Zero-player game

Short description: Game that has no sentient players

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

## Contents

* 1 Types
* 1.1 Determined by initial state
* 1.2 AI vs AI games
* 2 See also
* 3 References

## 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. Conway's Game of Life is an example 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, sports, 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

* Single-player game
* Two-player game
* Multiplayer video game
* Incremental game

## References

1. ↑ Mukund, Madhavan (2021-05-01). "The Winning Ways of John Conway" (in en). Resonance 26 (5): 603–614. doi:10.1007/s12045-021-1164-6. ISSN 0973-712X. https://link.springer.com/article/10.1007/s12045-021-1164-6.
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. https://www.jesperjuul.net/text/zeroplayergames/.
3. ↑ Segovia-Aguas, Javier; Ferrer-Mestres, Jonathan; Jiménez, Sergio (2023-09-28), Gal, Kobi; Nowé, Ann; Nalepa, Grzegorz J. et al., eds., "Synthesis of Procedural Models for Deterministic Transition Systems", Frontiers in Artificial Intelligence and Applications (IOS Press), doi:10.3233/faia230502, ISBN 978-1-64368-436-9, https://ebooks.iospress.nl/doi/10.3233/FAIA230502, retrieved 2024-11-20
4. ↑ Martin Gardner (October 1970), "Mathematical games: The fantastic combinations of John Conway's new solitaire game 'Life'", Scientific American, http://www.stanford.edu/class/sts145/Library/life.pdf
5. ↑ Ljiljana Petruševski; Mirjana Devetaković; Bojan Mitrović, Self-Replicating Systems in Spatial Form Generation – The Concept of Cellular Automata, https://scindeks-clanci.ceon.rs/data/pdf/1450-569X/2009/1450-569X0919008P.pdf, retrieved 2020-08-02
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. http://todigra.org/index.php/todigra/article/view/1754.
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. https://cyberleninka.ru/article/n/videogame-as-means-of-communication-and-education-philosophical-analysis.
8. ↑ Tavares, Rogério; Ferreira, Cátia (2013). Ferreira, Cátia. ed (in pt). Jogar, jogo e sociedade = Play, game and society. CECC - Centro de Estudos de Comunicação e Cultura. doi:10.13140/rg.2.1.3797.1604. ISBN 978-989-98248-0-5. http://rgdoi.net/10.13140/RG.2.1.3797.1604.
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" (in en). 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. https://dl.acm.org/doi/10.1145/3173574.3174195.
10. ↑ Madge, Christopher; Bartle, Richard; Chamberlain, Jon; Kruschwitz, Udo; Poesio, Massimo (2019-10-17). "Incremental Game Mechanics Applied to Text Annotation" (in en). 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. https://dl.acm.org/doi/10.1145/3311350.3347184.
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, https://www.degruyter.com/document/doi/10.18574/nyu/9781479830404.003.0028/html, 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?" (in en). Games and Culture. doi:10.1177/15554120241238262. ISSN 1555-4120. https://journals.sagepub.com/doi/10.1177/15554120241238262.

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