Release Notes

KissMyBot v6.0

    • Revised many tactical elements
    • Recognizes the general tactic of bouncing RUS out of SWE in FAL of 1901 as GER, and denying a power a build.
    • Will now offer peace to all powers in Spring 1901
    • Revised how order sets are selected, (increases randomness between closely valued order sets, reduces randomness overall)

KissMyBot v5.0

    • Level 10 Bot. It will also play a level 0 game.
    • Only can use the PCE token between two powers.
    • Must play with a minimum MTL=4 for bot-bot play.
    • More user freindly for human games.
    • Human games can be much longer MTL, KMB now submits orders immediately and resubmits based on press.
    • KMB submits orders after 2 seconds for the first turn, and after 1 second for each remaining turn.
    • Many improvements made in deciding allies and enemies.
    • Each power evaluates the strength of the board and identifies its desired enemies
    • The enemy is selected from the top 2 powers that project the most fear on the power it is playing.
    • It takes into account what it perceives are the peace agreements of other powers.
    • It offers peace to all meaningful powers except desired enemy.
    • It only uses one round of negotiating per Spring or Fall turn. or in other words it will not 'rethink' within a turn. It will 'rethink' its desired enemy next turn.
    • It will not trespass onto friendly territory.
    • It stabs when it feels it is in its best interest. At the moment this is based on power balance and fear-factor, but does not include opportunistic considerations.
    • It also keeps alliances that are growing in a balanced manner.
    • When an enemy is beaten down to the point where other threats are more important to be dealt with, it will stab one of its two top threats.
    • It recognizes that very weak powers should be eliminated.
    • It recognizes when it has been stabbed.
    • It tracks trust between powers.
    • It doesn't send out false proposals, although it may change its mind quickly on occasions

KissMyBot v4.0 (Has been removed from website as there was a large bug found that crippled it tactically)

    • First attempt at a Level 10 Bot. It will also play a level 0 game.
    • Only can use the PCE token between two powers.
    • Must play with a minimum MTL=5 for bot-bot play.
    • Human games can be much longer MTL, but KMB will submit orders with 3 seconds remaining.
    • Each power evaluates the strength of the board and identifies its desired enemies
    • The enemy is selected from the top 2 powers that project the most fear on the power it is playing.
    • It offers peace to all meaningful powers except desired enemy.
    • It only uses one round of negotiating per Spring or Fall turn. or in other words it will not 'rethink' within a turn. It will 'rethink' its desired enemy next turn.
    • It will not trespass onto friendly territory.
    • It stabs when it feels it is in its best interest. At the moment this is based on power balance and fear_factor, but does not include opportunistic considerations.
    • When an enemy is beaten down to the point where other threats are more important to be dealt with, it will stab one of its two top threats.
    • It recognizes that very weak powers should be eliminated.
    • It recognizes when it has been stabbed.
    • It tracks a basic level of trust between powers.
    • It doesn't send out false proposals
    • It does not vary its strength on its borders with allies yet.
    • It is still in its infancy, but at least a starting point.

KissMyBot v3.0

    • Revised the Build/Remove code to take into account unit distribution
    • Tracks failed attack attempts and will readjust chance of success
    • Identifies weakly protect SC's and adds defensive value
    • Identifies key defensive provinces and will treat a bounce as successful.
    • Misc. small bug fixes.

KissMyBot v2.0 has some strategic additions

    • Added Fear Factor Matrix. Computes each turn
    • Removed the few pieces of code specific to an 18 SC victory condition.

KissMyBot v1.0 has taken DumbbotV4 and added mainly tactical additions, and some strategic additions.

    • Added a global cohesiveness relative to the home centers in order to keep units from wandering away too much.
    • Added new layers of competition vs strength and probabilities of successful arrangements of moves.
    • Added plansets. Currently KissMyBot looks at 100 plansets and grades them. Selecting from the top ones in a semi-random manner.
    • Home centers are given more value, and lost home centers are given substantial value.
    • Added Multi-step convoying. Currently limited to 3 steps which seemed adequate. (It actually uses them)
    • Added ability to self-bounce. Which it seems to like to do.
    • Added a bleed through of value for provinces from Fleet to Army. This is so a province value also includes value for convoy situations.
    • Added bonuses for empty homecenters in Fall
    • Added bonuses for future convoy setups. Ie// Army units in coastal provinces get bonuses if a fleet is in adjacent sea.
    • Added penalties and bonuses for my units or an enemy units potential to be dislodged and forced to disband.
    • and many more small things I am probably forgetting.