Albert v6.0 Date (Mar 2013)
- Requires AISever version 0.38 or later
- Requires AIMapper version 0.41 or later
- Capable of press levels 10, 20 and 30
- Major Release with addition of Press for Orders during movement phases
- Capable of press levels 10, 20 and 30
- Capable of PCE, ALY, DMZ, XDO, NAR, NOT, DRW, SLO, AND, ORR
Albert v5.9
- Requires AISever version 0.36 or later to operate
- Capable of press levels 10, 20 and 30
- Capable of PCE, ALY, DMZ, DRW, SLO, AND, ORR
- Fixed bugs with Deceit module, and multipower ALY agreements
- Modified code structure for human mimicing delays
- Adjusted usage of DMZ and ALY.
Albert v5.8
- Requires AISever version 0.36 or later to operate
- Added press levels 10 and 20
- Capable of PCE, ALY, DMZ, DRW, SLO
- Capable of understanding multi-power and multi-province agreements.
- Adjusted message flow control
- Added delays to mimic human which can be disabled with -t parameter.
Albert v5.7
- Added move Triangles to promote a Fleet or Army to a more valuable coast
- Added penalty for leaving SC's exposed to allies.
- Forms much stronger alliances from opening. Especially the high tension ones like ITA-AUS, TUR-RUS and ENG-FRA
- Added bias for strong aliance and helps keep weaker ally from getting too weak. Reduces SC greed a bit between allies.
- Further endgame lockup adjustments.
- Fixed some bugs regarding grabbing empty SCs
- Under certain conditions GER allows RUS into SWE.
- Fixed internal handling of messages for press games with and without time limits.
- Modified -d0 paramater, to run with variants like world3, runs fast like KMB with -d0
- Neglects alliances during retreat phase for a power with only 1 SC
- Modified convoy setup coding for provinces with low value. Helps ENG get army off the island.
- Adjusted code for builds to better include value for open spaces next to target SCs
Albert v5.5
- Overpowered SCs (tempi), is included in power size totals. Earlier identification of possible solo and neighbour threats.
- Revamped openings distribution, and provided more consistency in moves and builds for the first few years.
- Adjusted pressuring of allies code in opening moves.
- Adjusted the risk of losing provinces at end game.
- Gave ability to support 2 foreign powers in the same turn.
- Adjusted Fear projection, reduced fear from home centers to allow easier alliance with close neighbours.
- Reduced cohesion for late game, which better allows large powers to expand.
- Provided better direction for units surrounded by very low value provinces.
- Added code to determine if foreign power is applying pressure which may be precursor to stab.
- End game SPR turn valuation is more conservative for alliance powers against power attempting to solo.
- Alliance powers against solo will no longer choose low probability ordersets during endgame.
- Changed Random number algorithm.
- Fixed bug that gave too much value to defensive home center, for threat that was a couple tempi away.
- Fixed bug with end game scoring for weak powers ordersets.
- Fixed bug that hindered alliance formation in SPR turns.
- Added code to help recently stabbed powers unite against common enemy.
Albert v5.2
- Fixed some bugs
- Improved recognition of future threatened SCs.
- Improved ability to hold a position that could result in a successful foreign support near end game.
Albert v5.0
- Added level 10 press. Uses PCE token
- Completely reworked game openings. Albert now enters each game with a different predisposition resulting in an array of opening moves.
- Gave Albert an algorithm to specifically analyze opening moves of all powers.
- Changed Albert to hang onto alliances a little longer in certain circumstances.
- Gave Albert a disincentive to pressuring allies in early and middle game.
- Adjusted Albert to gamble positions less, especially during the endgame. He is more likely to hold existing positions or at least can better differentiate which moves could lead to losses. A bit more plodding in character.
- Improved Albert’s willingness to offer a draw. He Will offer draw if map is static for over 3 years.
- Fixed the 'obscure' adjudication bug.
- Various other small bug fixes.
Albert v4.0
- Modified code for alliance activities near end game. Initiates earlier organized attack.
- Fixed bug, where Albert failed to recognize stab coming from a convoy.
- Fixed bug which limited Albert considering foreign supports. It might overdo it a bit now but this also helps the endgame.
- Introduced a dominated move algoritm for individual units to prevent moves like STP-FIN in S01
- Modified code for late game as to which moves it considers threatening by Ally. More freedom given to allies to enter into adjacent spaces to SCs
- More emphasis on protecting SCs late game over position. Will move to ally's unprotected SC to stop a solo. Is also tolerant of this when happening to him.
- Improved efficiency of algorithm by 15%, but likely added 10% more things to do.
- Many small fixes and adjustments.
Albert v3.0
- Added Alliances for level 0 games (Albert will try to form alliances and build trust between powers. This is a major change over v2.1beta which essential is at war with everyone. Anyone who feels the alliance algorithms make Albert too easy to manipulate can use the [-n] command line parameter to force Albert not to form any alliances.)
- Includes timer-delays for Adjustment/Retreat phases in an attempt to disguise itself as a human in RT games.
- Added auxilliary provinces into the strategic evaluation. (Albert treats any move into a province that only borders his SCs as an act of war.)
- Revised build Algorithms to properly handle multiple builds.
- stalemated.