Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1007/978-3-030-65883-0_4guideproceedingsArticle/Chapter ViewAbstractPublication PagesConference Proceedingsacm-pubtype
Article

Improving Human Players’ T-Spin Skills in Tetris with Procedural Problem Generation

Published: 11 August 2019 Publication History

Abstract

Researchers in the field of computer games interest in creating not only strong game-playing programs, but also programs that can entertain or teach human players. One of the branches is procedural content generation, aiming to generate game contents such as maps, stories, and puzzles automatically. In this paper, automatically generated puzzles are used to assist human players in improving the playing skills for the game of Tetris, a famous and popular tile-matching game. More specifically, a powerful technique called T-spin is hard for beginners to learn. To assist beginners in mastering the technique, automatically generated two-step to T-spin problems are given for them to solve. Experiments show that the overall ability for beginners to complete T-spin during play is improved after trained by the given problems. The result demonstrates the possibility of using automatically generated problems to assist human players in improving their playing skills.

References

[1]
De Kegel B and Haahr M Procedural puzzle generation: a survey IEEE Trans. Games 2020 12 1 21-40
[2]
Demediuk, S., Tamassia, M., Raffe, W.L., Zambetta, F., Li, X., Mueller, F.: Monte Carlo tree search based algorithms for dynamic difficulty adjustment. In: 2017 IEEE Conference on Computational Intelligence and Games (CIG 2017), pp. 53–59. IEEE (2017).
[3]
Hirose M, Ito T, and Matsubara H Automatic composition of Tsume-shogi by reverse method J. Jpn. Soc. Artif. Int. 1998 13 3 452-460
[4]
Hunicke, R., Chapman, V.: AI for dynamic difficulty adjustment in games. In: AAAI-04 Workshop on Challenges in Game Artificial Intelligence, pp. 91–96. AAAI Press (2004)
[5]
Ikeda K, Shishido T, and Viennot S Plaat A, van den Herik J, and Kosters W Machine-learning of shape names for the game of Go Advances in Computer Games 2015 Cham Springer 247-259
[6]
Ikeda, K., Viennot, S.: Production of various strategies and position control for Monte-Carlo Go - entertaining human players. In: 2013 IEEE Conference on Computational Intelligence in Games (CIG 2013), pp. 145–152. IEEE (2013).
[7]
Iqbal A Anacleto JC, Fels S, Graham N, Kapralos B, Saif El-Nasr M, and Stanley K Increasing efficiency and quality in the automatic composition of three-move mate problems Entertainment Computing – ICEC 2011 2011 Heidelberg Springer 186-197
[8]
Kapturowski, S., Ostrovski, G., Quan, J., Munos, R., Dabney, W.: Recurrent experience replay in distributed reinforcement learning. In: The Seventh International Conference on Learning Representations (ICLR 2019) (2019)
[9]
Mantere, T., Koljonen, J.: Solving, rating and generating Sudoku puzzles with GA. In: 2007 IEEE Congress on Evolutionary Computation (CEC 2007), pp. 1382–1389. IEEE (2007).
[10]
Mnih V et al. Human-level control through deep reinforcement learning Nature 2015 518 7540 529-533
[11]
Oikawa, T., Ikeda, K.: Procedural problem generation of Tetris for improving T-spin skill. In: The 23rd Game Programming Workshop (GPW-18), pp. 175–182 (2018)
[12]
Oranchak D et al. Di Chio C et al. Evolutionary algorithm for generation of entertaining Shinro logic puzzles Applications of Evolutionary Computation 2010 Heidelberg Springer 181-190
[13]
Ortiz-García EG, Salcedo-Sanz S, Leiva-Murillo JM, Pèrez-Bellido AM, and Portilla-Figueras JA Automated generation and visualization of picture-logic puzzles Comput. Graph. 2007 31 5 750-760
[14]
Schlosser M Computers and chess problem composition ICCA Journal 1988 11 4 151-155
[15]
Sephton, N., Cowling, P.I., Slaven, N.H.: An experimental study of action selection mechanisms to create an entertaining opponent. In: 2015 IEEE Conference on Computational Intelligence and Games (CIG 2015), pp. 122–129. IEEE (2015).
[16]
Shaker, N., Togelius, J., Nelson, M.J.: Procedural Content Generation in Games: A Textbook and an Overview of Current Research. Springer (2016)
[17]
Silver D et al. A general reinforcement learning algorithm that masters chess, shogi, and Go through self-play Science 2018 352 6419 1140-1144
[18]
Takahashi, R.: Mating problem generation of Puyo-Puyo for training. Master thesis, Japan Advanced Institute of Science and Technology, Nomi, Ishikawa, Japan (2018)
[19]
Wu, I.C., Wu, T.R., Liu, A.J., Guei, H., Wei, T.h.: On strength adjustment for MCTS-based programs. In: The 33rd AAAI Conference on Artificial Intelligence (AAAI-19). AAAI Press (2019)

Cited By

View all
  • (2024)On the Evaluation of Procedural Level Generation SystemsProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3650016(1-10)Online publication date: 21-May-2024
  • (2024)How fast can we play Tetris greedily with rectangular pieces?Theoretical Computer Science10.1016/j.tcs.2024.114405992:COnline publication date: 21-Apr-2024
  • (2021)Procedural Maze Generation Considering Difficulty from Human Players’ PerspectivesAdvances in Computer Games10.1007/978-3-031-11488-5_15(165-175)Online publication date: 23-Nov-2021

Recommendations

Comments

Information & Contributors

Information

Published In

cover image Guide Proceedings
Advances in Computer Games: 16th International Conference, ACG 2019, Macao, China, August 11–13, 2019, Revised Selected Papers
Aug 2019
193 pages
ISBN:978-3-030-65882-3
DOI:10.1007/978-3-030-65883-0

Publisher

Springer-Verlag

Berlin, Heidelberg

Publication History

Published: 11 August 2019

Author Tags

  1. Procedural content generation
  2. Puzzle
  3. Tetris
  4. Training system
  5. Entertainment

Qualifiers

  • Article

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)0
  • Downloads (Last 6 weeks)0
Reflects downloads up to 24 Jan 2025

Other Metrics

Citations

Cited By

View all
  • (2024)On the Evaluation of Procedural Level Generation SystemsProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3650016(1-10)Online publication date: 21-May-2024
  • (2024)How fast can we play Tetris greedily with rectangular pieces?Theoretical Computer Science10.1016/j.tcs.2024.114405992:COnline publication date: 21-Apr-2024
  • (2021)Procedural Maze Generation Considering Difficulty from Human Players’ PerspectivesAdvances in Computer Games10.1007/978-3-031-11488-5_15(165-175)Online publication date: 23-Nov-2021

View Options

View options

Figures

Tables

Media

Share

Share

Share this Publication link

Share on social media