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# agent.py | |
import os | |
import json | |
import asyncio | |
import random | |
from openai import AsyncOpenAI # Use AsyncOpenAI for async compatibility with poke-env | |
# Import necessary poke-env components for type hinting and functionality | |
from poke_env.player import Player | |
from poke_env.environment.battle import Battle | |
from poke_env.environment.move import Move | |
from poke_env.environment.pokemon import Pokemon | |
from tools import toolsList | |
class OpenAIAgent(Player): | |
""" | |
An AI agent for Pokemon Showdown that uses OpenAI's API | |
with function calling to decide its moves. | |
Requires OPENAI_API_KEY environment variable to be set. | |
""" | |
def __init__(self, *args, **kwargs): | |
# Pass account_configuration and other Player args/kwargs to the parent | |
super().__init__(*args, **kwargs) | |
# Initialize OpenAI client | |
# It's slightly better practice to get the key here rather than relying solely on the global env scope | |
api_key = os.environ["OPENAI_API_KEY"] | |
if not api_key: | |
raise ValueError("OPENAI_API_KEY environment variable not set or loaded.") | |
# Use AsyncOpenAI for compatibility with poke-env's async nature | |
self.openai_client = AsyncOpenAI(api_key=api_key) | |
self.model = "gpt-4o" # Or "gpt-3.5-turbo", "gpt-4-turbo-preview", etc. | |
# Define the functions OpenAI can "call" | |
self.functions = toolsList | |
self.battle_history = [] # Optional: To potentially add context later | |
def _format_battle_state(self, battle: Battle) -> str: | |
"""Formats the current battle state into a string for the LLM.""" | |
# Own active Pokemon details | |
active_pkmn = battle.active_pokemon | |
active_pkmn_info = f"Your active Pokemon: {active_pkmn.species} " \ | |
f"(Type: {'/'.join(map(str, active_pkmn.types))}) " \ | |
f"HP: {active_pkmn.current_hp_fraction * 100:.1f}% " \ | |
f"Status: {active_pkmn.status.name if active_pkmn.status else 'None'} " \ | |
f"Boosts: {active_pkmn.boosts}" | |
# Opponent active Pokemon details | |
opponent_pkmn = battle.opponent_active_pokemon | |
opponent_pkmn_info = f"Opponent's active Pokemon: {opponent_pkmn.species} " \ | |
f"(Type: {'/'.join(map(str, opponent_pkmn.types))}) " \ | |
f"HP: {opponent_pkmn.current_hp_fraction * 100:.1f}% " \ | |
f"Status: {opponent_pkmn.status.name if opponent_pkmn.status else 'None'} " \ | |
f"Boosts: {opponent_pkmn.boosts}" | |
# Available moves | |
available_moves_info = "Available moves:\n" | |
if battle.available_moves: | |
for move in battle.available_moves: | |
available_moves_info += f"- {move.id} (Type: {move.type}, BP: {move.base_power}, Acc: {move.accuracy}, PP: {move.current_pp}/{move.max_pp}, Cat: {move.category.name})\n" | |
else: | |
available_moves_info += "- None (Must switch or Struggle)\n" | |
# Available switches | |
available_switches_info = "Available switches:\n" | |
if battle.available_switches: | |
for pkmn in battle.available_switches: | |
available_switches_info += f"- {pkmn.species} (HP: {pkmn.current_hp_fraction * 100:.1f}%, Status: {pkmn.status.name if pkmn.status else 'None'})\n" | |
else: | |
available_switches_info += "- None\n" | |
# Combine information | |
state_str = f"{active_pkmn_info}\n" \ | |
f"{opponent_pkmn_info}\n\n" \ | |
f"{available_moves_info}\n" \ | |
f"{available_switches_info}\n" \ | |
f"Weather: {battle.weather}\n" \ | |
f"Terrains: {battle.fields}\n" \ | |
f"Your Side Conditions: {battle.side_conditions}\n" \ | |
f"Opponent Side Conditions: {battle.opponent_side_conditions}\n" | |
return state_str.strip() | |
async def _get_openai_decision(self, battle_state: str) -> dict | None: | |
"""Sends state to OpenAI and gets back the function call decision.""" | |
system_prompt = ( | |
"You are a skilled Pokemon battle AI. Your goal is to win the battle. " | |
"Based on the current battle state, decide the best action: either use an available move or switch to an available Pokémon. " | |
"Consider type matchups, HP, status conditions, field effects, entry hazards, and potential opponent actions. " | |
"Only choose actions listed as available." | |
) | |
user_prompt = f"Current Battle State:\n{battle_state}\n\nChoose the best action by calling the appropriate function ('choose_move' or 'choose_switch')." | |
try: | |
response = await self.openai_client.chat.completions.create( | |
model=self.model, | |
messages=[ | |
{"role": "system", "content": system_prompt}, | |
{"role": "user", "content": user_prompt}, | |
], | |
functions=self.functions, | |
function_call="auto", # Let the model choose which function to call | |
temperature=0.5, # Adjust for creativity vs consistency | |
) | |
message = response.choices[0].message | |
if message.function_call: | |
function_name = message.function_call.name | |
try: | |
arguments = json.loads(message.function_call.arguments) | |
return {"name": function_name, "arguments": arguments} | |
except json.JSONDecodeError: | |
print(f"Error decoding function call arguments: {message.function_call.arguments}") | |
return None | |
else: | |
# Model decided not to call a function (or generated text instead) | |
print(f"Warning: OpenAI did not return a function call. Response: {message.content}") | |
return None | |
except Exception as e: | |
print(f"Error during OpenAI API call: {e}") | |
return None | |
def _find_move_by_name(self, battle: Battle, move_name: str) -> Move | None: | |
"""Finds the Move object corresponding to the given name.""" | |
# Normalize name for comparison (lowercase, remove spaces/hyphens) | |
normalized_name = move_name.lower().replace(" ", "").replace("-", "") | |
for move in battle.available_moves: | |
if move.id == normalized_name: # move.id is already normalized | |
return move | |
# Fallback: try matching against the display name if ID fails (less reliable) | |
for move in battle.available_moves: | |
if move.id == move_name.lower(): # Handle cases like "U-turn" vs "uturn" | |
return move | |
if move.name.lower() == move_name.lower(): | |
return move | |
return None | |
def _find_pokemon_by_name(self, battle: Battle, pokemon_name: str) -> Pokemon | None: | |
"""Finds the Pokemon object corresponding to the given species name.""" | |
# Normalize name for comparison | |
normalized_name = pokemon_name.lower() | |
for pkmn in battle.available_switches: | |
if pkmn.species.lower() == normalized_name: | |
return pkmn | |
return None | |
async def choose_move(self, battle: Battle) -> str: | |
""" | |
Main decision-making function called by poke-env each turn. | |
""" | |
# 1. Format battle state | |
battle_state_str = self._format_battle_state(battle) | |
# print(f"\n--- Turn {battle.turn} ---") # Debugging | |
# print(battle_state_str) # Debugging | |
# 2. Get decision from OpenAI | |
decision = await self._get_openai_decision(battle_state_str) | |
# 3. Parse decision and create order | |
if decision: | |
function_name = decision["name"] | |
args = decision["arguments"] | |
# print(f"OpenAI Recommended: {function_name} with args {args}") # Debugging | |
if function_name == "choose_move": | |
move_name = args.get("move_name") | |
if move_name: | |
chosen_move = self._find_move_by_name(battle, move_name) | |
if chosen_move and chosen_move in battle.available_moves: | |
# print(f"Action: Using move {chosen_move.id}") | |
return self.create_order(chosen_move) | |
else: | |
print(f"Warning: OpenAI chose unavailable/invalid move '{move_name}'. Falling back.") | |
else: | |
print(f"Warning: OpenAI 'choose_move' called without 'move_name'. Falling back.") | |
elif function_name == "choose_switch": | |
pokemon_name = args.get("pokemon_name") | |
if pokemon_name: | |
chosen_switch = self._find_pokemon_by_name(battle, pokemon_name) | |
if chosen_switch and chosen_switch in battle.available_switches: | |
# print(f"Action: Switching to {chosen_switch.species}") | |
return self.create_order(chosen_switch) | |
else: | |
print(f"Warning: OpenAI chose unavailable/invalid switch '{pokemon_name}'. Falling back.") | |
else: | |
print(f"Warning: OpenAI 'choose_switch' called without 'pokemon_name'. Falling back.") | |
# 4. Fallback if API fails, returns invalid action, or no function call | |
print("Fallback: Choosing random move/switch.") | |
# Ensure options exist before choosing randomly | |
available_options = battle.available_moves + battle.available_switches | |
if available_options: | |
# Use the built-in random choice method from Player for fallback | |
return self.choose_random_move(battle) | |
else: | |
# Should only happen if forced to Struggle | |
return self.choose_default_move(battle) |