How a game of War against bots works here: seating them, what they can see, how they decide, and what they leave to you.
War is a game for two, so a game against the computer is you and one bot. Open a table, press "Add an opponent" in the lobby, and choose how many battles to play: 25, 50 or 100. Then start.
The pack is dealt out between you, twenty-six cards each, face down. Only the host can seat the bot, and only before the game starts.
Nothing more than you. Neither of you can see your own pile, let alone the other one: the cards stay on the server and are only shown when they are turned. The bot knows how many cards each of you holds and which battle it is, exactly as the table shows you.
It turns its card. That is the only move there is in War, and the bot makes it a little over a second after each battle is settled — so it is nearly always the bot waiting for you, and the table tells you when it has turned its card.
When the cards tie, the war plays itself out: three cards face down from each pile and a fourth turned up, again and again until one of you wins it. Nobody has to press anything for that, and the table shows every card that changed hands.
Only by luck, and the bot has exactly the same luck. There are no decisions in War for anybody, human or computer, to get right or wrong. Whoever was dealt the better cards is likely to finish ahead, and the wars can turn a game either way.
That is the point of playing it against a bot: nobody has to be found to turn the other pile, and the game goes at your speed.
If you close the tab, the game waits exactly where it was. Open the table again and turn your next card. A table nobody touches for six hours is cleared away.
When the battles run out, the cards are counted and whoever holds more wins; a tie on cards is a draw. For another game, leave the table and open a new one.