2009
DOI: 10.3233/icg-2009-32102
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Building Controllers for Tetris

Abstract: This article has two purposes: a review on the problem of building a controller for the well-known video game Tetris, and a contribution on how to achieve the best performance. Key components of typical solutions include feature design and feature-weight optimization. We provide a list of all the features we could find in the literature and in implementations, and mention the methods that have been used for weight optimization. We also highlight the fact that performance measures for Tetris must be compared wi… Show more

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Cited by 26 publications
(22 citation statements)
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“…Even if not described in the paper, extension of ℓ 1 -PBR to the state-action value function approximation is straightforward. In the future, we plan to perform a deeper theoretical study of the proposed approach (the analysis of [7] in the case of ℓ 2 -penalized LSTD can be a lead) and to apply it to control problems (notably Tetris [23] should be an interesting application, as features are quite interpretable).…”
Section: Resultsmentioning
confidence: 99%
“…Even if not described in the paper, extension of ℓ 1 -PBR to the state-action value function approximation is straightforward. In the future, we plan to perform a deeper theoretical study of the proposed approach (the analysis of [7] in the case of ℓ 2 -penalized LSTD can be a lead) and to apply it to control problems (notably Tetris [23] should be an interesting application, as features are quite interpretable).…”
Section: Resultsmentioning
confidence: 99%
“…The original Tetris had been a popular benchmark in RL [16], but it became hard to study when the best policies started achieving the level of tens of millions cleared lines on average [23]. Learning and evaluating such controllers is computationally expensive.…”
Section: Game Descriptionmentioning
confidence: 99%
“…In the literature, many authors have introduced different features to synthesize the state of the game, [19] gives a good review of these features. In this work we use eight features six of them are the features introduced by Dellacherie [7] for his artificial player, and two were introduced by [20].…”
Section: Previous Workmentioning
confidence: 99%