Evaluating Game Difficulty in Tetris Block Puzzle

Fuente: arXiv
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Main Authors: Wang, Chun-Jui, Guo, Jian-Ting, Guei, Hung, Shih, Chung-Chin, Wu, Ti-Rong, Wu, I-Chen
Format: Preprint
Published: 2026
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author Wang, Chun-Jui
Guo, Jian-Ting
Guei, Hung
Shih, Chung-Chin
Wu, Ti-Rong
Wu, I-Chen
author_facet Wang, Chun-Jui
Guo, Jian-Ting
Guei, Hung
Shih, Chung-Chin
Wu, Ti-Rong
Wu, I-Chen
contents 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.
format Preprint
id arxiv_https___arxiv_org_abs_2603_18994
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle Evaluating Game Difficulty in Tetris Block Puzzle
Wang, Chun-Jui
Guo, Jian-Ting
Guei, Hung
Shih, Chung-Chin
Wu, Ti-Rong
Wu, I-Chen
Artificial Intelligence
Machine Learning
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.
title Evaluating Game Difficulty in Tetris Block Puzzle
topic Artificial Intelligence
Machine Learning
url https://arxiv.org/abs/2603.18994