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Evaluating Game Difficulty in Tetris Block Puzzle

arXiv cs.AI / 3/20/2026

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Key Points

  • The paper evaluates difficulty in the Tetris Block Puzzle by applying Stochastic Gumbel AlphaZero (SGAZ), a budget-aware planning agent for stochastic environments.
  • It studies rule changes including holding block h, preview holding block p, and additional Tetris variants, measuring training reward and convergence iterations.
  • Empirically, increasing h and p reduces difficulty, reflected by higher rewards and faster convergence.
  • Introducing more Tetris variants increases difficulty, with the T-pentomino variant causing the largest slowdown.
  • The work provides a reproducible framework for comparing rule sets and a reference for future design in stochastic puzzle games.

Abstract

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.