[HN Gopher] Can you be sure to clear a line at Tetris?
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       Can you be sure to clear a line at Tetris?
        
       Author : a3_nm
       Score  : 81 points
       Date   : 2022-04-19 19:38 UTC (3 hours ago)
        
 (HTM) web link (a3nm.net)
 (TXT) w3m dump (a3nm.net)
        
       | Hogarth01 wrote:
       | There was a kid I knew in school who I would consider a very good
       | tetris player. One time someone else was lamenting that they
       | always get bad pieces and he said, "The Tetris gods will never
       | give you a piece you can't play, you just don't know how to play
       | it." Which has resonated with me for an oddly long time in my
       | life.
        
         | __s wrote:
         | This sort of thing comes up a lot in card games like mtg. Some
         | players are convinced they're naturally unlucky. I like to
         | phrase it as "bad decks get bad draws". To improve one has to
         | be luck oblivious: improve what you can, accept what you can't.
         | Bit of a serenity prayer approach
        
       | bombcar wrote:
       | This is one of those questions that _seems_ to be wide open for
       | elaborate proofs - but it turns out the total number of
       | possibilities isn 't that large, and you can simply enumerate
       | each one.
        
         | andsens wrote:
         | Heh, yup. I remember an article on here about some low-level
         | calculation optimization for 32-bit ints that bugged out even
         | with extensive edge-case testing. The conclusion being "just
         | test all the numbers", 2^32 isn't that much!
        
           | pfedak wrote:
           | maybe https://randomascii.wordpress.com/2014/01/27/theres-
           | only-fou...
        
       | tosh wrote:
       | Related: in the official specification of the game the pieces
       | ("tetrominoes") are drawn from a bag to prevent the possibility
       | of an unfavorable sequence of pieces that force you to lose the
       | game.
       | 
       | IIRC early implementations of the game did not always behave like
       | that.
       | 
       | https://tetris.fandom.com/wiki/Tetris_Guideline
       | 
       | > You might have heard of the result that you can play forever
       | with bag randomizer, Hold and 3 previews (a similar setup even
       | works with 0 previews). However, the opposite is true, if you
       | play with a randomizer that can generate all piece sequences
       | (e.g. memoryless randomizer). In this article we will present a
       | piece sequence that will top you out - no matter what you do.
       | 
       | https://harddrop.com/wiki/A_deadly_piece_sequence
       | 
       | https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.55...
        
         | balfirevic wrote:
         | > IIRC early implementations of the game did not always behave
         | like that.
         | 
         | And they were also much better for it, in my opinion (and that
         | of many classic NES Tetris fans).
        
         | omoikane wrote:
         | See also: https://news.ycombinator.com/item?id=20872110
         | 
         | "A history of Tetris randomizers (2018)"
        
         | tedunangst wrote:
         | https://simon.lc/the-history-of-tetris-randomizers
        
       | m4lvin wrote:
       | Is there a good way to reduce SAT or other decision problems to
       | Tetris? Do we need to enlarge the grid to reduce larger problem
       | instances, or can the duration of the play / length of the
       | sequence be used for that?
       | 
       | I would hope for something like "This list of clauses is
       | satisfiable iff there is a winning strategy to clear at least N
       | lines when given the following sequence of tetrominoes". (Where
       | the article here says that there is no hope for anything like
       | this with N=1, but )
       | 
       | Or does knowing the whole sequence in advance make any sequence
       | easy to play / clear any number of lines?
        
         | dragontamer wrote:
         | In my experience, strong human players can consistently keep
         | track of random-bags and plan out holds, and do so at
         | surprisingly high speeds.
         | 
         | I'm not sure if a computer SAT-solver is needed to accomplish
         | any of the tactics in Tetris-Guidelines.
         | 
         | Maybe it'd be a fun exercise, like using SAT-solvers on human-
         | level Sudoku puzzles. Or for maybe inventing "harder" versions
         | of Tetris, designed for computer players instead of human
         | players.
         | 
         | -------
         | 
         | I've given some degree of idle thought in how a SAT-solver can
         | maybe discover patterns that would help an intermediate-player
         | develop the eyesight / instincts that strong players have. (Ex:
         | SAT-solver to see the patterns an intermediate player is using,
         | and then analyzing which patterns the player doesn't see yet).
         | 
         | Its a vague / idle thought however, I never seriously attempted
         | to solve the problem. But "training exercises" exist in many
         | video games, and developing tools for human-training / self-
         | training are always useful.
         | 
         | Ex: if a SAT solver could see that the human _COULD_ have
         | performed a King Crimson at some point
         | (https://harddrop.com/wiki/King_Crimson), but the human-player
         | made a mistake and only saw an easier TSpin-Triple setup
         | instead (https://harddrop.com/wiki/T-Spin_Triple).
         | 
         | Such "computer automatic advice" into which elements of your
         | play was possible, and solving it automatically (and
         | determining if it was a good strategy or not) would be very
         | helpful in training.
        
           | foobarian wrote:
           | Most NP-complete problems have really good heuristics that
           | come to within a hair of optimal on most useful real-world
           | inputs, e.g. things like integer partitioning, bin packing,
           | traveling salesman, etc. You need really unusual inputs to
           | give an optimal solver a drastic advantage. Case in point,
           | with real-world TSP the fact that the cities are embedded on
           | a plane means their distances have constraints that don't
           | exist in the general problem.
        
             | lupire wrote:
             | I'm pretty sure 2-D Euclidean TSP is NP-Hard.
             | 
             | https://en.m.wikipedia.org/wiki/Travelling_salesman_problem
             | (Computational Complexity).
        
         | lupire wrote:
         | Yes.
         | 
         | https://www.google.com/search?q=tetris%20n-p%20complete
        
       | georgecmu wrote:
       | If you want to test a strategy against an adversarial tetris
       | opponent: https://qntm.org/files/hatetris/hatetris.html
       | 
       | The method by which the AI selects the worst possible piece is
       | extremely simple to describe (test all possible locations of all
       | possible pieces, see which of the pieces' best-case scenarios is
       | the worst, then spawn that worst piece), but quite time-consuming
       | to execute, so please forgive me if your browser chugs a little
       | after locking each piece. If you can figure out a way to
       | accelerate the algorithm without diminishing its hate-filled
       | efficiency, do let me know. The algorithm for "weighing"
       | possibilities is to simply maximise the highest point of the
       | "tower" after the piece is landed.
        
         | lcnPylGDnU4H9OF wrote:
         | I remember seeing this at one point and clearing a grand total
         | of 5 lines in one game. Turns out it's hard if the game is
         | trying to make you lose.
        
         | lapetitejort wrote:
         | The resulting algorithm seems to be "spawn z and s pieces on
         | repeat". I only got one long piece and one L piece.
        
           | yodsanklai wrote:
           | The author may have written a brute force algorithm when a
           | greedy solution would have worked :)
        
       | dragontamer wrote:
       | Yes in "Tetris Guidelines". In fact, greater feats can be
       | accomplished in modern Tetris games, thanks to these strong
       | guidelines.
       | 
       | https://www.youtube.com/watch?v=qmG0NcbrLTE
       | 
       | Strong players practice these loops all the time. Its possible
       | thanks to the "bag randomizer".
       | 
       | --------
       | 
       | The BT Cannon is a TSpin double (4 damage + B2B bonus) + TSpin
       | Triple (6 damage + B2B bonus), for a total of 11 damage.
       | 
       | The DT-cannon followup is a TSpin Triple followed by TSpin Double
       | for a total of 12 damage.
       | 
       | Finally, the Perfect Clear is 10 damage, for a total of 33 damage
       | per loop.
       | 
       | --------
       | 
       | Other players practice triple-perfect clear starts, for
       | 30-straight damage in some ~30 tetriminos dropped. But the BT-
       | cannon + DT Cannon -> Perfect clear setup is a beautiful
       | arrangement.
       | 
       | The whole loop is carried out over 5 bags IIRC, or 35 pieces (5
       | bags * 7 pieces per bag == 35 sets of each piece). That's enough
       | for the 4x T-pieces needed for the BT-cannon + DT Cannon (which
       | offer significant amounts of damage)
       | 
       | 35 pieces * 4 pieces == 140 minos, or 14 lines (the Tetris board
       | is exactly 10 pieces wide). Which lines up with not only a
       | perfect bag loop (the 35th piece finishes the bag, meaning
       | piece#36 is a new bag, allowing you to loop), but also divides
       | perfectly with 140 minos aka 14 lines, meaning the perfect clear
       | is possible.
       | 
       | ------
       | 
       | Thanks to Tetris Guidelines bag randomizer, bag#6 is effectively
       | the same situation as bag#1 (start of a new bag). So you loop the
       | sequence and can continuously apply the BT-cannon / DT-cannon /
       | perfect clear loop almost perpetually. In practice, its "only" a
       | 90%+ chance of continuing each loop, but that's a high enough
       | probability to effectively use the technique in competitive
       | games.
       | 
       | EDIT: The existence of the "Hold Piece", in combination with the
       | "easy to count" 7-bag randomizer, allows for some incredible
       | feats in Tetris Guidelines that classic-Tetris players are
       | unfamiliar with. Its a different game, more about quick-reaction
       | speed and twitch reaction rather than the planning-centric
       | classic-Tetris. But its these attributes that make Tetris-
       | Guideline games better for player-vs-player setups. Practiced
       | strategies are more reliable and less contingent on luck.
        
         | httpsterio wrote:
         | I think we had this discussion a year or two ago, but
         | personally I find the guideline algorithm to be boring. It's
         | definitely more oriented to PVP Tetris. Something like TGM
         | would be boring if you can just execute builds instead of
         | preparing your stack and play for just about anything.
         | 
         | It's true that there's a lot of different builds (I'm
         | personally more partial to the albatross special than DT
         | cannons) and builds are not only related to what you can build,
         | also how you should respond to your opponent. Like, is the game
         | even fun when you're just spamming t-spins with Tafokint's
         | T-spin factory?
         | 
         | I'm a pretty highly ranked Tetris player, top ten in Finland in
         | T99, Tetr.io and Puyo Puyo Tetris and somewhere in the top 100
         | as well, and in reality I think fancier builds like DT-cannons
         | are too fragile and reliant on a clean-ish stack that they're
         | not even viable in high level play. If you take ten seconds to
         | set up a tetris or 15 seconds for a triple T-spin then you're
         | gonna get spammed to death before you can reply with your fancy
         | build.
         | 
         | In modern PVP Tetris I think there's only three tactics. If
         | you're not too technical, you need be fast at tetrises and hope
         | you can outpace your opponent.
         | 
         | If you're slower, you have to deal more damage in the same time
         | or less = T-spins for double damage. It took me a year of
         | practicing to intuitively start leaving t-spin doubles in more
         | unconventional setups. There's the risk of being outpaced and
         | spammed but the double damage mitigates it a bit.
         | 
         | Third option is comboing. I think it's the hardest to pull off
         | but it's also the most effective. With a three wide hole it's
         | fairly easy to get a combo going but there's always a huge risk
         | of topping out by a badly timed attack from the opponent. Four
         | wide is harder to keep going but it's safer.
         | 
         | Depending on the game and network code, combo builds can be
         | game breaking and actually stagger the enemy so that they can't
         | even reply to your attacks. It is however the least effective
         | build in terms of how many pieces you need and the return
         | damage for each clear and there's the most unknowns in how
         | you're supposed to stack.
         | 
         | But to sum up in short, I don't think "builds" per se are the
         | way to go in PVP. The "stack, attack and reply" formula simply
         | leaves too large holes for your opponent to attack and it's not
         | variable enough. Seeing parts of builds as patterns, like using
         | a roof on a T-shaped hole to build a triple T-spin is useful if
         | you can figure it out whilst clearing garbage and keeping a
         | constant battering on your enemy going.
         | 
         | Personally, I think TTC forcing guidelines on single player
         | games is boring. TGM TAP+ was the pinnacle in terms of game
         | behavior and algorithms, IMO holds and the floor kicks in
         | Terror Instinct made everything a bit too easy and all the
         | difficulty comes from being ridiculously fast instead of being
         | super meticulous and eloquent in your stacking.
        
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       (page generated 2022-04-19 23:00 UTC)