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