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AI vs AI games: Tangent on solved games not relevant to zero player games
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=== AI vs AI games ===
=== AI vs AI games ===
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> 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.
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> 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.

For [[solved game]]s, such as [[tic-tac-toe]] or [[checkers]]<ref name="checkers">{{Cite web|last=Minkel|first=J. R.|title=Computers Solve Checkers&mdash;It's a Draw|url=https://www.scientificamerican.com/article/computers-solve-checkers-its-a-draw/|access-date=2020-08-02|website=[[Scientific American]]|language=en}}</ref>, the optimum strategy for all players is known. An AI player can maximize their chances of winning by following these strategies, and any deviation would be sub-optimal play. Solutions for 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==

Revision as of 03:46, 20 May 2021

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

Types

There are various different types of games that can be considered "zero-player".[1]

Pure chance

A zero-player game can refer to game of pure chance, these games evolve entirely according to chance, the players have no decisions to make and have no impact on how the game progresses. Examples include bunco, Snakes and Ladders, bingo and roulette that do not have any skill element that effects the outcome.

Determined by initial state

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

Cellular automaton games that are determined by initial conditions including Conway's Game of Life are examples of this.[2][3]

Progress Quest is another example, in the game the player sets up a artificial character, and afterwords the game plays itself with no further input from the player. Godville is a similar game that took inspiration from Progress Quest, in the game the player is a god that can communicate with a non-player character hero, however the game can progress with no interaction from the player .

AI vs AI games

In computer games, the term refers to programs that use artificial intelligence rather than human players,[4] 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.

See also

References

  1. ^ Björk, Staffan; Juul, Jesper (2012). "Zero-Player Games. Or: What We Talk about When We Talk about Players". The Philosophy of Computer Games Conference.
  2. ^ Martin Gardner (October 1970), "Mathematical games: The fantastic combinations of John Conway's new solitaire game 'Life'" (PDF), Scientific American
  3. ^ Ljiljana Petruševski; Mirjana Devetaković; Bojan Mitrović, Self-Replicating Systems in Spatial Form Generation – The Concept of Cellular Automata (PDF)
  4. ^ "Encyclopedia of Play in Today's Society", Rodney P. Carlisle, SAGE Publications.