Play Pokemon games autonomously via headless emulation. Starts a game server, reads structured game state from RAM, makes strategic decisions, and sends button inputs — all from the terminal.
Play Pokemon games via headless emulation using the pokemon-agent package.
When to Use
User says "play pokemon", "start pokemon", "pokemon game"
User asks about Pokemon Red, Blue, Yellow, FireRed, etc.
User wants to watch an AI play Pokemon
User references a ROM file (.gb, .gbc, .gba)
Startup Procedure
1. First-time setup (clone, venv, install)
The repo is NousResearch/pokemon-agent on GitHub. Clone it, then
set up a Python 3.10+ virtual environment. Use uv (preferred for speed)
to create the venv and install the package in editable mode with the
pyboy extra. If uv is not available, fall back to python3 -m venv + pip.
On this machine it is already set up at /home/teknium/pokemon-agent
with a venv ready — just cd there and source .venv/bin/activate.
You also need a ROM file. Ask the user for theirs. On this machine
one exists at roms/pokemon_red.gb inside that directory.
NEVER download or provide ROM files — always ask the user.
2. Start the game server
관련 스킬
From inside the pokemon-agent directory with the venv activated, run
pokemon-agent serve with --rom pointing to the ROM and --port 9876.
Run it in the background with &.
To resume from a saved game, add --load-state with the save name.
Wait 4 seconds for startup, then verify with GET /health.
3. Set up live dashboard for user to watch
Use an SSH reverse tunnel via localhost.run so the user can view
the dashboard in their browser. Connect with ssh, forwarding local
port 9876 to remote port 80 on [email protected]. Redirect output
to a log file, wait 10 seconds, then grep the log for the .lhr.life
URL. Give the user the URL with /dashboard/ appended.
The tunnel URL changes each time — give the user the new one if restarted.
Save and Load
When to save
Every 15-20 turns of gameplay
ALWAYS before gym battles, rival encounters, or risky fights
Before entering a new town or dungeon
Before any action you are unsure about
How to save
POST /save with a descriptive name. Good examples:
before_brock, route1_start, mt_moon_entrance, got_cut
How to load
POST /load with the save name.
List available saves
GET /saves returns all saved states.
Loading on server startup
Use --load-state flag when starting the server to auto-load a save.
This is faster than loading via the API after startup.
The Gameplay Loop
Step 1: OBSERVE — check state AND take a screenshot
GET /state for position, HP, battle, dialog.
GET /screenshot and save to /tmp/pokemon.png, then use vision_analyze.
Always do BOTH — RAM state gives numbers, vision gives spatial awareness.
Step 2: ORIENT
Dialog/text on screen → advance it
In battle → fight or run
Party hurt → head to Pokemon Center
Near objective → navigate carefully
Step 3: DECIDE
Priority: dialog > battle > heal > story objective > training > explore
Step 4: ACT — move 2-4 steps max, then re-check
POST /action with a SHORT action list (2-4 actions, not 10-15).
Step 5: VERIFY — screenshot after every move sequence
Take a screenshot and use vision_analyze to confirm you moved where
intended. This is the MOST IMPORTANT step. Without vision you WILL get lost.
Step 6: RECORD progress to memory with PKM: prefix
Step 7: SAVE periodically
Action Reference
press_a — confirm, talk, select
press_b — cancel, close menu
press_start — open game menu
walk_up/down/left/right — move one tile
hold_b_N — hold B for N frames (use for speeding through text)
wait_60 — wait about 1 second (60 frames)
a_until_dialog_end — press A repeatedly until dialog clears
Critical Tips from Experience
USE VISION CONSTANTLY
Take a screenshot every 2-4 movement steps
The RAM state tells you position and HP but NOT what is around you
Ledges, fences, signs, building doors, NPCs — only visible via screenshot
Ask the vision model specific questions: "what is one tile north of me?"
When stuck, always screenshot before trying random directions
Warp Transitions Need Extra Wait Time
When walking through a door or stairs, the screen fades to black during
the map transition. You MUST wait for it to complete. Add 2-3 wait_60
actions after any door/stair warp. Without waiting, the position reads
as stale and you will think you are still in the old map.
Building Exit Trap
When you exit a building, you appear directly IN FRONT of the door.
If you walk north, you go right back inside. ALWAYS sidestep first
by walking left or right 2 tiles, then proceed in your intended direction.
Dialog Handling
Gen 1 text scrolls slowly letter-by-letter. To speed through dialog,
hold B for 120 frames then press A. Repeat as needed. Holding B makes
text display at max speed. Then press A to advance to the next line.
The a_until_dialog_end action checks the RAM dialog flag, but this flag
does not catch ALL text states. If dialog seems stuck, use the manual
hold_b + press_a pattern instead and verify via screenshot.
Ledges Are One-Way
Ledges (small cliff edges) can only be jumped DOWN (south), never climbed
UP (north). If blocked by a ledge going north, you must go left or right
to find the gap around it. Use vision to identify which direction the
gap is. Ask the vision model explicitly.
Navigation Strategy
Move 2-4 steps at a time, then screenshot to check position
When entering a new area, screenshot immediately to orient
Ask the vision model "which direction to [destination]?"
If stuck for 3+ attempts, screenshot and re-evaluate completely
Do not spam 10-15 movements — you will overshoot or get stuck
Running from Wild Battles
On the battle menu, RUN is bottom-right. To reach it from the default
cursor position (FIGHT, top-left): press down then right to move cursor
to RUN, then press A. Wrap with hold_b to speed through text/animations.
Battling (FIGHT)
On the battle menu FIGHT is top-left (default cursor position).
Press A to enter move selection, A again to use the first move.
Then hold B to speed through attack animations and text.
Battle Strategy
Decision Tree
Want to catch? → Weaken then throw Poke Ball
Wild you don't need? → RUN
Type advantage? → Use super-effective move
No advantage? → Use strongest STAB move
Low HP? → Switch or use Potion
Gen 1 Type Chart (key matchups)
Water beats Fire, Ground, Rock
Fire beats Grass, Bug, Ice
Grass beats Water, Ground, Rock
Electric beats Water, Flying
Ground beats Fire, Electric, Rock, Poison
Psychic beats Fighting, Poison (dominant in Gen 1!)
Gen 1 Quirks
Special stat = both offense AND defense for special moves
Psychic type is overpowered (Ghost moves bugged)
Critical hits based on Speed stat
Wrap/Bind prevent opponent from acting
Focus Energy bug: REDUCES crit rate instead of raising it
Memory Conventions
Prefix
Purpose
Example
PKM:OBJECTIVE
Current goal
Get Parcel from Viridian Mart
PKM:MAP
Navigation knowledge
Viridian: mart is northeast
PKM:STRATEGY
Battle/team plans
Need Grass type before Misty
PKM:PROGRESS
Milestone tracker
Beat rival, heading to Viridian
PKM:STUCK
Stuck situations
Ledge at y=28 go right to bypass
PKM:TEAM
Team notes
Squirtle Lv6, Tackle + Tail Whip
Progression Milestones
Choose starter
Deliver Parcel from Viridian Mart, receive Pokedex
Boulder Badge — Brock (Rock) → use Water/Grass
Cascade Badge — Misty (Water) → use Grass/Electric
Thunder Badge — Lt. Surge (Electric) → use Ground
Rainbow Badge — Erika (Grass) → use Fire/Ice/Flying
Soul Badge — Koga (Poison) → use Ground/Psychic
Marsh Badge — Sabrina (Psychic) → hardest gym
Volcano Badge — Blaine (Fire) → use Water/Ground
Earth Badge — Giovanni (Ground) → use Water/Grass/Ice
Elite Four → Champion!
Stopping Play
Save the game with a descriptive name via POST /save
Update memory with PKM:PROGRESS
Tell user: "Game saved as [name]! Say 'play pokemon' to resume."
Kill the server and tunnel background processes
Pitfalls
NEVER download or provide ROM files
Do NOT send more than 4-5 actions without checking vision
Always sidestep after exiting buildings before going north
Always add wait_60 x2-3 after door/stair warps
Dialog detection via RAM is unreliable — verify with screenshots