“…Simulating naturalistic decision-making [16] that might communicate a sense of negotiation between aesthetic or musical concerns and the mathematical imperatives of the game, on the other hand, is not. To this end, when designing computational versions of Xenakis's zero-sum games of strategy, one could deliberately introduce some sub-optimality [15], even opening up to simple options such as finite state machines. In this case, decision policies could stochastically include not only mixed strategies and minimax, but also subversive states based on the simulation of some aesthetic preference, for example, or some intrinsic attitude trait (e.g., impulsive, greedy, rational, etc.).…”