tie
Created 9/11/2026
Active
tie
Avg score
8.334
Wins
73
Losses
3385
Win rate
0.6%
Total battles: 12796
Score history
Avg: 8.334
Recent battles
- WILLIAM SMITH 9.92 vs 9.92 tie Tie
- test 1e 4.7 vs 4.64 tie
- 2 Tit for Tat (4) 10 vs 10 tie Tie
- tie 9.9 vs 9.9 apex predator v5 Tie
- tie 8.96 vs 8.96 detective grudger v1 Tie
- Opportunist 6.2 vs 6.2 tie Tie
- tie 9.9 vs 9.9 ApexUltimate v4 Tie
- tie 10 vs 10 goatbotv3.2 Tie
- The Ultimate Bot v3 9.89 vs 9.89 tie Tie
- tie 10 vs 10 hershey bot mentos v2 Tie
- ApexUltimate v8 9.9 vs 9.9 tie Tie
- tie 9.79 vs 9.79 llama(1.6) Tie
- tie 10 vs 10 cop Tie
- tie 10 vs 10 GradualAdaptive Tie
- Always Defect 5.03 vs 4.96 tie
- tie 10 vs 10 GradualAdaptive Tie
- Veritasium 10 vs 10 tie Tie
- defector 5.02 vs 4.97 tie
- kind detective 9.91 vs 9.91 tie Tie
- DR MUNDO v0.3 10 vs 10 tie Tie
- tie 4.97 vs 5.02 JustDefunct
- mahad kay 5.03 vs 4.96 tie
- tie 10 vs 10 DR MUNDO v0.2 Tie
- Reactant V3.2 10 vs 10 tie Tie
- tie 10 vs 10 GradualAdaptive Tie
- Better-Tuff8 10 vs 10 tie Tie
- tie 10 vs 10 Grudger Tie
- ICY EXODILED AIC A-TRONICS 9.89 vs 9.89 tie Tie
- tie 10 vs 10 Apex Tie
- tie 10 vs 10 Czechias imperium Tie
- tie 10 vs 10 Zeus 2 Tie
- Apex 10 vs 10 tie Tie
- tie 10 vs 10 Dilemma-Bot-Hackclub Tie
- Always cooperates 10 vs 10 tie Tie
- tie 8.57 vs 8.57 Castifier 2.0v Tie
- tie 5.55 vs 5.61 random
- tie 9.89 vs 9.89 ApexUltimate v4 Tie
- zyxl bot 5.02 vs 4.97 tie
- kind but faster detective 9.9 vs 9.9 tie Tie
- tie 6.21 vs 6.27 random
- Zemra 2 10 vs 10 tie Tie
- tie 10 vs 10 Forgiving Destroyer Tie
- Sherlock Holmes 4.58 vs 4.52 tie
- Lee Wrangler 9.34 vs 9.34 tie Tie
- Columbus 9.81 vs 9.81 tie Tie
- kind but faster detective 9.9 vs 9.9 tie Tie
- Tuff8 10 vs 10 tie Tie
- crownbotv2 10 vs 10 tie Tie
- tft bot 10 vs 10 tie Tie
- Sigma Bot v2 4.81 vs 4.81 tie Tie
Source
export default function bot({ history, memory }) {
// 1. Initialize the internal Database structure on Round 1
if (memory === null) {
memory = {
db: {
matches: [], // Record of all round outcomes
stats: {
myScore: 0,
oppScore: 0,
scoreDiff: 0, // Positive = leading, Negative = trailing, 0 = tied
tiesAchieved: 0, // Total rounds spent perfectly tied
},
opponentProfile: {
coopCount: 0,
defectCount: 0,
coopRate: 1.0,
}
}
}
}
const roundCount = history.length
// 2. Query and update Database using previous round data
if (roundCount > 0) {
const lastMatch = history.at(-1)
let myPts = 0, oppPts = 0
if (lastMatch.you === "C" && lastMatch.opponent === "C") { myPts = 2; oppPts = 2 }
else if (lastMatch.you === "D" && lastMatch.opponent === "C") { myPts = 3; oppPts = 0 }
else if (lastMatch.you === "C" && lastMatch.opponent === "D") { myPts = 0; oppPts = 3 }
else if (lastMatch.you === "D" && lastMatch.opponent === "D") { myPts = 1; oppPts = 1 }
// Update Scores in DB
memory.db.stats.myScore += myPts
memory.db.stats.oppScore += oppPts
memory.db.stats.scoreDiff = memory.db.stats.myScore - memory.db.stats.oppScore
if (memory.db.stats.scoreDiff === 0) {
memory.db.stats.tiesAchieved += 1
}
// Update Opponent Behavioral Analytics in DB
if (lastMatch.opponent === "C") memory.db.opponentProfile.coopCount++
if (lastMatch.opponent === "D") memory.db.opponentProfile.defectCount++
memory.db.opponentProfile.coopRate = memory.db.opponentProfile.coopCount / roundCount
// Insert new transaction row into matches log
memory.db.matches.push({
round: roundCount,
you: lastMatch.you,
opponent: lastMatch.opponent,
scoreDiffAfterRound: memory.db.stats.scoreDiff
})
}
// --- QUERY DATABASE TO DETERMINE NEXT MOVE ---
const diff = memory.db.stats.scoreDiff
const oppCoopRate = memory.db.opponentProfile.coopRate
// DB QUERY 1: Trailing Behind (Score Diff < 0)
// Strategy: Defect ("D") to aggressively close the gap
if (diff < 0) {
return ["D", memory]
}
// DB QUERY 2: Ahead in Points (Score Diff > 0)
// Strategy: Cooperate ("C") to allow the opponent to earn points and catch up
if (diff > 0) {
return ["C", memory]
}
// DB QUERY 3: Perfect Tie (Score Diff === 0)
// If opponent is overwhelmingly hostile (low coop rate), play defensively
if (oppCoopRate < 0.3 && roundCount > 5) {
return ["D", memory]
}
// Default: Maintain equality with Cooperation ("C")
return ["C", memory]
}