Jump to content

Zero-player game

From Wikipedia, the free encyclopedia
The printable version is no longer supported and may have rendering errors. Please update your browser bookmarks and please use the default browser print function instead.

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

Types

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

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.[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

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

References

  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.