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A '''zero-player game''' or '''no-player game''' is a game that has no [[sentient]] players.
{{Short description|Game that has no sentient players}}
A '''zero-player game''' or '''no-player game''' is a [[computer simulation|simulation]] game that has no [[Sentience|sentient]] players.<ref>{{Cite journal |last=Mukund |first=Madhavan |date=2021-05-01 |title=The Winning Ways of John Conway |url=https://link.springer.com/article/10.1007/s12045-021-1164-6 |journal=Resonance |language=en |volume=26 |issue=5 |pages=603–614 |doi=10.1007/s12045-021-1164-6 |issn=0973-712X}}</ref>


== Types ==
In computer games, the term refers to programs that use [[artificial intelligence]] rather than human players.<ref>[https://books.google.com/books?id=7DiB3z2fBpAC&pg=PT504&dq=%22zero-player+game%22&ei=xBicSoblC5CqkATJrKx#v=onepage&q=%22zero-player%20game%22&f=false "Encyclopedia of Play in Today's Society"], Rodney P. Carlisle, [[SAGE Publications]].</ref>
There are various different types of games that can be considered "zero-player".<ref name="cat">{{Cite journal|last1=Björk|first1=Staffan|last2=Juul|first2=Jesper|date=2012|title=Zero-Player Games. Or: What We Talk about When We Talk about Players|url=https://www.jesperjuul.net/text/zeroplayergames/|journal=The Philosophy of Computer Games Conference}}</ref>


=== Determined by initial state ===
The term can also refer to games of pure chance, suchnas [[bunco]], in which participants cannot take any action or make any decision that meaningfully alters the outcome.
A game that evolves as determined by its initial state, requiring no further input from humans is considered a zero-player game.<ref>{{Citation |last1=Segovia-Aguas |first1=Javier |title=Synthesis of Procedural Models for Deterministic Transition Systems |date=2023-09-28 |work=Frontiers in Artificial Intelligence and Applications |editor-last=Gal |editor-first=Kobi |url=https://ebooks.iospress.nl/doi/10.3233/FAIA230502 |access-date=2024-11-20 |publisher=IOS Press |doi=10.3233/faia230502 |isbn=978-1-64368-436-9 |last2=Ferrer-Mestres |first2=Jonathan |last3=Jiménez |first3=Sergio |editor2-last=Nowé |editor2-first=Ann |editor3-last=Nalepa |editor3-first=Grzegorz J. |editor4-last=Fairstein |editor4-first=Roy|arxiv=2307.14368 }}</ref>


[[Cellular automaton]] games that are determined by initial conditions including [[Conway's Game of Life]] are examples of this.<ref>{{citation|author=Martin Gardner|title=Mathematical games: The fantastic combinations of John Conway's new solitaire game 'Life'|date=October 1970|url=http://www.stanford.edu/class/sts145/Library/life.pdf|journal=Scientific American}}</ref>''<ref>{{citation|author1=Ljiljana Petruševski|title=Self-Replicating Systems in Spatial Form Generation – The Concept of Cellular Automata|url=https://scindeks-clanci.ceon.rs/data/pdf/1450-569X/2009/1450-569X0919008P.pdf|author2=Mirjana Devetaković|author3=Bojan Mitrović}}</ref>''
[[Conway's Game of Life]], a [[cellular automaton]] devised in 1970 by the British mathematician [[John Horton Conway]], is considered a zero-player game because its evolution is determined by its initial state, requiring no further input from humans.<ref>{{citation
| title = Mathematical games: The fantastic combinations of John Conway's new solitaire game 'Life'
| author = Martin Gardner
| date = October 1970
| journal = Scientific American
| url = http://www.stanford.edu/class/sts145/Library/life.pdf
}}</ref><ref>{{citation |title=Self-Replicating Systems in Spatial Form Generation – The Concept of Cellular Automata |author1=Ljiljana Petruševski |author2=Mirjana Devetaković |author3=Bojan Mitrović |url=http://elearning.amres.ac.rs/journals/index.php/spatium/article/viewFile/7/6 }}{{dead link|date=December 2017 |bot=InternetArchiveBot |fix-attempted=yes }}</ref> In addition, some [[Fighting game|fighting]] and [[real-time strategy]] games can be put into zero-player mode where one [[Artificial intelligence|AI]] plays against another AI.


''[[Progress Quest]]'' is another example, in the game the player sets up an artificial character, and afterwards the game plays itself with no further input from the player.<ref>{{Cite journal |last=Fizek |first=Sonia |date=2018-06-18 |title=Interpassivity and the Joy of Delegated Play in Idle Games |url=http://todigra.org/index.php/todigra/article/view/1754 |journal=Transactions of the Digital Games Research Association |volume=3 |issue=3 |doi=10.26503/todigra.v3i3.81 |issn=2328-9422}}</ref> ''[[Godville]]'' is a similar game that took inspiration from ''Progress Quest''.<ref>{{Cite journal |last1=Ogneviuk |first1=Viktor |last2=Maletska |first2=Mariia |last3=Vinnikova |first3=Natalia |last4=Zavadskyi |first4=Vitaliy |date=2022 |title=Videogame as Means of Communication and Education: Philosophical Analysis |url=https://cyberleninka.ru/article/n/videogame-as-means-of-communication-and-education-philosophical-analysis |journal=Wisdom |volume=1 |issue=21 |pages=101–116 |doi=10.24234/wisdom.v2/11.626|doi-broken-date=2024-11-24 }}</ref> In the game, the player is a god that can communicate with a [[non-player character]] hero.<ref>{{Cite book |url=http://rgdoi.net/10.13140/RG.2.1.3797.1604 |title=Jogar, jogo e sociedade = Play, game and society |date=2013 |publisher=CECC - Centro de Estudos de Comunicação e Cultura |isbn=978-989-98248-0-5 |editor-last=Ferreira |editor-first=Cátia |language=pt |doi=10.13140/rg.2.1.3797.1604 |editor-last2=Tavares |editor-first2=Roger | last1=Tavares | first1=Rogério | last2=Ferreira | first2=Cátia }}</ref> However, the game can progress with no interaction from the player.<ref>{{Cite book |last1=Alharthi |first1=Sultan A. |last2=Alsaedi |first2=Olaa |last3=Toups Dugas |first3=Phoebe O. |last4=Tanenbaum |first4=Theresa Jean |last5=Hammer |first5=Jessica |chapter=Playing to Wait: A Taxonomy of Idle Games |date=2018-04-21 |title=Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems |chapter-url=https://dl.acm.org/doi/10.1145/3173574.3174195 |language=en |publisher=Association for Computing Machinery |publication-place=New York, NY, USA |pages=1–15 |doi=10.1145/3173574.3174195 |isbn=978-1-4503-5620-6}}</ref>
==Types==
There are various different types of games that can be considered "zero-player".<ref name=cat>[http://www.jesperjuul.net/text/zeroplayergames/ Zero-Player Games]</ref>


[[Incremental game|Incremental games]], sometimes called idle games or clicker games, are games which do require some player intervention near the beginning however may be zero-player at higher levels.<ref>{{Cite book |last1=Madge |first1=Christopher |last2=Bartle |first2=Richard |last3=Chamberlain |first3=Jon |last4=Kruschwitz |first4=Udo |last5=Poesio |first5=Massimo |chapter=Incremental Game Mechanics Applied to Text Annotation |date=2019-10-17 |title=Proceedings of the Annual Symposium on Computer-Human Interaction in Play |chapter-url=https://dl.acm.org/doi/10.1145/3311350.3347184 |language=en |location=New York, NY, USA |publisher=Association for Computing Machinery |pages=545–558 |doi=10.1145/3311350.3347184 |isbn=978-1-4503-6688-5}}</ref> As an example, ''[[Cookie Clicker]]'' requires that players click cookies manually before purchasing assets to click cookies in the place of the player independently.<ref>{{Citation |last=Deterding |first=Sebastian |title=24. Cookie Clicker: Gamification |date=2020-12-31 |work=How to Play Video Games |pages=200–207 |editor-last=Payne |editor-first=Matthew Thomas |url=https://www.degruyter.com/document/doi/10.18574/nyu/9781479830404.003.0028/html |access-date=2024-11-20 |publisher=New York University Press |doi=10.18574/nyu/9781479830404.003.0028 |isbn=978-1-4798-3040-4 |editor2-last=Huntemann |editor2-first=Nina B.}}</ref>
Some games, such as [[Conway's Game of Life]], evolve according to fixed rules from their initial setup. Others such as [[Snakes and Ladders]] evolve according to chance, but similarly the players have no decisions to make and have no impact on how the game progresses.


===AI vs AI games===
A more complex variation on the above is the case of [[artificial intelligence]]s playing a game. Humans may have a challenge in designing the AI and giving it sufficient skill to play the game well, but the actual evolution of the game has no human intervention.
In computer games, the term refers to programs that use [[artificial intelligence]] rather than human players,<ref>[https://books.google.com/books?id=7DiB3z2fBpAC&dq=%22zero-player+game%22&pg=PT504 "Encyclopedia of Play in Today's Society"], Rodney P. Carlisle, [[SAGE Publications]].</ref> for example some [[Fighting game|fighting]] and [[real-time strategy]] games can be put into zero-player mode where multiple [[Artificial intelligence|AIs]] can play against each other. Humans may have a challenge in designing the AI and giving it sufficient skill to play the game well, but the actual evolution of the game has no human intervention.<ref>{{Cite journal |last1=Summerley |first1=Rory |last2=McDonald |first2=Brian |date=2024-03-27 |title=Perceived Foolishness: How Does the Saltybet Community Construct AI vs AI Spectatorship? |url=https://journals.sagepub.com/doi/10.1177/15554120241238262 |journal=Games and Culture |language=en |doi=10.1177/15554120241238262 |issn=1555-4120}}</ref>

For [[solved game]]s the optimum strategy for all players is known. Players can maximize their chances of winning by following these strategies, and any deviation would be sub-optimal play. [[Tic-tac-toe]] is a trivial example; two players who follow the easy-to-learn optimum strategy (rather than making sub-par decisions of their own) will always find their games end in a draw. More complex games have also been solved, for example [[checkers]],<ref name=checkers>[http://www.scientificamerican.com/article.cfm?id=computers-solve-checkers-its-a-draw Computers Solve Checkers—It's a Draw]</ref> but in this case learning the optimum strategy is beyond human capabilities. Solutions for even more complex games, such as [[chess]] or [[go (game)|Go]] must exist (as per [[Zermelo's theorem (game theory)|Zermelo's theorem]]) but they have yet to be computed.


==See also==
==See also==
* [[Single-player game]]
* [[Single-player game]]
* [[Two-player game]]
* [[Two-player game]]
* [[Multiplayer game]]
* [[Multiplayer video game]]
* [[Incremental game]], also known as Idle game
* [[Incremental game]]
* ''[[Progress Quest]]''
* ''[[Godville]]''


==References==
== References ==
{{Reflist}}
{{Reflist}}


[[Category:Game theory game classes]]
[[Category:Game theory game classes]]
[[Category:Game artificial intelligence]]
[[Category:Game artificial intelligence]]
[[Category:Video game modes]]

Latest revision as of 03:44, 2 December 2024

A zero-player game or no-player game is a simulation game that has no sentient players.[1]

Types

[edit]

There are various different types of games that can be considered "zero-player".[2]

Determined by initial state

[edit]

A game that evolves as determined by its initial state, requiring no further input from humans is considered a zero-player game.[3]

Cellular automaton games that are determined by initial conditions including Conway's Game of Life are examples of this.[4][5]

Progress Quest is another example, in the game the player sets up an artificial character, and afterwards the game plays itself with no further input from the player.[6] Godville is a similar game that took inspiration from Progress Quest.[7] In the game, the player is a god that can communicate with a non-player character hero.[8] However, the game can progress with no interaction from the player.[9]

Incremental games, sometimes called idle games or clicker games, are games which do require some player intervention near the beginning however may be zero-player at higher levels.[10] As an example, Cookie Clicker requires that players click cookies manually before purchasing assets to click cookies in the place of the player independently.[11]

AI vs AI games

[edit]

In computer games, the term refers to programs that use artificial intelligence rather than human players,[12] for example some fighting and real-time strategy games can be put into zero-player mode where multiple AIs can play against each other. Humans may have a challenge in designing the AI and giving it sufficient skill to play the game well, but the actual evolution of the game has no human intervention.[13]

See also

[edit]

References

[edit]
  1. ^ Mukund, Madhavan (2021-05-01). "The Winning Ways of John Conway". Resonance. 26 (5): 603–614. doi:10.1007/s12045-021-1164-6. ISSN 0973-712X.
  2. ^ Björk, Staffan; Juul, Jesper (2012). "Zero-Player Games. Or: What We Talk about When We Talk about Players". The Philosophy of Computer Games Conference.
  3. ^ Segovia-Aguas, Javier; Ferrer-Mestres, Jonathan; Jiménez, Sergio (2023-09-28), Gal, Kobi; Nowé, Ann; Nalepa, Grzegorz J.; Fairstein, Roy (eds.), "Synthesis of Procedural Models for Deterministic Transition Systems", Frontiers in Artificial Intelligence and Applications, IOS Press, arXiv:2307.14368, doi:10.3233/faia230502, ISBN 978-1-64368-436-9, retrieved 2024-11-20
  4. ^ Martin Gardner (October 1970), "Mathematical games: The fantastic combinations of John Conway's new solitaire game 'Life'" (PDF), Scientific American
  5. ^ Ljiljana Petruševski; Mirjana Devetaković; Bojan Mitrović, Self-Replicating Systems in Spatial Form Generation – The Concept of Cellular Automata (PDF)
  6. ^ Fizek, Sonia (2018-06-18). "Interpassivity and the Joy of Delegated Play in Idle Games". Transactions of the Digital Games Research Association. 3 (3). doi:10.26503/todigra.v3i3.81. ISSN 2328-9422.
  7. ^ Ogneviuk, Viktor; Maletska, Mariia; Vinnikova, Natalia; Zavadskyi, Vitaliy (2022). "Videogame as Means of Communication and Education: Philosophical Analysis". Wisdom. 1 (21): 101–116. doi:10.24234/wisdom.v2/11.626 (inactive 2024-11-24).{{cite journal}}: CS1 maint: DOI inactive as of November 2024 (link)
  8. ^ Tavares, Rogério; Ferreira, Cátia (2013). Ferreira, Cátia; Tavares, Roger (eds.). Jogar, jogo e sociedade = Play, game and society (in Portuguese). CECC - Centro de Estudos de Comunicação e Cultura. doi:10.13140/rg.2.1.3797.1604. ISBN 978-989-98248-0-5.
  9. ^ Alharthi, Sultan A.; Alsaedi, Olaa; Toups Dugas, Phoebe O.; Tanenbaum, Theresa Jean; Hammer, Jessica (2018-04-21). "Playing to Wait: A Taxonomy of Idle Games". Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. New York, NY, USA: Association for Computing Machinery. pp. 1–15. doi:10.1145/3173574.3174195. ISBN 978-1-4503-5620-6.
  10. ^ Madge, Christopher; Bartle, Richard; Chamberlain, Jon; Kruschwitz, Udo; Poesio, Massimo (2019-10-17). "Incremental Game Mechanics Applied to Text Annotation". Proceedings of the Annual Symposium on Computer-Human Interaction in Play. New York, NY, USA: Association for Computing Machinery. pp. 545–558. doi:10.1145/3311350.3347184. ISBN 978-1-4503-6688-5.
  11. ^ Deterding, Sebastian (2020-12-31), Payne, Matthew Thomas; Huntemann, Nina B. (eds.), "24. Cookie Clicker: Gamification", How to Play Video Games, New York University Press, pp. 200–207, doi:10.18574/nyu/9781479830404.003.0028, ISBN 978-1-4798-3040-4, retrieved 2024-11-20
  12. ^ "Encyclopedia of Play in Today's Society", Rodney P. Carlisle, SAGE Publications.
  13. ^ Summerley, Rory; McDonald, Brian (2024-03-27). "Perceived Foolishness: How Does the Saltybet Community Construct AI vs AI Spectatorship?". Games and Culture. doi:10.1177/15554120241238262. ISSN 1555-4120.