Back to results

Massachusetts Institute of Technology

Winning at Pokémon Random Battles Using Reinforcement Learning

Abstract

dc:description.abstract

Pokémon battling is a challenging domain for reinforcement learning techniques, due to the massive state space, stochasticity, and partial observability. We demonstrate an agent which employs a Monte Carlo Tree Search informed by a actor-critic network trained using Proximal Policy Optimization with experience collected through self-play. The agent peaked at rank 8 (1693 Elo) on the official Pokémon Showdown gen4randombattles ladder, which is the best known performance by any non-human agent for this format. This strong showing lays the foundation for superhuman performance in Pokémon and other complex turn-based games of imperfect information, expanding the viability of methods which have historically been used in perfect-information games.

Degree

thesis:*
Name thesis:degree_name
Master
Department dc:contributor.department
Massachusetts Institute of Technology. Department of Electrical Engineering and Computer Science
Grantor dc:publisher
Massachusetts Institute of Technology
Year dc:date.issued
2024

Author and committee

dc:creator, dc:contributor.*
Author dc:creator
  • Wang, Jett
Advisor dc:contributor.advisor
  • Tenenbaum, Joshua

Rights

dc:rights
Statement dc:rights
  • In Copyright - Educational Use Permitted
  • Copyright retained by author(s)

Identifiers

dc:identifier.*
Handle dc:identifier.uri
https://hdl.handle.net/1721.1/153888
OAI identifier oai:identifier
oai:dspace.mit.edu:1721.1/153888

Chain of custody

source
Harvested from
MIT
Base URL
dspace.mit.edu/oai/request
Last updated
2026-07-22
Source record
OAI-PMH GetRecord
related terms
citation

Wang, Jett. Winning at Pokémon Random Battles Using Reinforcement Learning. Massachusetts Institute of Technology, 2024. https://hdl.handle.net/1721.1/153888