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Tabletop Game A.I.

 Tabletop Game A.I.
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 Tabletop Game A.I.
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Tabletop Game A.I.
 Tabletop Game A.I.
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TabletopGameAI
 Tabletop Game A.I.
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While artificially intelligent opponents are a common feature in Video Games, many Tabletop Games since The New '10s have introduced algorithms to automate one or more human players. This feature makes Player Versus Player tabletop games playable in solitaire or even coop, wherein two (rarely more) players team up against the algorithm. This appeals to players who, for reasons ranging from scheduling conflicts to global lockdowns, cannot gather a group of necessary size to play them regularly.
Just like with Video Game A.I., the design goal for these tabletop game "bots" is not to fully simulate a human player's decision-making, but to give its human opponents a gameplay experience that is as close to the original multiplayer as possible with as little overhead effort as necessary. Because tabletop lacks the sheer processing power of a computer, these algorithms are much simpler than video game bots and often play by a simplified ruleset. A key difference between a bot and a random challenge generator is that the former's behavior, even when randomized, must adapt to the current state of the gamenote e.g. always attacking the current top-scoring opponent.
A major driving force behind the proliferation of board game bots since around 2015 has been the Automa Factorynote Morten Monrad Pedersen (founder), David J. Studley, Lines J. Hutter, and others — a small design studio that originally specialized in automating Stonemaier Games' products, but has since worked with other publishers, as well. The Automa Factory's founder Morten Pedersen has written a series of blog articles detailing his personal design philosophy.
Compare/contrast Solo Tabletop Game, which is designed for a single player to begin with. Compare Digital Tabletop Game Adaptation, which often involves traditional Video Game A.I..
 Tabletop Game A.I.
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 Tabletop Game A.I.
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DBTropes
 Tabletop Game A.I. / int_135f4195
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Tabletop Game A.I.
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Dune Imperium (2020, Dire Wolf) has House Hagal, which is intended for use in two-player games. It's represented by a deck of cards, but its purpose is not to try and beat the other players (it cannot win), but to help balance the game by putting more pressure on the other two players. It "steals" spaces on the board and fights in combat to facilitate this.
 Tabletop Game A.I. / int_135f4195
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Tabletop Game A.I. / int_135f4195
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Tabletop Game A.I.
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Sentinels of the Multiverse (2011, Greater Than Games): The deck (or decks) representing the villain(s) that the human-controlled heroes fight only requires someone to actually draw the cards. Beyond that, the villain's actions are completely based on how the game is going when it comes to choosing targets, empowering minions, and even claiming victory.
 Tabletop Game A.I. / int_4c363bcc
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Tabletop Game A.I.
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Oath (2021, Leder Games) comes with the Clockwork Prince algorithm, which is primarily designed to automate the Chancellor, but can also play as one of the Exiles. It is completely deterministic and uses a simple finite state machine to assess the biggest current threat to itself and to carry out sequences of actions in response.
 Tabletop Game A.I. / int_51bfe28b
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Tabletop Game A.I. / int_51bfe28b
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Tabletop Game A.I.
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Root (2018, Leder Games) received two expansions adding automated players to it, with the first being the Mechanical Marquise from The Riverfolk Expansion, which automated one of the asymmetrical factions of the game (Marquise de Cat). The original Mechanical Marquise was, however, widely considered unplayable, so a fan-driven Better Bot Project produced a complete overhaul of it, as well as automating the other three OG factions. All four of these were then made official by Leder Games in The Clockwork Expansion, containing Mechanical Marquise 2.0, Electric Eyrie, Automated Alliance, and the Vagabot (while the BBP has since also automated all expansion factions).
 Tabletop Game A.I. / int_51c173a7
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Tabletop Game A.I. / int_51c173a7
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Tabletop Game A.I.
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Red Dragon Inn (2007, Slugfest Games) has Otto, a robot who can be used as an additional player. He's intended to round out games with only two players, but given the general nature of Red Dragon Inn, he can be used more or less whenever the players desire. He has several different "jobs" he can be given to change the way he plays.
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Tabletop Game A.I.
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Star Realms (2014, White Wizard Games) and its spinoff Hero Realms (2016): Challenge Cards serve as a boss that players work together to fight, or use in solitaire games. Following certain rules, the Challenge cards do something to the Market such as removing a card. Another card is added to the market, and it triggers an effect based on the card's faction.
 Tabletop Game A.I. / int_7efcefbb
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Tabletop Game A.I.
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Wingspan (2019, Stonemaier) uses an AI deck that chooses simple actions, and is intended to be used when playing solo.
 Tabletop Game A.I. / int_aecbb21a
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Tabletop Game A.I.
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Scythe (2016, Stonemaier) features the Automa supplement, which replaces one human player with an algorithm that plays by simplified rules and uses a deck of specialized cards to randomize its actions.
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Tabletop Game A.I. / int_e8437d2d

The following is a list of statements referring to the current page from other pages.

 Hero Realms (Tabletop Game) / int_66380266
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Tabletop Game A.I.
 Oath (Tabletop Game) / int_66380266
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Tabletop Game A.I.
 Red Dragon Inn (Tabletop Game) / int_66380266
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Tabletop Game A.I.
 Root (Tabletop Game) / int_66380266
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Tabletop Game A.I.
 Scythe (Tabletop Game) / int_66380266
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Tabletop Game A.I.
 Sentinels of the Multiverse (Tabletop Game) / int_66380266
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Tabletop Game A.I.
 Star Realms (Tabletop Game) / int_66380266
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Tabletop Game A.I.