Releases: Anarchid/zkgbai
ZKGBAI 0.12 r2 "Lazarus"
ZKGBAI 0.12 is a long belated release that includes a bunch of code I've been sitting on for some time now. It updates the AI to be able to properly handle commander storage, improves AA and arti balance and reduces suicides further, and improves and extends superweapon handling to include all superweapons with greater success. As usual it also includes minor tweaks and improvements to unit production and unit choices, although it may be behind on the current balance.
Re-release: fixes issues with the ai interface and changes in engine. Also includes some tweaks to update for balance, although this does not include any of the new units yet.
ZKGBAI 0.11 "Apocalypse Now"
Version 0.11 does not add any new features or behaviours. However, it does something almost as good - by restoring compatibility between the AI and the game it is supposed to play. The compatibility was broken after a massive internal rename campaign many months ago, and since then, ZKGBAI's enemies have allowed themselves to grow soft. This will no longer stand.
ZKGBAI 0.10 "Apocalypse"
ZKGBAI 0.10 is a fix release for teams functionality, and incorporates a lot of feedback from players regarding the previous release. It includes support for superweapons and basic com morphing, and greatly reduces unit and worker suicide. Its eco has been completely redone, both to fix eco measurement in team games and to improve eco-to-unit turnaround and reduce its dependency on reclaim while also improving its efficiency in reclaiming.
While this release focuses on teams, the issues which were improved to make it perform better in teams have also improved its performance in 1v1. Lots of minor issues which were not obvious in 1v1 testing became clear in teams, and also many bugs which had previously gone unnoticed have been corrected. It's overall behavior in attacking, defending, eco, and unit choices have all been significantly improved.
There are also some new features:
-You can now tell ZKGBAI what fac to open with in 1v1 games by typing "kgbfac facname" before the game starts, where "facname" is any of: veh, hover, tank, cloak, shield, amph, spider.
-It will now resign when it detects that it's losing badly.
-It now sends (sometimes trollish) messages for certain events.
-If it has both a shield fac and an LV fac in teams, it will build domis to buff its shield ball once it has an area shield to protect them.
ZKGBAI 0.9 "Comrade"
This release is the first ZKGBAI release to focus on teams. Now when you put more than one on the same team they will merge into a single AI instance, which saves on performance and allows the resulting merged AI to have more complete knowledge of the game state than separate AI instances would.
This release also has some important bugfixes, including a longstanding issue where ZKGBAI would force start the game as soon as it chose its start position, preventing human players from choosing their commander and start pos properly.
ZKGBAI 0.8.2(r2)
0.8.2 is mostly a performance release. In addition to reducing memory consumption considerably, it also improves worst-case performance to the point where it should no longer turn late game into a slideshow. Average case performance is still mostly the same, however. Aside from that there are also a few behavioral improvements, and it should be significantly more challenging overall.
Note: the earlier released version had an incorrect AIInfo file! Oops.
ZKGBAI 0.8.1 (bugfix release)
0.8.1 updates ZKGBAI to use spring 103.0, fixes a few bugs and has a bit of tuning for increased aggression.
ZKGBAI 0.8 "Libra"
Libra updates ZKGBAI for spring 102.0 and the latest zero k, and brings a number of improvements over blitzkrieg in terms of eco and unit control.
-Raiders now have proper squads and will attack small defenses directly before taking out the eco that they protect.
-Squads have improved rallying and reduced hesitation, and squad size is better tuned for income.
-Eco strategy is now adjusted based on map and first factory.
-It now shifts spending from eco production towards greater combat unit production as its income increases, making it significantly more aggressive.
-Porc pushing has also been trimmed slightly, again to funnel as many resources into combat units as possible.
-It now handles early-game reclaim properly (previously it just ignored all reclaimables until its income reached a certain point).
-It will now build artillery in response to porc, roughly proportionate to porc value.
Also, since slasher spam is often used as an 'easy way out' for players too lazy to beat an ai using skill, KGB now has specific anti-slasher logic which it employs based on the severity of the slasher spam.
ZKGBAI 0.7.1 Blitz++
0.7.1 is a minor release but the improvement in effectiveness is not. Blitz++ fixes issues with cloak factory so that it now plays as well as the other facs. It also fixes an issue where amphs would spam nothing but ducks, and adds some minor tuning for other facs. Fusions have been disabled since it seems to do significantly better with windgens only, and it now assists building striders with workers (under some conditions).
Update: added compiled file (oops)
ZKGBAI 0.7 "Blitzkrieg"
Blitzkrieg brings an evolution towards a more decentralized KGB. With incremental rally/repair points it can fall back gracefully when its territory is threatened, and repairs no longer disturb expansion as much. It is now much more economical with defenses (although porc pushes are still ridiculous) and expands more aggressively. It's also a bit smarter and considerably more aggressive with raiders both for attacking and defending. Windgens have also been introduced and grid building has been generalized and improved to match.
As the name implies, Blitzkrieg adds support for planes, which it applies with concentrated and devastating force. Between the frenzy of more aggressive ground combat and waves of bombing raids, Blitzkrieg offers action packed games that live up to the name.
ZKGBAI 0.6 "Paladin"
0.6 doesn't add any new factories (as was planned) but it does bring a number of improvements to general intelligence. Raiders and squads now have suicide prevention which greatly improves survivability and performance vs heavies. Measures against factories getting stuck or blocking mexes has been improved, and it also defends better against early raiding. It now builds pylons somewhat earlier and with higher priority so that grids are built much faster and more reliably.
Factories have also been tuned for stronger play overall, and map-specific behavior has been improved for most of the common bad cases (although there are still definitely bad cases). It also now builds up to four factories (instead of three) and striders may be built as early as the second fac, but are only guaranteed if it doesn't have a hub by its fourth fac.
General performance has also been improved somewhat. It should now be possible to run more than one instance without it eating all your CPU.