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* ''TabletopGame/{{Everdell}}'': The ''Mistwood'' ExpansionPack (2022, Starling Games) aims to replace the original's simplistic [[SoloTabletopGame Rugwort solo mode]] with Nightweave, who was designed to feel more like an opposing human player: she has spider workers who block spots, she can take Events, she interacts with each expansion's gimmick, and so on.

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* ''TabletopGame/{{Everdell}}'': ''TabletopGame/{{Everdell}}'':
** The original game (2019, Starling Games) features a simplistic [[SoloTabletopGame solo mode]] starring [[YouDirtyRat Rugwort]]. While most of his actions are pre-determined (placing workers), random (choosing cards to play) or by special rules (he gets another card whenever you play one), he has a few that adapt to the game state (e.g. "claim a basic event if possible").
**
The ''Mistwood'' ExpansionPack (2022, Starling Games) aims to replace the original's simplistic [[SoloTabletopGame (2022) replaces Rugwort solo mode]] with Nightweave, [[SpidersAreScary Nightweave]], who was designed to feel more like an opposing human player: she has spider workers who block spots, player (and is not exclusive to solo play; she can take Events, she interacts also simulate a third player in a game with each expansion's gimmick, two human players) -- she's able to perform most normal in-game actions. Which one she chooses is randomized by her action deck, but she can adapt to the game state (e.g. blocking a different spot if her first choice was occupied).
** ''Everdell Farshore'' (2023) features Captain Bonny, who can simulate a human player
and so on.works similarly to Nightweave.

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* ''TabletopGame/CrusaderKingsTheBoardGame'' (2019, Creator/FreeLeaguePublishing), the [[TheBoardGame adaptation]] of the [[VideoGame/CrusaderKings eponymous video game series]], includes an "AI" player in its core rules, intended to replace any number of human players, up to an including a solitaire game against 4 [=AIs=]. The bot mostly abides by the same rules as human players, except that it effectively [[TheComputerIsACheatingBastard has infinite gold]], so it doesn't have to waste turns on collecting taxes, nor to pay upkeep for its levies (moreover, ''all'' of its territories count as mobilized at all times). To balance this off, the AI plays its action cards [[AIRoulette completely at random]], so its behavior is more erratic than strategic. One unique aspect of this game's AI is that players can pick a different personality for each bot, selecting from Aggressive[[note]]who fights everybody, everywhere, all at once[[/note]], Developer[[note]]who focuses on buying Development cards, then expanding aggressively[[/note]], Defensive[[note]]who turtles with castles and marries off its children for peace treaties[[/note]], Lustful[[note]]who plays the marriage game and keeps divorcing its King so he can marry again[[/note]], and Crusader[[note]]who beelines straight for Jerusalem[[/note]], which all prioritize different choices and actions, adding variety to their behaviors. Each personality also gets an extra Development card that complements its playstyle and cannot be taken from them by normal means.



* ''TabletopGame/CrusaderKingsTheBoardGame'' (2019, Creator/FreeLeaguePublishing), the [[TheBoardGame adaptation]] of the [[VideoGame/CrusaderKings eponymous video game series]], includes an "AI" player in its core rules, intended to replace any number of human players, up to an including a solitaire game against 4 [=AIs=]. The bot mostly abides by the same rules as human players, except that it effectively [[TheComputerIsACheatingBastard has infinite gold]], so it doesn't have to waste turns on collecting taxes, nor to pay upkeep for its levies (moreover, ''all'' of its territories count as mobilized at all times). To balance this off, the AI plays its action cards [[AIRoulette completely at random]], so its behavior is more erratic than strategic. One unique aspect of this game's AI is that players can pick a different personality for each bot, selecting from Aggressive[[note]]who fights everybody, everywhere, all at once[[/note]], Developer[[note]]who focuses on buying Development cards, then expanding aggressively[[/note]], Defensive[[note]]who turtles with castles and marries off its children for peace treaties[[/note]], Lustful[[note]]who plays the marriage game and keeps divorcing its King so he can marry again[[/note]], and Crusader[[note]]who beelines straight for Jerusalem[[/note]], which all prioritize different choices and actions, adding variety to their behaviors. Each personality also gets an extra Development card that complements its playstyle and cannot be taken from them by normal means.

to:

* ''TabletopGame/CrusaderKingsTheBoardGame'' (2019, Creator/FreeLeaguePublishing), the [[TheBoardGame adaptation]] of the [[VideoGame/CrusaderKings eponymous video game series]], includes an "AI" player in its core rules, intended ''TabletopGame/{{Everdell}}'': The ''Mistwood'' ExpansionPack (2022, Starling Games) aims to replace any number of the original's simplistic [[SoloTabletopGame Rugwort solo mode]] with Nightweave, who was designed to feel more like an opposing human players, up to an including a solitaire game against 4 [=AIs=]. The bot mostly abides by the same rules as human players, except that it effectively [[TheComputerIsACheatingBastard player: she has infinite gold]], so it doesn't have to waste turns on collecting taxes, nor to pay upkeep for its levies (moreover, ''all'' of its territories count as mobilized at all times). To balance this off, the AI plays its action cards [[AIRoulette completely at random]], so its behavior is more erratic than strategic. One unique aspect of this game's AI is that players spider workers who block spots, she can pick a different personality for take Events, she interacts with each bot, selecting from Aggressive[[note]]who fights everybody, everywhere, all at once[[/note]], Developer[[note]]who focuses on buying Development cards, then expanding aggressively[[/note]], Defensive[[note]]who turtles with castles expansion's gimmick, and marries off its children for peace treaties[[/note]], Lustful[[note]]who plays the marriage game and keeps divorcing its King so he can marry again[[/note]], and Crusader[[note]]who beelines straight for Jerusalem[[/note]], which all prioritize different choices and actions, adding variety to their behaviors. Each personality also gets an extra Development card that complements its playstyle and cannot be taken from them by normal means.on.

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[[folder:Leder Games]]
* ''TabletopGame/{{Root}}'' (2018) 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 [[https://boardgamegeek.com/thread/2068034 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).
* ''TabletopGame/{{Oath}}'' (2021) 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 [[https://en.wikipedia.org/wiki/Finite-state_machine finite state machine]] to assess the biggest current threat to itself and to carry out sequences of actions in response.
[[/folder]]


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* ''TabletopGame/{{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 [[https://en.wikipedia.org/wiki/Finite-state_machine finite state machine]] to assess the biggest current threat to itself and to carry out sequences of actions in response.


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* ''TabletopGame/{{Root}}'' (2018, Creator/LederGames) 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 [[https://boardgamegeek.com/thread/2068034 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).
Is there an issue? Send a MessageReason:
None


* ''TabletopGame/CrusaderKingsTheBoardGame'' (2019, Creator/FreeLeaguePublishing), the [[TheBoardGame adaptation]] of the [[VideoGame/CrusaderKings eponymous video game series]], includes an "AI" player in its core rules, intended to replace any number of human players, up to an including a solitaire game against 4 [=AIs=]. The bot mostly abides by the same rules as human players, except that it effectively [[TheComputerIsACheatingBastard has infinite gold]], so it doesn't have to waste turns on collecting taxes, nor to pay upkeep for its levies (moreover, ''all'' of its territories count as mobilized at all times). To balance this off, the AI plays its action cards [[AIRoulette completely at random]], so while its behavior is more erratic than strategic. One unique aspect of this game's AI is that players can pick a different personality for each bot, selecting from Aggressive[[note]]who fights everybody, everywhere, all at once[[/note]], Developer[[note]]who focuses on buying Development cards, then expanding aggressively[[/note]], Defensive[[note]]who turtles with castles and marries off its children for peace treaties[[/note]], Lustful[[note]]who plays the marriage game and keeps divorcing its King so he can marry again[[/note]], and Crusader[[note]]who beelines straight for Jerusalem[[/note]], which all prioritize different choices and actions, adding variety to their behaviors. Each personality also gets an extra Development card that complements its playstyle and cannot be taken from them by normal means.

to:

* ''TabletopGame/CrusaderKingsTheBoardGame'' (2019, Creator/FreeLeaguePublishing), the [[TheBoardGame adaptation]] of the [[VideoGame/CrusaderKings eponymous video game series]], includes an "AI" player in its core rules, intended to replace any number of human players, up to an including a solitaire game against 4 [=AIs=]. The bot mostly abides by the same rules as human players, except that it effectively [[TheComputerIsACheatingBastard has infinite gold]], so it doesn't have to waste turns on collecting taxes, nor to pay upkeep for its levies (moreover, ''all'' of its territories count as mobilized at all times). To balance this off, the AI plays its action cards [[AIRoulette completely at random]], so while its behavior is more erratic than strategic. One unique aspect of this game's AI is that players can pick a different personality for each bot, selecting from Aggressive[[note]]who fights everybody, everywhere, all at once[[/note]], Developer[[note]]who focuses on buying Development cards, then expanding aggressively[[/note]], Defensive[[note]]who turtles with castles and marries off its children for peace treaties[[/note]], Lustful[[note]]who plays the marriage game and keeps divorcing its King so he can marry again[[/note]], and Crusader[[note]]who beelines straight for Jerusalem[[/note]], which all prioritize different choices and actions, adding variety to their behaviors. Each personality also gets an extra Development card that complements its playstyle and cannot be taken from them by normal means.
Is there an issue? Send a MessageReason:
None


* ''TabletopGame/CrusaderKingsTheBoardGame'' (2019, Creator/FreeLeaguePublishing), the [[TheBoardGame adaptation]] of the [[VideoGame/CrusaderKings eponymous video game series]], includes an "AI" player in its core rules, intended to replace any number of human players, up to an including a solitaire game against 4 [=AIs=]. The bot mostly abides by the same rules as human players, except that it effectively [[TheComputerIsACheatingBastard has infinite gold]], so it doesn't have to waste turns on collecting taxes, nor to pay upkeep for its levies (moreover, ''all'' of its territories count as mobilized at all times). To balance this off, the AI plays its action cards [[AIRoulette completely at random]], so while its behavior is more erratic than strategic. One unique aspect of this game's AI is that players can pick a different personality for each bot, selecting from Aggressive, Developer, Defensive, Lustful, and Crusader, which all prioritize different choices and actions, adding variety to their behaviors. Each personality also gets an extra Development card that complements its playstyle and cannot be taken from them by normal means.

to:

* ''TabletopGame/CrusaderKingsTheBoardGame'' (2019, Creator/FreeLeaguePublishing), the [[TheBoardGame adaptation]] of the [[VideoGame/CrusaderKings eponymous video game series]], includes an "AI" player in its core rules, intended to replace any number of human players, up to an including a solitaire game against 4 [=AIs=]. The bot mostly abides by the same rules as human players, except that it effectively [[TheComputerIsACheatingBastard has infinite gold]], so it doesn't have to waste turns on collecting taxes, nor to pay upkeep for its levies (moreover, ''all'' of its territories count as mobilized at all times). To balance this off, the AI plays its action cards [[AIRoulette completely at random]], so while its behavior is more erratic than strategic. One unique aspect of this game's AI is that players can pick a different personality for each bot, selecting from Aggressive, Developer, Defensive, Lustful, Aggressive[[note]]who fights everybody, everywhere, all at once[[/note]], Developer[[note]]who focuses on buying Development cards, then expanding aggressively[[/note]], Defensive[[note]]who turtles with castles and Crusader, marries off its children for peace treaties[[/note]], Lustful[[note]]who plays the marriage game and keeps divorcing its King so he can marry again[[/note]], and Crusader[[note]]who beelines straight for Jerusalem[[/note]], which all prioritize different choices and actions, adding variety to their behaviors. Each personality also gets an extra Development card that complements its playstyle and cannot be taken from them by normal means.

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%% * ''TabletopGame/{{Anachrony}}'' (2017, Dávid Turczi/Mindclash Games) -- Chronobot
* ''Literature/{{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.
* ''TabletopGame/CrusaderKingsTheBoardGame'' (2019, Creator/FreeLeaguePublishing), the [[TheBoardGame adaptation]] of the [[VideoGame/CrusaderKings eponymous video game series]], includes an "AI" player in its core rules, intended to replace any number of human players, up to an including a solitaire game against 4 [=AIs=]. The bot mostly abides by the same rules as human players, except that it effectively [[TheComputerIsACheatingBastard has infinite gold]], so it doesn't have to waste turns on collecting taxes, nor to pay upkeep for its levies (moreover, ''all'' of its territories count as mobilized at all times). To balance this off, the AI plays its action cards [[AIRoulette completely at random]], so while its behavior is more erratic than strategic. One unique aspect of this game's AI is that players can pick a different personality for each bot, selecting from Aggressive, Developer, Defensive, Lustful, and Crusader, which all prioritize different choices and actions, adding variety to their behaviors. Each personality also gets an extra Development card that complements its playstyle and cannot be taken from them by normal means.



%% * ''TabletopGame/{{Anachrony}}'' (2017, Dávid Turczi/Mindclash Games) -- Chronobot



* ''Literature/{{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.
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Compare/contrast SoloTabletopGame, which is designed for a single player to begin with.

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Compare/contrast SoloTabletopGame, which is designed for a single player to begin with. Compare DigitalTabletopGameAdaptation, which often involves traditional VideoGameAI.
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* ''TabletopGame/TheRedDragonInn'' (2007, Slugfest Games) has [[PunnyName 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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* ''TabletopGame/TheRedDragonInn'' ''TabletopGame/RedDragonInn'' (2007, Slugfest Games) has [[PunnyName 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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Managed to reach 12, so it can stay for now.


!!This trope in its current state is unable to reach 12 wicks for the Standing standard on Administrivia/{{Wick}}, so it's likely to be unlaunched. Please add examples [[https://tvtropes.org/pmwiki/discussion.php?id=l6dup6kccprz3ia6fjhebdq3 here]].
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* ''TabletopGame/RaceForTheGalaxy'' (2007, Rio Grande Games): The first expansion "The Gathering Storm" added a bot player for solo play.
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Fixed error.


!!This draft in its current state is unable to reach 12 wicks for the Standing standard on Administrivia/{{Wick}}, so it's likely to be unlaunched. Please add examples [[https://tvtropes.org/pmwiki/discussion.php?id=l6dup6kccprz3ia6fjhebdq3 here]].

to:

!!This draft trope in its current state is unable to reach 12 wicks for the Standing standard on Administrivia/{{Wick}}, so it's likely to be unlaunched. Please add examples [[https://tvtropes.org/pmwiki/discussion.php?id=l6dup6kccprz3ia6fjhebdq3 here]].
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Added because of this.

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!!This draft in its current state is unable to reach 12 wicks for the Standing standard on Administrivia/{{Wick}}, so it's likely to be unlaunched. Please add examples [[https://tvtropes.org/pmwiki/discussion.php?id=l6dup6kccprz3ia6fjhebdq3 here]].

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Just like with VideoGameAI, 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 [[TheComputerIsACheatingBastard play by a simplified ruleset]].

to:

Just like with VideoGameAI, 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 [[TheComputerIsACheatingBastard play by a simplified ruleset]].
ruleset]]. A key difference between a bot and a [[RandomEncounters random challenge generator]] is that the former's behavior, even when [[AIRoulette randomized]], must adapt to the current state of the game[[note]]e.g. always attacking the current top-scoring opponent[[/note]].



* ''TabletopGame/StarRealms'' (2014, White Wizard Games) and its spinoff ''TabletopGame/HeroRealms'' (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.



* ‘’TabletopGame/StarRealms’’ and it’s spinoff ‘’TabletopGame/HeroRealms’’ — 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.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ‘’TabletopGame/StarRealms’’ and it’s spinoff ‘’TabletopGame/HeroRealms’’ — 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.
Is there an issue? Send a MessageReason:
Created from YKTTW

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While [[ArtificialIntelligence artificially intelligent]] opponents are a common feature in VideoGames, many TabletopGames since TheNewTens have introduced algorithms to automate one or more human players. This feature makes PlayerVersusPlayer tabletop games playable in [[SoloTabletopGame 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 [[UsefulNotes/COVID19Pandemic global lockdowns]], cannot gather a group of necessary size to play them regularly.

Just like with VideoGameAI, 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 [[TheComputerIsACheatingBastard play by a simplified ruleset]].

A major driving force behind the proliferation of board game bots since around 2015 has been the Creator/AutomaFactory[[note]]Morten Monrad Pedersen (founder), David J. Studley, Lines J. Hutter, and others[[/note]] -- a small design studio that originally specialized in automating Creator/StonemaierGames' products, but has since worked with other publishers, as well. The Automa Factory's founder Morten Pedersen has written a [[https://boardgamegeek.com/blogcategory/3785 series of blog articles]] detailing his personal design philosophy.

Compare/contrast SoloTabletopGame, which is designed for a single player to begin with.
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!!Examples:

[[foldercontrol]]

[[folder:Automa Factory]]
%% * ''TabletopGame/{{Viticulture}}: Tuscany'' (2014, Stonemaier) -- chronologically the first bot designed by the Automa Factory
%% * ''TabletopGame/BetweenTwoCities'' (2015, Stonemaier)
%% * ''TabletopGame/{{Charterstone}}'' (2015, Stonemaier)
%% * ''TabletopGame/HostageNegotiator: Circle of Automata'' (2015, Van Ryder Games)
* ''TabletopGame/{{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 [[AIRoulette randomize its actions]].
%% * ''TabletopGame/GaiaProject'' (2017, Feuerland)
%% * ''TabletopGame/{{Patchwork}}: Automa'' (2018, Lookout Games), a solo promo mode
%% * ''TabletopGame/GlenMore II: Chronicles'' (2019, Funtails)
%% * ''TabletopGame/{{Euphoria}}: Ignorance is Bliss'' (2019, Stonemaier)
* ''TabletopGame/{{Wingspan}}'' (2019, Stonemaier) uses an AI deck that chooses simple actions, and is intended to be used when playing solo.
%% * ''TabletopGame/{{Pendulum}}'' (2020, Stonemaier)
%% * ''TabletopGame/{{Tapestry}}: Plans and Ploys'' (2020, Stonemaier)
%% * ''TabletopGame/RedRising'' (2021, Stonemaier)
%% * ''TabletopGame/TerraMystica'' (Feuerland) -- an Automa is currently in development as of 2021
[[/folder]]

[[folder:Leder Games]]
* ''TabletopGame/{{Root}}'' (2018) 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 [[https://boardgamegeek.com/thread/2068034 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).
* ''TabletopGame/{{Oath}}'' (2021) 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 [[https://en.wikipedia.org/wiki/Finite-state_machine finite state machine]] to assess the biggest current threat to itself and to carry out sequences of actions in response.
[[/folder]]

[[folder:Other publishers]]
* ''The Amazing Dr. Nim'' (1965, E.S.R.) was a [[https://www.youtube.com/watch?v=9KABcmczPdg mechanical computer]] designed to turn the GameOfNim into a SoloTabletopGame. In its basic configuration, it pursues a [[PerfectPlayAI degenerate strategy that always leads to its victory]] as long as the human goes first, but the optional "equalizer" toggle causes it to play imperfectly until the human makes a mistake (i.e. strays from their own degenerate strategy), after which it reverts to perfect play.
* ''TabletopGame/TheRedDragonInn'' (2007, Slugfest Games) has [[PunnyName 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.
* ''TabletopGame/SentinelsOfTheMultiverse'' (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.
%% * ''TabletopGame/{{Anachrony}}'' (2017, Dávid Turczi/Mindclash Games) -- Chronobot
* ''Franchise/StarWars: Outer Rim'' (2019, Fantasy Flight) has an AI deck that can be used in place of a human player, for solo play. This deck chooses actions randomly. Notably, the deck is represented in-game by C3-PO, the series' famous droid character, in a ContinuityNod.
* ''Literature/{{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.
[[/folder]]
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