17.【Rekiden】Let AI vs AI Drive History Automatically
Give It an Evaluation Function, and Sengoku Moves on Its Own
tags: [AI, ChatGPT, Game Design, Automation, Sengoku, Simulation]
🏁 Introduction
In Rekiden-15, we showed that
“just pasting a template into AI is enough to start a game.”
In Rekiden-16, we clarified that
AI behaves as an FSM (Finite State Machine).
Now comes the next question.
Can history progress without a player?
The answer is YES.
🎯 Conclusion: Give AI an Evaluation Function, and It Will Fight on Its Own
The final key that turns AI into a game system is the:
Evaluation Function
- What is considered “good”
- What is considered “bad”
Once this is defined,
AI will keep choosing actions even without human input.
🤖 What “AI vs AI” Means in Rekiden
In Rekiden, AI vs AI is defined as follows:
- Takeda AI: acts according to Takeda’s evaluation function
- Uesugi AI: acts according to Uesugi’s evaluation function
- Progression AI: manages state and transitions only
👉 The key idea is role separation.
🧮 Minimal Evaluation Functions
Takeda Clan AI (Example)
Evaluation Criteria:
- Preserve own troop strength
- Expand control over Shinano
- Ensure survival of key commanders
- Avoid reckless frontal assaults
Uesugi Clan AI (Example)
Evaluation Criteria:
- Superiority in direct confrontation
- Maintain morale
- Secure battlefield initiative
- Minimize withdrawals
This is already sufficient.
🔍 Why This Works
At each turn, the AI implicitly performs:
- Understand the current state
- Enumerate possible actions
- Score each action using the evaluation function
- Select the action that seems “best”
This is a textbook example of:
Decision-Making AI
🔁 Example of AI vs AI Progression
Turn 1:
Takeda AI: Prepares the Woodpecker Strategy (force preservation)
Uesugi AI: Fortifies positions and prepares to intercept
→ State: Sustained tension
Turn 2:
Takeda AI: Advances a detached force
Uesugi AI: Detects movement and shifts main forces
→ State: Local engagement begins
Turn 3:
Both AIs: Evaluation drops due to rising attrition
→ State: Full-scale battle
No human input is involved.
📜 This Is “Automatic War Chronicle Generation”
At this stage, Rekiden is no longer:
- A game ❌
- A novel ❌
- A historical explanation ❌
👉 It becomes an automatic war chronicle generation system.
With the same template:
- Change the evaluation function
- Change personality (cautious / aggressive)
and you get a different history every time.
⚖️ Plausibility Over Reproducibility
What matters is not:
“Did it match historical fact?”
but rather:
- Does it feel plausible?
- Does it make sense for a Sengoku warlord?
Rekiden deliberately entrusts this judgment to
AI’s commonsense reasoning.
🧭 The Endpoint of Rekiden
Across Rekiden-15 to 17, the system evolves as follows:
- 15_: Template = initial state
- 16_: AI = FSM
- 17_: AI = decision-making agent
This results in:
A historical simulation that requires no game engine
⚠️ What Makes This Dangerous (Important)
To be honest:
- It can generate infinite alternate histories
- It can progress beyond human intent
- It can mass-produce “plausible lies”
This power is both strong and dangerous.
Rekiden is also:
An experiment to observe that boundary
🧪 Possible Directions Beyond 17_
- Numerical evaluation functions
- Alliances and betrayals between multiple AIs
- Year-by-year autonomous historical progression
- Educational and research-oriented simulators
Beyond this point,
we are firmly in research territory.
✍️ Closing
AI is no longer merely
“something that answers questions.”
It is an entity that holds state, evaluates, and acts.
Rekiden-17 marks the moment when:
AI is promoted to a “subject of history” itself
(To be continued)