/** * EXPERIMENT (ADR 0004): a positional-evaluation Pilot. Instead of "pick max * immediate damage", it scores each candidate action by a 1-ply *heuristic* * estimate of the resulting position (no sim clone — real-sim forking is * infeasible) and picks the best. The evaluation rewards the assets stall * accrues: HP and material, foe status (attrition), hazards, boosts. * * Swapped in via POKE_PILOT=eval for A/B measurement on the archetype ladder. * Throwaway until the ladder shows it helps; see ADR 0004. */ import type { Battle } from '@pkmn/sim'; type SideID = 'p1' | 'p2'; interface RM { move: string; id: string; pp?: number; disabled?: boolean | string; } interface RA { moves: RM[]; trapped?: boolean; maybeTrapped?: boolean; } interface RP { ident: string; details: string; condition: string; active?: boolean; } interface Req { active?: RA[]; side: { pokemon: RP[]; }; forceSwitch?: boolean[]; wait?: boolean; } export declare function chooseActionEval(battle: Battle, sideID: SideID, request: Req): string; export {};