Zero-player Game
   HOME
*





Zero-player Game
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". 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.' ''Progress Quest'' is another example, in the game the player sets up a artificial character, and afterwards 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. Incremental games, sometimes called idle games, are games which do require some player intervention near the beginning however ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Computer Simulation
Computer simulation is the process of mathematical modelling, performed on a computer, which is designed to predict the behaviour of, or the outcome of, a real-world or physical system. The reliability of some mathematical models can be determined by comparing their results to the real-world outcomes they aim to predict. Computer simulations have become a useful tool for the mathematical modeling of many natural systems in physics (computational physics), astrophysics, climatology, chemistry, biology and manufacturing, as well as human systems in economics, psychology, social science, health care and engineering. Simulation of a system is represented as the running of the system's model. It can be used to explore and gain new insights into new technology and to estimate the performance of systems too complex for analytical solutions. Computer simulations are realized by running computer programs that can be either small, running almost instantly on small devices, or large ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

SAGE Publications
SAGE Publishing, formerly SAGE Publications, is an American independent publishing company founded in 1965 in New York by Sara Miller McCune and now based in Newbury Park, California. It publishes more than 1,000 journals, more than 800 books a year, reference works and electronic products covering business, humanities, social sciences, science, technology and medicine. SAGE also owns and publishes under the imprints of Corwin Press (since 1990), CQ Press (since 2008), Learning Matters (since 2011), and Adam Matthew Digital (since 2012). History SAGE was founded in 1965 in New York City by Sara Miller (later Sara Miller McCune) with Macmillan Publishers executive George D. McCune as a mentor; the name of the company is an acronym formed from the first letters of their given names. SAGE relocated to Southern California in 1966, after Miller and McCune married; McCune left Macmillan to formally join the company at that time. Sara Miller McCune remained president for 18 years ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Multiplayer Video Game
A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally on the same computing system (couch co-op), on different computing systems via a local area network, or via a wide area network, most commonly the Internet (e.g. ''World of Warcraft'', '' Call of Duty'', ''DayZ''). Multiplayer games usually require players to share a single game system or use networking technology to play together over a greater distance; players may compete against one or more human contestants, work cooperatively with a human partner to achieve a common goal, or supervise other players' activity. Due to multiplayer games allowing players to interact with other individuals, they provide an element of social communication absent from single-player games. History Non-networked Some of the earliest video games were two-player games, including early sports games (such as 1958's ''Tennis For Two'' and 1972's ''Pong''), ear ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Two-player Game
A two-player game is a multiplayer game that is played by precisely two players. This is distinct from a solitaire game, which is played by only one player. Examples The following are some examples of two-player games. This list is not intended to be exhaustive. * Board games: ** Chess ** Draughts ** Go ** Some wargames, such as '' Hammer of the Scots'' * Card games: ** Cribbage ** Whist ** Rummy ** 66 ** Pinochle ** ''Magic: The Gathering'', a collectible card game in which players duel * Sports: ** Cue sports, a family of games that use cue sticks and billiard balls ** Many athletic games, such as tennis (singles) * Video games: **''Pong'' ** A Way Out See also * List of types of games * Zero-sum game Zero-sum game is a mathematical representation in game theory and economic theory of a situation which involves two sides, where the result is an advantage for one side and an equivalent loss for the other. In other words, player one's gain is e ... References {{Reflist ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Single-player Game
A game is a structured form of play, usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator sports or games) or art (such as jigsaw puzzles or games involving an artistic layout such as Mahjong, solitaire, or some video games). Games are sometimes played purely for enjoyment, sometimes for achievement or reward as well. They can be played alone, in teams, or online; by amateurs or by professionals. The players may have an audience of non-players, such as when people are entertained by watching a chess championship. On the other hand, players in a game may constitute their own audience as they take their turn to play. Often, part of the entertainment for children playing a game is deciding who is part of their audience and who is a player. A toy and a game are not the same. Toys generally allow for unrestricted play whereas games come with present rules. ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Artificial Intelligence
Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machines, as opposed to intelligence displayed by animals and humans. Example tasks in which this is done include speech recognition, computer vision, translation between (natural) languages, as well as other mappings of inputs. The ''Oxford English Dictionary'' of Oxford University Press defines artificial intelligence as: the theory and development of computer systems able to perform tasks that normally require human intelligence, such as visual perception, speech recognition, decision-making, and translation between languages. AI applications include advanced web search engines (e.g., Google), recommendation systems (used by YouTube, Amazon and Netflix), understanding human speech (such as Siri and Alexa), self-driving cars (e.g., Tesla), automated decision-making and competing at the highest level in strategic game systems (such as chess and Go). ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Real-time Strategy
Real-time strategy (RTS) is a Video game genre, subgenre of strategy video games that do not progress incrementally in turn-based game, turns, but allow all players to play simultaneously, in "real time". By contrast, in Turn-based strategy, turn-based strategy (TBS) games, players take turns to play. The term "real-time strategy" was coined by Brett Sperry to market ''Dune II'' in the early 1990s. In a real-time strategy game, each participant positions structures and maneuvers multiple units under their indirect control to secure areas of the map and/or destroy their opponents' assets. In a typical RTS game, it is possible to create additional units and structures, generally limited by a requirement to Resource management (gaming), expend accumulated resources. These resources are in turn garnered by controlling special points on the map and/or possessing certain types of units and structures devoted to this purpose. More specifically, the typical game in the RTS genre features ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  




Fighting Game
A fighting game, also known as a versus fighting game, is a video game genre, genre of video game that involves combat between two or more players. Fighting game combat often features mechanics such as Blocking (martial arts), blocking, grappling, counter-attacking, and chaining attacks together into "Combo (video games), combos". Characters generally engage in battle using hand-to-hand combat—often some form of martial arts. The fighting game genre is related to, but distinct from, the beat 'em up genre, which pits large numbers of computer-controlled enemies against one or more player characters. Battles in fighting games usually take place in a fixed-size arena along a two-dimensional plane, to which the characters' movement is restricted. Characters can navigate this plane horizontally by walking or dashing, and vertically by jumping. Some games, such as ''Tekken (video game), Tekken'', also allow limited movement in 3D space. The first video game to feature fist fighting ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Artificial Intelligence
Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machines, as opposed to intelligence displayed by animals and humans. Example tasks in which this is done include speech recognition, computer vision, translation between (natural) languages, as well as other mappings of inputs. The ''Oxford English Dictionary'' of Oxford University Press defines artificial intelligence as: the theory and development of computer systems able to perform tasks that normally require human intelligence, such as visual perception, speech recognition, decision-making, and translation between languages. AI applications include advanced web search engines (e.g., Google), recommendation systems (used by YouTube, Amazon and Netflix), understanding human speech (such as Siri and Alexa), self-driving cars (e.g., Tesla), automated decision-making and competing at the highest level in strategic game systems (such as chess and Go). ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Sentience
Sentience is the capacity to experience feelings and sensations. The word was first coined by philosophers in the 1630s for the concept of an ability to feel, derived from Latin '':wikt:sentientem, sentientem'' (a feeling), to distinguish it from the ability to think (''reason''). In modern Western philosophy, sentience is the ability to experience Sense, sensations. In different Asian religions, the word 'sentience' has been used to translate a variety of concepts. In science fiction, the word "sentience" is sometimes used interchangeably with "Wisdom#Sapience, sapience", "self-awareness", or "consciousness". Some writers differentiate between the mere ability to perceive sensations, such as light or pain, and the ability to perceive emotions, such as fear or grief. The subjective awareness of experiences by a Consciousness, conscious individual are known as qualia in Western Philosophy of mind, philosophy. Philosophy and sentience In philosophy, different authors draw differen ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Cookie Clicker
''Cookie Clicker'' is an incremental game created by French programmer Julien "Orteil" Thiennot in 2013. The user initially clicks on a big cookie on the screen, earning a single cookie per click. They can then spend their earned cookies upon purchasing assets such as "cursors" and other "buildings" that automatically produce cookies. Upgrades are also available and can improve the efficiency of clicks and buildings, among many other mechanics that allow the user to earn cookies in different ways. Though the game has no ending, it has hundreds of achievements, and users may aim to reach milestone numbers of cookies. The game has a dedicated fanbase. Though the original version was coded in one night, ''Cookie Clicker'' is regularly updated. It has been widely described as addictive, and has been credited with playing a role in the emergence of idle gaming. Gameplay At first, the player clicks on a large cookie on the far left side of the screen, earning one cookie per click. W ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]