this post was submitted on 24 Nov 2025
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Looks like fun game!

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[–] scratchee@feddit.uk 1 points 2 days ago (1 children)

FPS games are the same, just repeated finding and clicking on things.

[–] teawrecks@sopuli.xyz 0 points 2 days ago* (last edited 2 days ago) (1 children)

Well that's not a good argument lol. That's like saying doing quantum physics is just writing a bunch of shapes on paper and using words that most people don't understand, so it's basically the same as what a toddler does every day.

Most FPS games require developing a strategy or skill in order to reach the win condition. If it's multiplayer, then the strategy development and execution require social interaction or deduction. It fits the definition of a "game" from a game theory perspective. There is more than one agent, they each have win conditions, and their actions prompt reactions from each other.

But this doesn't, it's a simulation. I assume it has an end condition, but the strategy is just "move towards it". Maybe a game like Satisfactory is a more appropriate comparison. In both games you are making optimizations to move toward the end condition faster. You take actions, but there's no competing agent with its own win condition responding to your actions.

Maybe there's a compelling story to be had that the trailer is underplaying, idk. I don't think Powerwash Simulator is hooking people with its story, though.

[–] scratchee@feddit.uk 1 points 1 day ago (1 children)

Depends if you define game ais as “agents”, otherwise your definition of game only allows multiplayer games.

Or you could say the opposing agent in powerwash simulator is the map itself, their “win condition” is overwhelming you with dirt and hiding it in weird places.

As someone who hates multiplayer games (minus coop games I play with friends, but coop breaks your definition too) I am bemused to discover I have never actually played games except maybe back as a kid when I played goldeneye and the couple times I might have played lol or similar before concluding it was crap 😄

Maybe a better definition of “game” is needed. I suspect the underlying point you’re trying to make is that this game requires no skill and is therefore little more than a Skinner box, that’s a valid criticism in my book.

[–] teawrecks@sopuli.xyz 2 points 1 day ago* (last edited 1 day ago) (2 children)

Depends if you define game ais as “agents”, otherwise your definition of game only allows multiplayer games.

AIs are agents when they have their own utility to maximize that differs from other agents (including the player).

their “win condition” is overwhelming you with dirt and hiding it in weird places.

Is that a thing? Does the map create more dirt as a function of the player's actions? Does the player need to account for this and adjust their strategy to counter it? That would change my categorization, yes.

coop breaks your definition too

It depends. If all players have the same motive and there are no competing agents, then it's a simulation. If players have different motives, then it's a game. If players compete against AI agents, then it's a game.

Maybe a better definition of “game” is needed

The formal definition of a game is:

K_a, {x_K}K∈K_a, x,K_i, {≻K}K∈K_i

I'm arguing that if the size of K_a==1 then it's not a game, but that page is generous:

For games with a single coalition of action, the set of all situations may be taken to be the set of strategies of this unique coalition of action, and no further mention is made of strategies. Such games are therefore called non-strategic games. All remaining games, those with two or more coalitions of action, are called strategic games.

Which would include a person standing in a room doing nothing as a game. I'm saying that's not a game, hope we agree lol.

[–] scratchee@feddit.uk 1 points 1 day ago (1 children)

I understand now you’re focused on an academic definition in the game theory sense, personally I don’t think this has much utility in considering actual games, but I’ll acknowledge that by that definition you’re probably correct. I suspect by that most “AIs” in games wouldn’t pass the bar of counting as an agent, even generous definitions that would accept a flow chart would probably concider most AIs to be part of the game state rather than another player (eg the nazi soldiers in wolfenstein aren’t playing to win, they’re set dressing for you to kill). The opponents in Civ are more likely to count as agents perhaps.

[–] teawrecks@sopuli.xyz 1 points 23 hours ago

Yeah, certainly, sorry if that wasn't clear. Up above I tried to stipulate that I was speaking from a game theory perspective.

And yeah, you can model the AI in a game in whichever way is most useful. I said as long as they have utility functions that differ from the player(s), but then you also can recursively define games in terms of winning games.

Ex. the famous case of the US deliberately losing battles to not give away that they had cracked the German cipher. Each battle could be modeled as a game, and the war could be modeled in terms of battles.

Similarly, a single room in wolfenstein could present an contained "game", the outcome of which is applicable to which ending you get in the larger "game" (I haven't played it), and thus the AI would be agents at one level, but state/strategy at another.

[–] scratchee@feddit.uk 1 points 1 day ago (1 children)

AIs in games are just flow charts, that’s almost universally true, almost nobody has put an actual maximiser in a game. But I suppose maybe that counts if you’re feeling very generous.

The map in pressure wash simulator is certainly not dynamic as you describe, I was speaking a little sarcastically, but you could call it asynchronous gameplay, it was crafted by the developer anticipating your play. but no, it cannot respond to the players actual decisions.

[–] teawrecks@sopuli.xyz 2 points 23 hours ago

almost nobody has put an actual maximiser in a game.

Turn based games would certainly have one. Generally it's easier to create an AI that maximizes utility for the AI, it's more difficult to tune it to not trounce the player lol.

This reminds me of how L4D does have that sort of indirect dynamic AI that spawns zombies based on the player's behavior. If the players have a lot of ammo and health, or are going too slow, the game cranks up the threat. If you're barely hanging on, the game holds back. I guess that's not quite adversarial though, more like the AI is trying to maximize the players' perception of a fun/fair challenge.