 From this point of view, Lorenzen’s games stand as an important paradigm of what recent proof theorists have called semantics of proofs. A semantics of proofs gives a ‘meaning’ not just to the notion of being provable, but to each separate step in a proof. It answers the question ‘What do we achieve by making this particular move in the proof?’ During the 1990s a number of workers at the logical end of computer science looked for games that would stand to  linear logic  and some other proof systems in the same way as Lorenzen’s games stood to intuitionist logic. Andreas Blass, and then later Samson Abramsky and colleagues, gave games that corresponded to parts of linear logic, but at the time of writing we don’t yet have a perfect correspondence between game and logic. This example is particularly interesting because the answer to the Dawkins question should give an intuitive interpretation of the laws of linear logic, a thing that this logic has badly needed. The games of Abramsky et al. tell a story about two interacting systems. But while he began with games in which the players politely take turns, Abramsky later allowed the players to act ‘in a distributed, asynchronous fashion’, taking notice of each other only when they choose to. These games are no longer in the normal format of logical games, and their real-life interpretation raises a host of new questions.