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.
Abstract:Game solving aims to find the optimal strategies for all players and determine the theoretical outcome of a game. However, due to the exponential growth of game trees, many games remain unsolved, even though methods like AlphaZero have demonstrated super-human level in game playing. The Relevance-Zone (RZ) is a local strategy reuse technique that restricts the search to only the regions relevant to the outcome, significantly reducing the search space. However, RZs are not unique. Different solutions may result in RZs of varying sizes. Smaller RZs are generally more favorable, as they increase the chance of reuse and improve pruning efficiency. To this end, we propose an iterative RZ reduction method that repeatedly solves the same position while gradually restricting the region involved, guiding the solver toward smaller RZs. We design three constraint generation strategies and integrate an RZ Pattern Table to fully leverage past solutions. In experiments on 7x7 Killall-Go, our method reduces the average RZ size to 85.95% of the original. Furthermore, the reduced RZs can be permanently stored as reusable knowledge for future solving tasks, especially for larger board sizes or different openings.