num; i++) {
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chosen.push(this.choose());
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}
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return chosen;
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}
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// Returns the next option in our set of unused options which were shuffled
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// before insertion so as to come out in random order. The iterator is
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// reset when the pools are manipulated by the CombinedPlayerAI (`markUsed`
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// as it mutates the set, but also `wasUsed` because resetting the
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// iterator isn't so much 'marking it as invalid' as 'signalling that we
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// should move the unused options to the top again').
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//
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// As the pool of options dwindles, we run into scenarios where `choose`
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// will keep returning the same options. This helps ensure they get used,
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// but having a game with every Pokemon having the same move or ability etc
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// is less realistic, so instead we 'fill' out the remaining choices during a
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// generator round (ie. until our iterator gets invalidated during gameplay).
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//
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// The 'filler' choices are tracked in `filled` to later subtract from the next
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// exhaustion cycle of this pool, but in theory we could be so unlucky that
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// we loop through our fillers multiple times while dealing with a few stubborn
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// remaining options in `unused`, therefore undercounting our `exhausted` total,
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// but this is considered to be unlikely enough that we don't care (and
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// `exhausted` is a lower bound anyway).
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private choose() {
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if (!this.unused.size) this.reset();
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if (this.iter) {
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if (!this.iter.done) {
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const next = this.iter.next();
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this.iter.done = next.done;
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if (!next.done) return next.value;
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}
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return this.fill();
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}
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this.iter = this.unused.values();
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const next = this.iter.next();
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this.iter.done = next.done;
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// this.iter.next() must have a value (!this.iter.done) because this.unused.size > 0
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// after this.reset(), and the only places that mutate this.unused clear this.iter.
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return next.value;
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}
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private fill() {
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let length = this.filler!.length;
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if (!length) {
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this.filler = this.possible.slice();
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length = this.filler.length;
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}
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const index = this.prng.random(length);
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const element = this.filler![index];
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this.filler![index] = this.filler![length - 1];
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this.filler!.pop();
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this.filled!.add(element);
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return element;
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}
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}
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// Random AI which shares Pools with the TeamGenerator to coordinate creating battle simulations
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// that test out as many different Pokemon/Species/Items/Moves as possible. The logic is still
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// random, so it's not going to optimally use as many new effects as would be possible, but it
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// should exhaust its pools much faster than the naive RandomPlayerAI alone.
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//
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// NOTE: We're tracking 'usage' when we make the choice and not what actually gets used in Battle.
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// These can differ in edge cases and so its possible we report that we've 'used' every option
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// when we haven't (for example, we may switch in a Pokemon with an ability, but we're not
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// guaranteeing the ability activates, etc).
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class CoordinatedPlayerAI extends RandomPlayerAI {
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private readonly pools: Pools;
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constructor(playerStream: ObjectReadWriteStream<string>, options: AIOptions, pools: Pools) {
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super(playerStream, options);
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this.pools = pools;
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}
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protected override chooseTeamPreview(team: AnyObject[]): string {
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return `team ${this.choosePokemon(team.map((p, i) => ({ slot: i + 1, pokemon: p }))) || 1}`;
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}
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protected override chooseMove(active: AnyObject, moves: { choice: string, move: AnyObject }[]): string {
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this.markUsedIfGmax(active);
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// Prefer to use a move which hasn't been used yet.
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for (const { choice, move } of moves) {
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const id = this.fixMove(move);
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if (!this.pools.moves.wasUsed(id)) {
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this.pools.moves.markUsed(id);
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return choice;
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}
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}
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return super.chooseMove(active, moves);
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}
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protected override chooseSwitch(active: AnyObject | undefined, switches: { slot: number, pokemon: AnyObject }[]): number {
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this.markUsedIfGmax(active);
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return this.choosePokemon(switches) || super.chooseSwitch(active, switches);
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}
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private choosePokemon(choices: { slot: number, pokemon: AnyObject }[]) {
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// Prefer to choose a Pokemon that has a species/ability/item/move we haven't seen yet.
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for (const { slot, pokemon } of choices) {
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const species = toID(pokemon.details.split(',')[0]);
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if (
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!this.pools.pokemon.wasUsed(species) ||
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!this.pools.abilities.wasUsed(pokemon.baseAbility) ||
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!this.pools.items.wasUsed(pokemon.item) ||
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pokemon.moves.some((m: AnyObject) => !this.pools.moves.wasUsed(this.fixMove(m)))
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) {
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this.pools.pokemon.markUsed(species);
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this.pools.abilities.markUsed(pokemon.baseAbility);
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this.pools.items.markUsed(pokemon.item);
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return slot;
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}
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}
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}
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// The move options provided by the simulator have been converted from the name
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// which we're tracking, so we need to convert them back.
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private fixMove(m: AnyObject) {
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const id = toID(m.move);
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if (id.startsWith('return')) return 'return';
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if (id.startsWith('frustration')) return 'frustration';
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if (id.startsWith('hiddenpower')) return 'hiddenpower';
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return id;
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}
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// Gigantamax Pokemon need to be special cased for tracking because the current
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// tracking only works if you can switch in a Pokemon.
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private markUsedIfGmax(active: AnyObject | undefined) {
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if (active && !active.canDynamax && active.maxMoves?.gigantamax) {
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this.pools.pokemon.markUsed(toID(active.maxMoves.gigantamax));
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}
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}
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}
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