# 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)