forked from christopher-cao/Pokemon-Simulator-in-Python
-
Notifications
You must be signed in to change notification settings - Fork 0
/
PokemonAI.py
409 lines (343 loc) · 23.1 KB
/
PokemonAI.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
from Attack import *
import numpy as np
from CONSTANTS import Constants
from Switch import Switch
class PokemonAI(object):
def __init__(self, currentPokemon, pokemons):
self.pokemons = pokemons
self.currentPokemon = currentPokemon
def selectNextAction(self, playerCurrentPokemon):
# Want to select the edge that has min cost
# Cost(action) = max damage could receive in current round + -(max damage could give in current round)
# Total out edge = 4(moves of current pokemon) + numPokemonAlive(switches to the rest alive pokemon)
numRemainingAlivePokemon = 0
remainingAliveIndexList = []
for pokemonNum in range(Constants.NUM_POKEMON_PER_PLAYER):
if self.pokemons[pokemonNum] != self.currentPokemon:
if self.pokemons[pokemonNum].isAlive():
numRemainingAlivePokemon += 1
remainingAliveIndexList.append(pokemonNum)
costList = np.zeros(4 + numRemainingAlivePokemon)
# Calculate what is the max damage AI could receive
damageReceivedList = np.array([calculateDamage(playerCurrentPokemon.getMove1().getName(), playerCurrentPokemon, self.currentPokemon),
calculateDamage(playerCurrentPokemon.getMove2().getName(), playerCurrentPokemon, self.currentPokemon),
calculateDamage(playerCurrentPokemon.getMove3().getName(), playerCurrentPokemon, self.currentPokemon),
calculateDamage(playerCurrentPokemon.getMove4().getName(), playerCurrentPokemon, self.currentPokemon)])
maxDamageReceived = np.max(damageReceivedList)
maxDamageReceived = np.ones(4)*maxDamageReceived
# Calculate what is the max damage the AI can do
damageGiveList = np.array([calculateDamage(self.currentPokemon.getMove1().getName(), self.currentPokemon, playerCurrentPokemon),
calculateDamage(self.currentPokemon.getMove2().getName(), self.currentPokemon, playerCurrentPokemon),
calculateDamage(self.currentPokemon.getMove3().getName(), self.currentPokemon, playerCurrentPokemon),
calculateDamage(self.currentPokemon.getMove4().getName(), self.currentPokemon, playerCurrentPokemon)])
costList[:4] = maxDamageReceived - damageGiveList # (4,)
damageReceivedSwitchList = np.zeros(numRemainingAlivePokemon)
indexInCostList = 4
for index in remainingAliveIndexList:
pokemonToSwitch = self.pokemons[index]
damageReceivedList = np.array(
[calculateDamage(playerCurrentPokemon.getMove1().getName(), playerCurrentPokemon, pokemonToSwitch),
calculateDamage(playerCurrentPokemon.getMove2().getName(), playerCurrentPokemon, pokemonToSwitch),
calculateDamage(playerCurrentPokemon.getMove3().getName(), playerCurrentPokemon, pokemonToSwitch),
calculateDamage(playerCurrentPokemon.getMove4().getName(), playerCurrentPokemon, pokemonToSwitch)])
maxDamageReceived = np.max(damageReceivedList)
costList[indexInCostList] = maxDamageReceived
indexInCostList+=1
# Select the min cost edge
minEdgeIndex = np.argmin(costList)
if minEdgeIndex <= 3: # If the best action is one of the current pokemon moves
moveOptions = [self.currentPokemon.getMove1(), self.currentPokemon.getMove2(), self.currentPokemon.getMove3(), self.currentPokemon.getMove4()]
return moveOptions[minEdgeIndex]
else: # If the best action is switching
offset = minEdgeIndex - 4
pokemonToSwitchIndex = remainingAliveIndexList[offset]
self.currentPokemon = self.pokemons[pokemonToSwitchIndex]
return Switch(pokemonToSwitchIndex)
def selectNextActionDefensive(self, playerCurrentPokemon, allPlayerPokemon):
# Want to select the edge that has min cost
# Cost(action) = max damage could receive in current round + -(max damage could give in current round)
# Total out edge = 4(moves of current pokemon) + numPokemonAlive(switches to the rest alive pokemon)
numRemainingAlivePokemon = 0
remainingAliveIndexList = []
for pokemonNum in range(Constants.NUM_POKEMON_PER_PLAYER):
if self.pokemons[pokemonNum] != self.currentPokemon:
if self.pokemons[pokemonNum].isAlive():
numRemainingAlivePokemon += 1
remainingAliveIndexList.append(pokemonNum)
costList = np.zeros(1 + numRemainingAlivePokemon)
currTotalHP = 0
for pokemonNum in range(Constants.NUM_POKEMON_PER_PLAYER):
if self.pokemons[pokemonNum].isAlive():
currTotalHP += self.pokemons[pokemonNum].getBattleHP()
# Calculate what is the max damage AI could receive
damageReceivedList = np.array([calculateDamage(playerCurrentPokemon.getMove1().getName(), playerCurrentPokemon, self.currentPokemon),
calculateDamage(playerCurrentPokemon.getMove2().getName(), playerCurrentPokemon, self.currentPokemon),
calculateDamage(playerCurrentPokemon.getMove3().getName(), playerCurrentPokemon, self.currentPokemon),
calculateDamage(playerCurrentPokemon.getMove4().getName(), playerCurrentPokemon, self.currentPokemon)])
for i in range(0, len(damageReceivedList)):
damageReceivedList[i] = min(damageReceivedList[i], self.currentPokemon.getBattleHP())
maxDamageReceived = np.max(damageReceivedList)
g = maxDamageReceived
maxHeuristicCurr = 0
# compute heuristic
for aiPoke in self.pokemons:
if not(aiPoke.isAlive()):
continue
maxDamageTaken = 0
for oppPoke in allPlayerPokemon:
if not(oppPoke.isAlive()):
continue
# Calculate what is the max damage the AI can do
damageGiveList = np.array([calculateDamage(self.currentPokemon.getMove1().getName(), self.currentPokemon, oppPoke),
calculateDamage(self.currentPokemon.getMove2().getName(), self.currentPokemon, oppPoke),
calculateDamage(self.currentPokemon.getMove3().getName(), self.currentPokemon, oppPoke),
calculateDamage(self.currentPokemon.getMove4().getName(), self.currentPokemon, oppPoke)])
maxDamageDealt = np.max(damageGiveList)
# to incentivize staying in, skip current pokemon if you can kill it
if oppPoke.getBattleHP() - maxDamageDealt <= 0:
continue
# Calculate what is the max damage AI could receive
damageReceivedList = np.array([calculateDamage(oppPoke.getMove1().getName(), oppPoke, aiPoke),
calculateDamage(oppPoke.getMove2().getName(), oppPoke, aiPoke),
calculateDamage(oppPoke.getMove3().getName(), oppPoke, aiPoke),
calculateDamage(oppPoke.getMove4().getName(), oppPoke, aiPoke)])
for i in range(0, len(damageReceivedList)):
damageReceivedList[i] = min(damageReceivedList[i], aiPoke.getBattleHP())
maxDamageTaken = max(maxDamageTaken, np.max(damageReceivedList))
maxHeuristicCurr += maxDamageTaken
costList[0] = g + maxHeuristicCurr
maxHeuristicRest = 0
# compute heuristic
for aiPoke in self.pokemons:
if not(aiPoke.isAlive()):
continue
maxDamageTaken = 0
for oppPoke in allPlayerPokemon:
if not(oppPoke.isAlive()):
continue
# Calculate what is the max damage AI could receive
damageReceivedList = np.array([calculateDamage(oppPoke.getMove1().getName(), oppPoke, aiPoke),
calculateDamage(oppPoke.getMove2().getName(), oppPoke, aiPoke),
calculateDamage(oppPoke.getMove3().getName(), oppPoke, aiPoke),
calculateDamage(oppPoke.getMove4().getName(), oppPoke, aiPoke)])
for i in range(0, len(damageReceivedList)):
damageReceivedList[i] = min(damageReceivedList[i], aiPoke.getBattleHP())
maxDamageTaken = max(maxDamageTaken, np.max(damageReceivedList))
maxHeuristicRest += maxDamageTaken
damageReceivedSwitchList = np.zeros(numRemainingAlivePokemon)
indexInCostList = 1
for index in remainingAliveIndexList:
pokemonToSwitch = self.pokemons[index]
damageReceivedList = np.array(
[calculateDamage(playerCurrentPokemon.getMove1().getName(), playerCurrentPokemon, pokemonToSwitch),
calculateDamage(playerCurrentPokemon.getMove2().getName(), playerCurrentPokemon, pokemonToSwitch),
calculateDamage(playerCurrentPokemon.getMove3().getName(), playerCurrentPokemon, pokemonToSwitch),
calculateDamage(playerCurrentPokemon.getMove4().getName(), playerCurrentPokemon, pokemonToSwitch)])
for i in range(0, len(damageReceivedList)):
damageReceivedList[i] = min(damageReceivedList[i], pokemonToSwitch.getBattleHP())
maxDamageReceived = np.max(damageReceivedList)
g = maxDamageReceived
heuristic = maxHeuristicRest
costList[indexInCostList] = g + heuristic
indexInCostList+=1
# Select the min cost edge
minEdgeIndex = np.argmin(costList)
if minEdgeIndex == 0: # If the best action is one of the current pokemon moves
# Calculate what is the max damage the AI can do
damageGiveList = np.array([calculateDamage(self.currentPokemon.getMove1().getName(), self.currentPokemon, playerCurrentPokemon),
calculateDamage(self.currentPokemon.getMove2().getName(), self.currentPokemon, playerCurrentPokemon),
calculateDamage(self.currentPokemon.getMove3().getName(), self.currentPokemon, playerCurrentPokemon),
calculateDamage(self.currentPokemon.getMove4().getName(), self.currentPokemon, playerCurrentPokemon)])
moveOptions = [self.currentPokemon.getMove1(), self.currentPokemon.getMove2(), self.currentPokemon.getMove3(), self.currentPokemon.getMove4()]
return moveOptions[np.argmax(damageGiveList)]
else: # If the best action is switching
offset = minEdgeIndex - 1
pokemonToSwitchIndex = remainingAliveIndexList[offset]
self.currentPokemon = self.pokemons[pokemonToSwitchIndex]
return Switch(pokemonToSwitchIndex)
def selectNextActionOffensive(self, playerCurrentPokemon, allPlayerPokemon):
# Want to select the edge that has min cost
# Cost(action) = max damage could receive in current round + -(max damage could give in current round)
# Total out edge = 4(moves of current pokemon) + numPokemonAlive(switches to the rest alive pokemon)
numRemainingAlivePokemon = 0
remainingAliveIndexList = []
for pokemonNum in range(Constants.NUM_POKEMON_PER_PLAYER):
if self.pokemons[pokemonNum] != self.currentPokemon:
if self.pokemons[pokemonNum].isAlive():
numRemainingAlivePokemon += 1
remainingAliveIndexList.append(pokemonNum)
costList = np.zeros(1 + numRemainingAlivePokemon)
opponentsHPLeft = 0
for pokemonNum in range(Constants.NUM_POKEMON_PER_PLAYER):
if allPlayerPokemon[pokemonNum].isAlive():
opponentsHPLeft += allPlayerPokemon[pokemonNum].getBattleHP()
# Calculate what is the max damage the AI can do
damageGiveList = np.array([calculateDamage(self.currentPokemon.getMove1().getName(), self.currentPokemon, playerCurrentPokemon),
calculateDamage(self.currentPokemon.getMove2().getName(), self.currentPokemon, playerCurrentPokemon),
calculateDamage(self.currentPokemon.getMove3().getName(), self.currentPokemon, playerCurrentPokemon),
calculateDamage(self.currentPokemon.getMove4().getName(), self.currentPokemon, playerCurrentPokemon)])
for i in range(0,len(damageGiveList)):
damageGiveList[i] = min(damageGiveList[i], playerCurrentPokemon.getBattleHP())
bestMoveIndex = np.argmax(damageGiveList)
g = playerCurrentPokemon.getBattleHP() - np.max(damageGiveList)
heuristic = opponentsHPLeft
costList[0] = g + heuristic
damageReceivedSwitchList = np.zeros(numRemainingAlivePokemon)
indexInCostList = 1
for index in remainingAliveIndexList:
pokemonToSwitch = self.pokemons[index]
damageGivenList = np.array(
[calculateDamage(pokemonToSwitch.getMove1().getName(), pokemonToSwitch, playerCurrentPokemon),
calculateDamage(pokemonToSwitch.getMove2().getName(), pokemonToSwitch, playerCurrentPokemon),
calculateDamage(pokemonToSwitch.getMove3().getName(), pokemonToSwitch, playerCurrentPokemon),
calculateDamage(pokemonToSwitch.getMove4().getName(), pokemonToSwitch, playerCurrentPokemon)])
for i in range(0,len(damageGivenList)):
damageGivenList[i] = min(damageGivenList[i], playerCurrentPokemon.getBattleHP())
g = playerCurrentPokemon.getBattleHP() - np.max(damageGivenList)
heuristic = opponentsHPLeft
costList[indexInCostList] = g + heuristic
indexInCostList+=1
# Select the min cost edge
minEdgeIndex = np.argmin(costList)
if minEdgeIndex == 0: # If the best action is one of the current pokemon moves
moveOptions = [self.currentPokemon.getMove1(), self.currentPokemon.getMove2(), self.currentPokemon.getMove3(), self.currentPokemon.getMove4()]
return moveOptions[bestMoveIndex]
else: # If the best action is switching
offset = minEdgeIndex - 1
pokemonToSwitchIndex = remainingAliveIndexList[offset]
self.currentPokemon = self.pokemons[pokemonToSwitchIndex]
return Switch(pokemonToSwitchIndex)
def selectNextActionTyping(self, playerCurrentPokemon, allPlayerPokemon):
numRemainingAlivePokemon = 0
remainingAliveIndexList = []
for pokemonNum in range(Constants.NUM_POKEMON_PER_PLAYER):
if self.pokemons[pokemonNum] != self.currentPokemon:
if self.pokemons[pokemonNum].isAlive():
numRemainingAlivePokemon += 1
remainingAliveIndexList.append(pokemonNum)
costList = np.zeros(1 + numRemainingAlivePokemon)
oppMultiplierList = np.array([getMultiplier(playerCurrentPokemon.getMove1().getName(), playerCurrentPokemon, self.currentPokemon),
getMultiplier(playerCurrentPokemon.getMove2().getName(), playerCurrentPokemon, self.currentPokemon),
getMultiplier(playerCurrentPokemon.getMove3().getName(), playerCurrentPokemon, self.currentPokemon),
getMultiplier(playerCurrentPokemon.getMove4().getName(), playerCurrentPokemon, self.currentPokemon)])
maxOppMultiplier = np.max(oppMultiplierList)
# Calculate what is the max damage the AI can do
aiMultiplierList = np.array([getMultiplier(self.currentPokemon.getMove1().getName(), self.currentPokemon, playerCurrentPokemon),
getMultiplier(self.currentPokemon.getMove2().getName(), self.currentPokemon, playerCurrentPokemon),
getMultiplier(self.currentPokemon.getMove3().getName(), self.currentPokemon, playerCurrentPokemon),
getMultiplier(self.currentPokemon.getMove4().getName(), self.currentPokemon, playerCurrentPokemon)])
maxAIMultiplier = np.max(aiMultiplierList)
# compute cost
edgeCost = 0
diff = maxAIMultiplier - maxOppMultiplier
if diff >= 1.0:
edgeCost = 1.0
elif (0 >= diff and diff < 1.0):
edgeCost = 2.0
else:
edgeCost = 4.0
# compute heuristic
minHeuristicCurr = 0
for aiPoke in self.pokemons:
if not(aiPoke.isAlive()):
continue
heuristic = 0
for oppPoke in allPlayerPokemon:
if not(oppPoke.isAlive()):
continue
# Calculate what is the max damage the AI can do
damageGiveList = np.array([calculateDamage(self.currentPokemon.getMove1().getName(), self.currentPokemon, oppPoke),
calculateDamage(self.currentPokemon.getMove2().getName(), self.currentPokemon, oppPoke),
calculateDamage(self.currentPokemon.getMove3().getName(), self.currentPokemon, oppPoke),
calculateDamage(self.currentPokemon.getMove4().getName(), self.currentPokemon, oppPoke)])
maxDamageDealt = np.max(damageGiveList)
# to incentivize staying in, skip current pokemon if you can kill it
if oppPoke.getBattleHP() - maxDamageDealt <= 0:
continue
oppMultiplierList = np.array([getMultiplier(oppPoke.getMove1().getName(), oppPoke, aiPoke),
getMultiplier(oppPoke.getMove2().getName(), oppPoke, aiPoke),
getMultiplier(oppPoke.getMove3().getName(), oppPoke, aiPoke),
getMultiplier(oppPoke.getMove4().getName(), oppPoke, aiPoke)])
maxOppMultiplier = np.max(oppMultiplierList)
aiMultiplierList = np.array([getMultiplier(aiPoke.getMove1().getName(), aiPoke, oppPoke),
getMultiplier(aiPoke.getMove2().getName(), aiPoke, oppPoke),
getMultiplier(aiPoke.getMove3().getName(), aiPoke, oppPoke),
getMultiplier(aiPoke.getMove4().getName(), aiPoke, oppPoke)])
maxAIMultiplier = np.max(aiMultiplierList)
diff = maxAIMultiplier - maxOppMultiplier
if diff >= 1.0:
heuristic += 1.0
elif (0 >= diff and diff < 1.0):
heuristic += 2.0
else:
heuristic += 4.0
minHeuristicCurr = min(minHeuristicCurr, heuristic)
costList[0] = edgeCost + minHeuristicCurr
minHeuristicRest = 0
for aiPoke in self.pokemons:
if not(aiPoke.isAlive()):
continue
heuristic = 0
for oppPoke in allPlayerPokemon:
if not(oppPoke.isAlive()):
continue
oppMultiplierList = np.array([getMultiplier(oppPoke.getMove1().getName(), oppPoke, aiPoke),
getMultiplier(oppPoke.getMove2().getName(), oppPoke, aiPoke),
getMultiplier(oppPoke.getMove3().getName(), oppPoke, aiPoke),
getMultiplier(oppPoke.getMove4().getName(), oppPoke, aiPoke)])
maxOppMultiplier = np.max(oppMultiplierList)
aiMultiplierList = np.array([getMultiplier(aiPoke.getMove1().getName(), aiPoke, oppPoke),
getMultiplier(aiPoke.getMove2().getName(), aiPoke, oppPoke),
getMultiplier(aiPoke.getMove3().getName(), aiPoke, oppPoke),
getMultiplier(aiPoke.getMove4().getName(), aiPoke, oppPoke)])
maxAIMultiplier = np.max(aiMultiplierList)
diff = maxAIMultiplier - maxOppMultiplier
if diff >= 1.0:
heuristic += 1.0
elif (0 >= diff and diff < 1.0):
heuristic += 2.0
else:
heuristic += 4.0
minHeuristicRest = min(minHeuristicRest, heuristic)
# repeat for switching
indexInCostList = 1
for i in remainingAliveIndexList:
aiPoke = self.pokemons[i]
oppMultiplierList = np.array([getMultiplier(playerCurrentPokemon.getMove1().getName(), playerCurrentPokemon, aiPoke),
getMultiplier(playerCurrentPokemon.getMove2().getName(), playerCurrentPokemon, aiPoke),
getMultiplier(playerCurrentPokemon.getMove3().getName(), playerCurrentPokemon, aiPoke),
getMultiplier(playerCurrentPokemon.getMove4().getName(), playerCurrentPokemon, aiPoke)])
maxOppMultiplier = np.max(oppMultiplierList)
# Calculate what is the max damage the AI can do
aiMultiplierList = np.array([getMultiplier(aiPoke.getMove1().getName(), aiPoke, playerCurrentPokemon),
getMultiplier(aiPoke.getMove2().getName(), aiPoke, playerCurrentPokemon),
getMultiplier(aiPoke.getMove3().getName(), aiPoke, playerCurrentPokemon),
getMultiplier(aiPoke.getMove4().getName(), aiPoke, playerCurrentPokemon)])
maxAIMultiplier = np.max(aiMultiplierList)
edgeCost = 0
diff = maxAIMultiplier - maxOppMultiplier
if diff >= 1.0:
edgeCost = 1.0
elif (0 >= diff and diff < 1.0):
edgeCost = 2.0
else:
edgeCost = 4.0
costList[indexInCostList] = edgeCost + minHeuristicRest
indexInCostList += 1
# Select the min cost edge
minEdgeIndex = np.argmin(costList)
if minEdgeIndex == 0: # If the best action is one of the current pokemon moves
moveOptions = [self.currentPokemon.getMove1(), self.currentPokemon.getMove2(), self.currentPokemon.getMove3(), self.currentPokemon.getMove4()]
damageGiveList = np.array([calculateDamage(self.currentPokemon.getMove1().getName(), self.currentPokemon, playerCurrentPokemon),
calculateDamage(self.currentPokemon.getMove2().getName(), self.currentPokemon, playerCurrentPokemon),
calculateDamage(self.currentPokemon.getMove3().getName(), self.currentPokemon, playerCurrentPokemon),
calculateDamage(self.currentPokemon.getMove4().getName(), self.currentPokemon, playerCurrentPokemon)])
bestMoveIndex = np.argmax(damageGiveList)
return moveOptions[bestMoveIndex]
else: # If the best action is switching
offset = minEdgeIndex - 1
pokemonToSwitchIndex = remainingAliveIndexList[offset]
self.currentPokemon = self.pokemons[pokemonToSwitchIndex]
return Switch(pokemonToSwitchIndex)
def forceSwitch(self, pokemonIndex):
self.currentPokemon = self.pokemons[pokemonIndex]