Tetris Is Hard, Even to Approximate
arxiv.org
arxiv.org
https://en.m.wikipedia.org/wiki/Erik_Demaine
Also highly recommended basically any filmed class he’s teaching on MIT OpenCourseware
[1] http://courses.csail.mit.edu/6.849/fall10/lectures/L01.html
It was the only game I had for my GB, I played the crap out of that game to the point I’d dream about it or see the tiles when I closed my eyes.
I'm sure you already know this, but for anyone who doesn't, this phenomenon is actually common enough to have a name: https://en.m.wikipedia.org/wiki/Tetris_effect
https://tetris.wiki/Tetris_Guideline#See_also
The definition of "Standard Tetris" is an idealized model of the most important characteristics and behaviors of the first IBM-PC implementation of the Tetris game (circa 1986-1988). The idealized model is based upon inferring the apparent intentions of the developers of the first IBM-PC implementation of the Tetris game. For example, it seems reasonable to infer that the developers of the first IBM-PC implementation of the Tetris game intended to select the shape of each new falling piece "randomly", and that the use of the Borland C implementation of the rand() function was merely a practical approximation of the intention. The definition of "Standard Tetris" specifies that the shape of each new falling piece is to be selected "randomly". This ideal behavior cannot be achieved by any implementation, but implementations can approximate the ideal behavior.
Yes, so much research in Computer Science has been based on Tetris that someone found it worthwhile to create a specification for the game.
You were definitely not guaranteed to get an I piece in any particular number of drops in any Tetris released in the 80s afaik. I think bag randomizers came about in Tetris worlds
That it is NP-complete says that verification that a sequence indeed attains this maximum is easy (even if we don't know the maximum beforehand), but that it is unlikely we will find an efficient algorithm for the problem.
The authors note that there is a "relatively simple dynamic program solves the case of a constant-size gameboard in time polynomial in the number of pieces." So what you seem to be thinking of is solvable quite efficiently.
The paper proves that Tetris is NP hard, but that is only because Tetris is infinitely long game. It's still easy for a computer to play as well as a human and faster
I have formally dealt with approximation algorithms before and I skimmed the wikipedia article, yet I did not find anything that contradicts me. Note the in the section on hardness, P and NP (obviously) appear as bounds of solutions. Where is the contradiction?
Further, all this (approximation algos and P/NP algos) are discrete, complete algorithms. ML is a completely different story, as one is never certain whether some optimum is global or local. Hence, ML is a heuristic, while Djikstras shortest path algorithm is a series of steps with a success guarantee (with provable worst runtime behavior).
I never quite hit GM in any TGM game anyways; as fun as it was, I definitely had trouble keeping a clean stack at high speeds.
Afaik Arika is not allowed to make non-guideline Tetris games, but the fact that they made Tetris 99 for the switch has got some rumors going that they reached some kind of agreement and maybe a tgm4 could actually happen again.
TGM4 is essentially finished and just in hold until Arika figures out how they're going to distribute it. I think you're right though that T99 is kinda Arika testing the waters with a console version and I think they might release it on Switch at least.
I'm hence surprised about the hardness of approximation result.
The authors' contribution is that the problem of choosing the optimal strategy is NP-complete when the playing field is itself variable, and provided as an input to the algorithm (as a matrix of 1s and 0s indicating whether or not the cell is filled, or equivalently, as the number of cells in the grid provided in unary base.)
https://en.wikipedia.org/wiki/Tile-matching_video_game#Compu...