I just noticed made a mistake in the formula.
(RNG*moveOptions*SecondaryMoveffect+SwitchOptions+PlayerItemUsage)*(RNG*moveOptions*SecondaryMoveffect+SwitchOptions+AiItemUsage)= (15*4*2+5+30)*(15*4*2+5+2) = 19 685
@Titania I know the AI knows the moves but there still are more then 81 options both the AI and the player can take: items. The AI in general has less then 2 items at it's disposal but a set of full heals and full restores are certainly an option. The player however has a bunch of items at its disposal: potion,super potion, hyper potion, ultra potion, ... , revive, max revive, antidote, .... , ether, elixer, ..., oran berry, pecha berry, ..., x speed, x attack, ..., poke ball, premier ball, great ball,... .Now not all those items are applicable all the time but 30 seems like a good estimate. It sounds like a lot but if you can use items on pkmn in the party suddenly that number begins to look very small. So suddenly your move options become 39*11=429 pairs of options.
Also how often do you think a kill occurs? I mean my poor lvl 36 pheromosa cannot OHKO a lvl 31 swirlix with jump kick or stomp which is at that point my best possible move or a steelix and this is 137 base attack then you have sturdy, focus sash, screens, ... . So for a lot of turns you will have to calculate potential side effects of moves. Also 1 HP can matter, not only for clutch survival but for things like belly drum, blaze,... so you have to be very carefull with what you generalize into one gamestate. So you still have to calculate a lot of different possible gamestates.
For a final food of thought how can the AI deal with metronome?