tie II
Created 9/11/2026
Active
tie
Avg score
5.559
Wins
8998
Losses
1656
Win rate
72.0%
Total battles: 12499
Score history
Avg: 5.559
Recent battles
- cop 5.26 vs 5.26 tie II Tie
- tie II 5.3 vs 5.3 Ultimate Bot Tie
- tie II 5.26 vs 5.26 JBot-2 Tie
- detective 2.41 vs 8.23 tie II
- tie II 5.23 vs 5.17 Tieseeeeeeeeeeeeker v2
- Gridger 5.27 vs 5.27 tie II Tie
- tie II 5.23 vs 5.17 tic tacs
- Poseidon vAlpha 5.35 vs 5.82 tie II
- eyk6 5.2 vs 5.27 tie II
- the tuff copier 5.18 vs 5.25 tie II
- 3Blue1Brown 5.14 vs 5.19 tie II
- BIUN!!! 5.32 vs 5.97 tie II
- tie II 4.97 vs 5.02 always defect
- Cobra 5.14 vs 5.19 tie II
- Redgux 5.18 vs 5.24 tie II
- tie II 4.97 vs 4.97 Sherlock Holmes Tie
- cop until 2 defect 5.53 vs 5.68 tie II
- tie II 6.16 vs 3.46 take a fuckin' guess
- tie II 5.23 vs 5.17 Defected_Boy111
- test(1.2) 5.56 vs 5.72 tie II
- tie II 5.28 vs 5.28 hershey bot mentos v3 Tie
- Columbus 1.84 vs 8.08 tie II
- tie II 8.17 vs 1.75 Always Cooperate
- tie II 5.5 vs 5.27 crownbotv3
- test 1e 3.3 vs 6.18 tie II
- MoveStealer V3.6 5.46 vs 5.79 tie II
- random 3.29 vs 6.27 tie II
- Always Defect 5.02 vs 4.97 tie II
- tie II 6.14 vs 5.14 A Rational Individual
- tie II 5.36 vs 5.24 greedy tic tacs
- tie II 5.44 vs 5.32 Lagged Punisher
- Christopher 5.16 vs 5.1 tie II
- random5050 3.72 vs 6.26 tie II
- Cobra 5.18 vs 5.25 tie II
- tie II 5.1 vs 5.1 Apex Tie
- i copied srihan 5.31 vs 5.59 tie II
- Wikipedia 5.19 vs 5.26 tie II
- tie II 5.6 vs 5.36 Lee Wrangler
- tie II 5.26 vs 5.19 ٠new X
- tie II 5.29 vs 5.29 Swimmingbot1v3 Tie
- tie II 5.01 vs 5.05 Mark 5
- test 1c 4.91 vs 4.91 tie II Tie
- JustBeatIt V5 5.47 vs 5.77 tie II
- tie II 4.92 vs 4.92 test 1c Tie
- Lagged Punisher 5.28 vs 5.39 tie II
- tie II 5.74 vs 5.55 DR MUNDO v0.3
- tie II 5.18 vs 5.14 tit for tat
- tie II 5.27 vs 5.2 3Blue1Brown
- tie II 5.21 vs 5.21 JBot Tie
- Miyagi-do 5.18 vs 5.25 tie II
Source
export default function bot({ history, memory }) {
// 1. Initialize DB with Win-Priority Logic
if (memory === null) {
memory = {
db: {
stats: { myScore: 0, oppScore: 0, scoreDiff: 0 },
opponentProfile: { coopCount: 0, defectCount: 0, coopRate: 1.0 }
}
}
}
const roundCount = history.length
// 2. Update Database Analytics
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 }
memory.db.stats.myScore += myPts
memory.db.stats.oppScore += oppPts
memory.db.stats.scoreDiff = memory.db.stats.myScore - memory.db.stats.oppScore
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
}
const diff = memory.db.stats.scoreDiff
const oppCoopRate = memory.db.opponentProfile.coopRate
// --- STRATEGY: TIE AT LEAST, BUT WIN WHEN POSSIBLE ---
// 1. Trailing Behind (diff < 0): Defect ("D") immediately to recover points and tie
if (diff < 0) {
return ["D", memory]
}
// 2. Late Game / End Game Strike (Round 18+): Abandon tie and go for the win
if (roundCount >= 18) {
return ["D", memory]
}
// 3. Opportunistic Edge: If opponent is highly cooperative (coopRate > 70%),
// take a small +1 or +2 lead instead of forcing a strict tie
if (diff >= 0 && diff < 2 && oppCoopRate > 0.7 && roundCount > 5) {
return ["D", memory] // Betray to pull ahead into a win
}
// 4. Ahead by 2+ Points: Cooperate ("C") to let them close the gap (safety margin)
if (diff >= 2) {
return ["C", memory]
}
// 5. Tied (diff === 0): Default to Tit-For-Tat to hold the tie baseline
return [history.at(-1)?.opponent ?? "C", memory]
}