# PokeRL: Reinforcement Learning for Pokemon Red

arXiv: https://arxiv.org/abs/2604.10812 · HTML: https://mlsanity.com/paper/2604.10812/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Placed in RL for games and combinatorial optimization, one of 15 directions in Deep reinforcement learning methods.
- Builds on 5 of its 8 references that are in the map.
- First posted on arXiv 12 Apr 2026.

## Placed in

- Deep reinforcement learning methods / [RL for games and combinatorial optimization](https://mlsanity.com/deeprl/rl-for-games-and-combinatorial-optimization/)

## Builds on (most cited first, 5 of 5)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Reinforcement learning](https://mlsanity.com/paper/2405.10369/) (2024)
- [Go-Explore: a New Approach for Hard-Exploration Problems](https://mlsanity.com/paper/1901.10995/) (2019)
- [PokeLLMon: A Human-Parity Agent for Pokemon Battles with Large Language Models](https://mlsanity.com/paper/2402.01118/) (2024)
- [The PokeAgent Challenge: Competitive and Long-Context Learning at Scale](https://mlsanity.com/paper/2603.15563/) (2026)

## Abstract (arXiv)

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
