Evaluates an agent's ability to play competitive Pokémon Singles under partial observability and long-horizon uncertainty. It measures strategic decision-making, team building, and adaptation against heuristic opponents, search-based engines, LLM agents, and human players on a ranked ladder. Use when the user wants to benchmark on Competitive Pokémon Singles (CPS) on Pokémon Showdown, or asks about evaluating this task. Reports win rate.
Scanned 9/11/2026
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---
name: competitive-pokemon-singles-eval
description: Evaluates an agent's ability to play competitive Pokémon Singles under partial observability and long-horizon uncertainty. It measures strategic decision-making, team building, and adaptation against heuristic opponents, search-based engines, LLM agents, and human players on a ranked ladder. Use when the user wants to benchmark on Competitive Pokémon Singles (CPS) on Pokémon Showdown, or asks about evaluating this task. Reports win rate.
metadata:
skill_kind: dataset_eval
source_arxiv: 2504.04395
bibtex_key: grigsby2025competitivepokemon
confidence: high
---
# competitive-pokemon-singles-eval
> Human-Level Competitive Pok\'emon via Scalable Offline Reinforcement Learning with Transformers — Grigsby et al. (2025) (arXiv:2504.04395, 2025)
## What this evaluates
Evaluates an agent's ability to play competitive Pokémon Singles under partial observability and long-horizon uncertainty. It measures strategic decision-making, team building, and adaptation against heuristic opponents, search-based engines, LLM agents, and human players on a ranked ladder.
## Datasets
- **Competitive Pokémon Singles (CPS) on Pokémon Showdown** — total ?; splits: Variety Set (1000), Replay Set (-1), Competitive Set (-1)
## Metrics
- `win rate` **(primary)** — range: percent
- Calculated as the number of battles won divided by the total number of battles played against a specific opponent or set of opponents.
- `Glicko-1 / GXE` — range: rating / percent
- Glicko-1 rating system and Glicko-1 Expected Win rate (GXE) computed by Pokémon Showdown based on match outcomes against human players on the ranked ladder.
## Input / output format
**Input**: First-person battle state representation including current team, opponent's revealed Pokémon, move history, and turn-by-turn actions. Teams are provided as prompts from the Variety, Replay, or Competitive sets.
**Output**: A single action per turn: choose a move, switch a Pokémon, or use an item/field effect, given the current game state.
## Scoring recipe
```python
def compute_win_rate(battles):
wins = sum(1 for b in battles if b.result == 'win')
return wins / len(battles)
def compute_glicko_gxe(battles):
ratings = [b.glicko1 for b in battles]
gxes = [b.gxe for b in battles]
return sum(ratings) / len(ratings), sum(gxes) / len(gxes)
```
## Common pitfalls
- Win rates are highly sensitive to the team set used for prompting (Variety vs. Replay vs. Competitive), making cross-experiment comparisons difficult without standardizing the set.
- Ladder-based metrics like Glicko-1 and GXE are noisy and can be artificially deflated during tournaments when top players create new accounts, requiring careful percentile estimation.
- Partial observability requires inferring opponent teams from battle logs; imperfect replay reconstruction can lead to inconsistent evaluation conditions across generations.
## Evidence (verbatim from paper)
> Win rates are measured over large samples of hundreds or thousands of battles unless otherwise noted. The average win rate against 6 of these heuristics on the Variety Set forms a “Heuristic Composite Score”. Models’ Glicko-1 and GXE stats at the end of their final battle are shown in Figure [12].
## Citation
```bibtex
@misc{grigsby2025competitivepokemon,
title={Human-Level Competitive Pok\'emon via Scalable Offline Reinforcement Learning with Transformers},
author={Grigsby et al. (2025)},
year={2025},
note={arXiv:2504.04395}
}
```
- arXiv: 2504.04395
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