0

PokeRL: Reinforcement Learning for Pokemon Red

PokeRL presents a modular reinforcement learning system with environment wrapping, anti-loop mechanisms, and hierarchical rewards to train agents for early-game Pokemon Red tasks.

Year
2026
Venue
arXiv 2026
Authors
2
Hosting
Abstract onlyARXIV-DEFAULT

Cite

Notes

Only stored in your browser.

Attribution

Abstract & full text
arxiv.org/abs/2604.10812ARXIV-DEFAULT
TL;DR
Semantic Scholar
Attribution policy →

Abstract

Pokemon Red is a long-horizon JRPG with sparse rewards, partial observability, and quirky control mechanics that make it a challenging benchmark for reinforcement learning. While recent work has shown that PPO agents can clear the first two gyms using heavy reward shaping and engineered observations, training remains brittle in practice, with agents often degenerating into action loops, menu spam, or unproductive wandering. In this paper, we present PokeRL, a modular system that trains deep reinforcement learning agents to complete early game tasks in Pokemon Red, including exiting the player's house, exploring Pallet Town to reach tall grass, and winning the first rival battle. Our main contributions are a loop-aware environment wrapper around the PyBoy emulator with map masking, a multi-layer anti-loop and anti-spam mechanism, and a dense hierarchical reward design. We argue that practical systems like PokeRL, which explicitly model failure modes such as loops and spam, are a necessary intermediate step between toy benchmarks and full Pokemon League champion agents. Code is available at https://github.com/reddheeraj/PokemonRL

Authors

2