Zero-player game
Game that has no sentient players
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
^ 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 .
^ Björk, Staffan; Juul, Jesper (2012). "Zero-Player Games. Or: What We Talk about When We Talk about Players" . The Philosophy of Computer Games Conference .
^ 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
^ Martin Gardner (October 1970), "Mathematical games: The fantastic combinations of John Conway's new solitaire game 'Life' " (PDF) , Scientific American
^ Ljiljana Petruševski; Mirjana Devetaković; Bojan Mitrović, Self-Replicating Systems in Spatial Form Generation – The Concept of Cellular Automata (PDF)
^ 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 .
^ 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 )
^ 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 .
^ 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 .
^ 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 .
^ 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
^ "Encyclopedia of Play in Today's Society" , Rodney P. Carlisle, SAGE Publications .
^ 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 .