Evaluating Game Difficulty in Tetris Block Puzzle
AI 摘要
论文使用SGAZ评估不同俄罗斯方块规则集的游戏难度,发现增加hold功能降低难度,增加方块种类增加难度。
主要贡献
- 使用SGAZ评估俄罗斯方块游戏难度
- 评估了不同规则变化对游戏难度的影响
- 为随机谜题游戏的设计提供了参考
方法论
使用Stochastic Gumbel AlphaZero (SGAZ) 算法,通过训练奖励和收敛迭代次数来评估不同规则下的游戏难度。
原文摘要
Tetris Block Puzzle is a single player stochastic puzzle in which a player places blocks on an 8 x 8 grid to complete lines; its popular variants have amassed tens of millions of downloads. Despite this reach, there is little principled assessment of which rule sets are more difficult. Inspired by prior work that uses AlphaZero as a strong evaluator for chess variants, we study difficulty in this domain using Stochastic Gumbel AlphaZero (SGAZ), a budget-aware planning agent for stochastic environments. We evaluate rule changes including holding block h, preview holding block p, and additional Tetris block variants using metrics such as training reward and convergence iterations. Empirically, increasing h and p reduces difficulty (higher reward and faster convergence), while adding more Tetris block variants increases difficulty, with the T-pentomino producing the largest slowdown. Through analysis, SGAZ delivers strong play under small simulation budgets, enabling efficient, reproducible comparisons across rule sets and providing a reference for future design in stochastic puzzle games.