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.