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

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Advances in Computer Games (ACG 2019)

Part of the book series: Lecture Notes in Computer Science ((LNTCS,volume 12516))

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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.

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Notes

  1. 1.

    https://en.wikipedia.org/wiki/Tetris.

  2. 2.

    https://lightgbm.readthedocs.io/en/latest/.

  3. 3.

    https://store.steampowered.com/app/546050/Puyo_PuyoTetris.

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Acknowledgments

This research is financially supported by Japan Society for the Promotion of Science (JSPS) under contract numbers 18H03347 and 17K00506.

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Correspondence to Kokolo Ikeda .

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Oikawa, T., Hsueh, CH., Ikeda, K. (2020). Improving Human Players’ T-Spin Skills in Tetris with Procedural Problem Generation. In: Cazenave, T., van den Herik, J., Saffidine, A., Wu, IC. (eds) Advances in Computer Games. ACG 2019. Lecture Notes in Computer Science(), vol 12516. Springer, Cham. https://doi.org/10.1007/978-3-030-65883-0_4

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  • DOI: https://doi.org/10.1007/978-3-030-65883-0_4

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