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Examining Pokemon AI as Inspiration for Scoring Systems

Examining Pokemon AI as Inspiration for Scoring Systems

November 2025

With LLMs all the rage, there is a desire for it to make more informed decisions. Perhaps there are multiple (good) choices one can make – how would we induce an LLM to select a ‘good’ choice?

One way to do this is using LLM as a judge. This boils down to a score card style system. The loop looks like this:

  1. Come up with your list of factors.
  2. Rate them 1-5.
  3. Add them all up and return the score.

How does the Pokemon AI extend this?

It focuses on 3 levels of score cards (this is an extremely stripped down explanation):

The great thing about this approach is the scalability, it is used in these games as a way to scale difficulty, though this approach also demonstrates how one can impart or build AI systems that start from a simplistic manner, and towards more advance mechanisms that impart domain knowledge.

To extend this to a more general use case:

In the case for Pokemon, the final ’ensemble’ of these systems naively averages the scores across all levels to determine the ’next best move’. Just like in the machine learning scenario this generally is sufficient/good enough to inject “smart” actions in a system.

This kind of setup is definitely one I’ll be exploring and thinking about more in my next personal projects, and its ideas definitely can be used for creating video game AIs with scalable difficulties.

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