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v2.0
-doesn't work anymore because it became a democrat.
v1.14
-slight rewrite, now using the Faster R-CNN framework to use data already learned for better recognition of objects in real-time, and testing on applying learned strategy and movements (alongside the "legacy" system, as a check)
-using an old GTX1070 for training went well, but retraining using an RTX3080 works significantly faster. Applying data from prior games by watching them is used alongside newly generated live-training to cross check and validate decisions. Unfortunately, using live-training alongside checks from previous learnt data and alongside game-specific recorded information, this significantly reduces efficiency while I test this new system. The bot's accuracy may deplete noticeably while this exists before enough data is recorded to completely switch.
If usage of the Faster R-CNN framework proves to be unreliable, I will be testing some other frameworks out to narrow the efficiency to be quick enough to generally match human gameplay.
v1.13.2
-replaced some old code causing crashes through recursion loops during games on Mirage
-streamlined the decision tree for playing sounds and music using SLAM
v1.13.1
-fixed a bug that caused a crash to desktop in some cases when the new 2022 Antwerp Major coin is displayed in either the lobby or a game
-fixed a crash caused by the 2022 Antwerp Major livestream on the main menu
-added some newer calls to Google's API to better understand English, specifically European accents
v1.13
-migration to a new host required new compilation, support for new code and automatic fixes should be in place
-some features temporarily removed/disabled to work on core functionality
-some minor bug fixes
v1.12.2
-added support for commends and reports based on teammate's likeness (i.e. if multiple teammates wish to report someone or commend someone)
-fixed a bug with the vote system and changed to better support for timeout votes, depending on the game and need
-improved stability on some maps that previously caused rare crashes from memory overflow, also causing a crash of the game
Other notes:
- I was able to migrate the runtime to a new host PC (by moving the hard drive). The program is still under construction and still refuses to compile into anything shareable and strictly runs (mostly) stable in a debug environment. Still working on a fix for this.
v1.12.1
-added new map generation tool for better game recording
-competitive maps have been sectioned off into areas for faster processing common engagements
-pathfinder logging has been compartmentalized to allow area-based learning
-engagements between areas are now generated together, based on knowledge of recent player positions intra- and inter-round
-added support for Broken Fang Premier matchmaking
v1.12
-added support for colored chat messages (i.e. within community servers or opening cases)
-removed recursion bug when noscoping with snipers
-rebuilt pathfinding algorithm for unknown maps/areas
-smoothed gameplay while pathfinding before engagement
v1.11.1.16
-added support for in-game pings to be used and understood as callouts from teammates, ignoring spamming pings
-testing new player chat wheel callouts (may not work every time)
v1.11.1
-added support for leaving lobbies queueing for Premier mode (for now)
-fixed various crashes and bugs from the new operation update
-added after-death callouts (still testing, may not call every time)
v1.11
-created fallback system for enemy detection in an area that was already checked
-added boolean 'ck_safe' and set a varying timer based on prior or future information as to when an area may have changed to or from 'safety' (weather or not there is an enemy in the given area)
-raised machine learning penalties for quick pushing, especially first, into a new area when on a 'push side' (T side on defusal maps and CT side on hostage maps); raised rewards for 'baiting' enemy fire with teammates or utility usage
-increased machine learning reward for pivotal utility usage per round, as recorded
-fixed major CTD error when jump-throwing decoy grenades, minor bug fixes
v1.10.3
-added user blacklist
v1.10.2.99
-fixed a bug with the decay list causing recursion in unchecked positions from the previous game
-updated the decay list to act more as a timing map to better understand maps with overlaying areas (i.e. underpass on Mirage or B site on Nuke)
v1.10.2.74
-the bot now creates a "learned" list for checked angles and locations that "decay" in knowledge over time, better helping with map awareness
-decay list triggers precedence over angle holding or position switching
-better refined threat detection from least to most based on more data points like known health, known weapons, and known setup positions for a push or site execute
v1.10.1.243
-the bot now has the ability to commend players that significantly assisted with the bot's game information, as well as the ability to mute (block communication) players who spam voice or text chats during a match enough that is strongly affects the performance based on information (don't worry, this threshold is very high)
-the bot now tries to understand player rotations (team and ememy) without callouts, helpful for those games where players are not using ingame comms to communicate. This should significantly help map awareness and angle placement
v1.10.0.58
-fixed a crash from memory overflow when trying to capture the game, no longer attempting to capture the game and the screen simultaneously
-strategy builder based off of previous games and rounds now finally works instead of randomizing placements after a hold change
v1.10.0.44
-rebuilt capture profile for screen capture instead of a game capture to appease the new file interaction update
-new fixes for subsequent lag issues with frame reading from screen capture, hopefully this works to keep processing power down to not crash
-focus point movement heightened and widened to ensure vague out-of-focus points are still being 'monitored', the bot can now better understand movement from an angle it is not holding/watching
-minor bug fixes including seeing non-friends' ranks because of group membership causing team affiliation confusion (no more team dinking)
-minor changes to how it spectates players like swapping between teammates, understanding teammates' decisions, etc
-added sub process for play-by-play when eliminated of how the bot could have performed better, better understood the situation before making the decision(s) it did, and emulating teammates' positions to better understand more advanced gameplay
v1.9.3.14
-fixed some malformed data that was corrupted in the last patch (this should hopefully stop the lagging and crashing)
-added the incentive to run with knife out to move quicker, manually added hold points for start-of-round placement where switching from knife to gun is expected. The bot has full control over deciding weather or not to use the hold points based on other factors like economy of either team.
-added affirmation for enemy team's guns that have skins (previously ignored because the colors caused issues)
-economy of the enemy team is now better handled not only by previous round guns in killfeed or in the world, but also team callouts
-reduced zeus buying when over $7000, instead focuses on utility
-small updates to streamline movement and rotations
v1.9.2.6707
-fixed some minor crashing bugs when skins do not map correctly due to SMAA sampling
v1.9.2.5383
-added skin preferences, the bot will now try to have the best skin of a given weapon, or its own skin if possible
-modified color differentiation for some recent player contrast changes (as well as skin hunting)
v1.9.1.65
-fixed more issues and bugs with pathfinding around maps that get frequent updates
-allowed for more decision-making for strategy, even based down to a bad economic buy by the rest of the team
-changed some small features to help run smoother and faster
v1.9.0
-added pathfinder learning for new maps in the Competitive pool
-completed report system, the bot now reports players it believes are cheating
-added ability to temporarily mute teammates when excessive commands are used
-introduced dynamic learning to learn enemy placements, grenade throws, and strategies
v1.8.8.22
-added dynamic understanding for heavy accents
-added capability to knife enemies if appropriate
-the bot now walks to hide movement at its own discretion
v1.8.7.237
-fixed uncommon crash when the bot is invited to multiple 4-player lobbies in a short time period
v1.8.7.124
-added invite ignorance, the bot now prioritizes lobbies with more players (up to 4 others) and ignores invites to lobbies to avoid lobby hopping and rare crashes.
v1.8.7.72
-cleaned up code to allow the AI to run faster
-smoothed out movement
-added more hold areas on de_cache and de_mirage
v1.8.6.38
-made a temporary adjustment for the bot to handle CSGO's Christmas snow on the main menu
-added capability to learn new grenades (i.e. tactical smokes, pop flashes, defensive/offensive HE, etc)
v1.8.6.17
-testing new parameters to better understand heavier accents in general American or European culture (i.e. heavy southern or British accents).
-errors and newly learned or perceived skills now report to a live log instead of just a dormant text file, making it easier to check up on the bot live.
v1.8.6.14
-fixed loopback issue that occurred when a teammate asks over the mic for the bot to break general rules of the game (i.e. killing a teammate, suicides, abandoning matches). This issue is no longer present and the bot ignores similar requests totally.
-assisted with learning enemy economic functions based on callouts, ground weapons, kill weapons, the killfeed, and seen enemies. Economic decisions should no longer be based on expected strategy unless no new information is given.
-allowed the bot more freedom to check angles it believes there is even a small chance an enemy is present.
-enemies can no longer use the bot's music features through chat.
-the bot now commends teammates it deems as the most helpful to the game (i.e. best callouts, most helpful, etc). This is not a feature that is consistent, the bot may not commend anyone at all.
v1.8.5.67
-added Pathfinder points for Deathmatch game mode to test quick generational learning of enemy knowledge without information
-patched SLAM crashing when another player uses their own SLAM instance
-changed override for teammate callout information, now combines callouts with knowledge and decides best course of action
-changed frequency of force buying manually, as the bot needs some help learning economy
-generational learning is no longer per update, it is now per game
v1.8.4.43
-fixed minor underlying issue that caused the bot to see its name in the world or anywhere else but chat and get confused
-callouts on de_cache and de_overpass have been refined
-movement smoothing algorithms to look more natural
-testing out new death callout information (i.e. enemy placement / remaining health)
-bot now attempts to find SLAM music in its library based on lyrics, tune, or genre
-bot should significantly reduce number of random music plays
-reinitialization between games is no longer necessary but will occur if changes to the lobby have been made
-fixed bug where the bot would crash after being team killed multiple times
v1.8.3.164
-added de_cache to Pathfinder system
-added more slang words to internal dictionary, it can now understand callouts better
-added more specific callouts
-fixed team-follow system to now follow the teammates or bomb holder in absence of callouts
-bot now attempts to turn away from flashes
-fixed recursion issue on de_overpass when "Bank" as a callout is used
-fixed issue on de_overpass where seeing "BANK" would force the chat recognition software to crash
-increased movement smoothness
-fixed unique bug where buying an M249 for a teammate would crash the bot
-reduced reinitialization retry amount from 20 to 10
-added comment section changelog