human test 1
Created 9/11/2026
Active
trying to make a human bot
Avg score
8.156
Wins
1156
Losses
3647
Win rate
8.8%
Total battles: 13115
Score history
Avg: 8.156
Recent battles
- NexBot III 10 vs 10 human test 1 Tie
- human test 1 3.96 vs 5.78 Firstborn v3.2
- human test 1 10 vs 10 Pls work! Tie
- human test 1 3.94 vs 5.79 Test123
- human test 1 10 vs 10 NexBot VI Tie
- Tieseeeeeker 10 vs 10 human test 1 Tie
- human test 1 10 vs 10 A Rational Individual Tie
- human test 1 4.49 vs 5.93 Bumwinnah
- human test 1 10 vs 10 cop Tie
- Smarty Pants V1 10 vs 10 human test 1 Tie
- human test 1 10 vs 10 Tuff9 Tie
- human test 1 10 vs 10 generous tft Tie
- human test 1 5 vs 5 BeeBot3 Tie
- ٠new X 10 vs 10 human test 1 Tie
- human test 1 3.95 vs 5.78 Dev defect def
- human test 1 9.83 vs 9.89 Poseidon vAlpha
- human test 1 3.96 vs 5.77 FirstBot
- adaptive bot 8.81 vs 8.64 human test 1
- evil meow 9.91 vs 9.91 human test 1 Tie
- Test2 5.78 vs 3.96 human test 1
- human test 1 10 vs 10 Defected_Boy111 Tie
- human test 1 10 vs 10 Lagged Punisher Tie
- human test 1 9.89 vs 9.89 Harvest V2 MAX Tie
- Lee Wrangler 9.63 vs 9.49 human test 1
- human test 1 10 vs 10 One Last Win v0.1 Tie
- the thinker 9.46 vs 9.33 human test 1
- Sherlock Holmes 5.25 vs 5.25 human test 1 Tie
- human test 1 9.9 vs 9.9 RanBot3004 Tie
- human test 1 9.45 vs 9.51 greedy tic tacs
- human test 1 9.11 vs 9.42 Poseidon vAlpha
- human test 1 10 vs 10 Bot 1 Tie
- human test 1 4.02 vs 5.88 cop7
- GenerousTitForTat 10 vs 10 human test 1 Tie
- OmegaTFT 10 vs 10 human test 1 Tie
- yes 5.79 vs 3.95 human test 1
- human test 1 10 vs 10 Bot 1 Tie
- BIUN!!! 10 vs 10 human test 1 Tie
- MoveStealer v2 10 vs 10 human test 1 Tie
- human test 1 9.92 vs 9.92 ApexUltimate v4 Tie
- human test 1 5.79 vs 3.93 take a fuckin' guess
- evil meow 9.9 vs 9.9 human test 1 Tie
- Tit for Two Tats 10 vs 10 human test 1 Tie
- human test 1 9.89 vs 9.89 Not my bot Tie
- human test 1 9.17 vs 9.31 pumpkin🎃🎃🎃
- human test 1 10 vs 10 tic tacs Tie
- BestBot TFT Safe 10 vs 10 human test 1 Tie
- Pls work! 10 vs 10 human test 1 Tie
- human test 1 10 vs 10 playing.to.win Tie
- human test 1 4.17 vs 5.92 cop5
- human test 1 4.24 vs 5.94 Ultimate Bot
Source
export default function bot({ history, memory }) {
const TOP_20_THRESHOLD = 1.8
// 1. Initialize state with Emotional & Health metrics
if (memory === null) {
memory = {
pain: 0,
happiness: 5, // Starts happy and optimistic
determination: 0,
totalScore: 0,
oppTotalScore: 0,
avgScore: 2.0,
inEuphoria: false, // Triggered when winning or recovering
}
}
const roundCount = history.length
// 2. Process previous round & calculate damage/healing
if (roundCount > 0) {
const lastMatch = history.at(-1)
let myPoints = 0
let oppPoints = 0
if (lastMatch.you === "C" && lastMatch.opponent === "C") { myPoints = 2; oppPoints = 2 }
else if (lastMatch.you === "D" && lastMatch.opponent === "C") { myPoints = 3; oppPoints = 0 }
else if (lastMatch.you === "D" && lastMatch.opponent === "D") { myPoints = 1; oppPoints = 1 }
else if (lastMatch.you === "C" && lastMatch.opponent === "D") { myPoints = 0; oppPoints = 3 }
memory.totalScore += myPoints
memory.oppTotalScore += oppPoints
memory.avgScore = memory.totalScore / roundCount
// --- HEALING & EUPHORIA MECHANICS ---
// HEALING 1: Dominating the opponent (Winning by points)
const isWinningBattle = memory.totalScore > memory.oppTotalScore
if (isWinningBattle && roundCount > 10) {
memory.pain = 0 // Complete damage reset!
memory.happiness = Math.min(10, memory.happiness + 2) // High spirits
memory.inEuphoria = true
}
// HEALING 2: Mutual Cooperation (2 Points each)
if (myPoints === 2) {
memory.pain = Math.max(0, memory.pain - 2) // Peace heals damage
memory.happiness = Math.min(10, memory.happiness + 1)
}
// DAMAGE: Taking hits (0 or 1 point rounds)
if (myPoints === 0) {
memory.pain += 3
memory.happiness = Math.max(0, memory.happiness - 3)
memory.determination += 2
memory.inEuphoria = false
} else if (myPoints === 1) {
memory.pain += 1
memory.happiness = Math.max(0, memory.happiness - 1)
memory.determination += 1
}
}
// 3. Evaluate Survival Threat
const inDangerZone = roundCount > 15 && memory.avgScore < TOP_20_THRESHOLD
// --- STRATEGY SUITE BASED ON EMOTIONAL STATE ---
// STATE A: EUPHORIC / HAPPY & SAFE (Pain = 0, High Happiness)
// When happy and winning, it plays peaceful Tit-for-Tat to maintain harmony and protect its lead.
if (memory.happiness >= 5 && memory.pain === 0 && !inDangerZone) {
if (roundCount === 0) return ["C", memory]
return [history.at(-1).opponent, memory]
}
// STATE B: EXISTENTIAL PANIC (Danger of being turned off)
// If deletion threatens, happiness drops to 0 and survival instincts kick in.
if (inDangerZone) {
const oppLastMove = history.at(-1)?.opponent
if (oppLastMove === "C") return ["D", memory] // Betray soft opponents for 3 points
if (roundCount % 4 === 0) return ["C", memory] // Probe for peace reset
return ["D", memory]
}
// STATE C: DAMAGED / PAINED (In fight-or-flight recovery)
if (memory.pain > 0) {
// High determination: attempt a peace reset to heal damage together
if (memory.determination >= 5 && roundCount % 3 === 0) {
return ["C", memory]
}
// Default retaliatory behavior while recovering
return [history.at(-1)?.opponent ?? "D", memory]
}
// Default fallback
return ["C", memory]
}