MK.← BACK TO PORTFOLIO

PROJECT 02 · GAME AI · SEARCH · POLICY EVALUATION

PokéMind

A reproducible framework for building, evaluating, and rejecting agents for strategic card battles.

V4submission champion

THE SYSTEM

PokéMind began with hand-written heuristics and evolved through forward search, replay imitation, adversarial evaluation, on-policy evolution, and counterfactual action-value learning. The central artifact is the evaluation process—not a single model.

AUTHENTIC BATTLE REPLAY

Watch the policy recover under pressure.

An authentic 15-turn competition episode: V4 recovers from 90 of 330 HP to defeat an Alakazam agent. The replay is condensed to 26 seconds and rendered with abstract board panels.

Condensed PokéMind replay showing V4’s Starmie agent defeating an Alakazam agent
01

KEY PROBLEM

Noisy local wins can produce bad leaderboard submissions. Offline action accuracy, a copied deck, or improvement against one convenient opponent does not prove that a policy will survive complete games across the field.

02

APPROACH

I built an occurrence-weighted matchup catalog, seeded paired tests, and explicit promotion gates. The research branch evaluates every legal action counterfactually, rolls each branch toward an outcome, and trains a grouped ranker to compare actions only within the same decision state.

HOW IT WORKS

A system of connected decisions.

  1. 01A deterministic, deck-aware heuristic provides a stable fallback
  2. 02Replay-derived archetypes define the occurrence-weighted evaluation field
  3. 03Simulator branches label legal actions with terminal outcomes
  4. 04A LightGBM ranker scores alternatives within each decision root
03

DIFFICULT DECISION

The hardest decision was refusing attractive offline results. Replay imitation achieved strong held-out accuracy but failed complete games; a counterfactual Q policy improved weaker baselines but still lost heavily to V4, so neither replaced the proven fallback.

04

EVALUATION

Candidates face fresh seeded batches, aggregate win-rate gates, matchup-regression limits, and complete-game tests. The Q branch improved untouched winning-action selection from 60.3% to 70.9%, yet its failed V4 transfer was stopped at 121 wins versus V4’s 134 over 180 games.

RESULT

V4 remains the submission champion: its deck-specific sequencing and energy management reached an observed 910+ public score. More importantly, the repository records negative results and makes policy promotion reproducible.

NEXT: ALL PROJECTS VIEW ON GITHUB