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:Human-like agents have long been one of the goals in pursuing artificial intelligence. Although reinforcement learning (RL) has achieved superhuman performance in many domains, relatively little attention has been focused on designing human-like RL agents. As a result, many reward-driven RL agents often exhibit unnatural behaviors compared to humans, raising concerns for both interpretability and trustworthiness. To achieve human-like behavior in RL, this paper first formulates human-likeness as trajectory optimization, where the objective is to find an action sequence that closely aligns with human behavior while also maximizing rewards, and adapts the classic receding-horizon control to human-like learning as a tractable and efficient implementation. To achieve this, we introduce Macro Action Quantization (MAQ), a human-like RL framework that distills human demonstrations into macro actions via Vector-Quantized VAE. Experiments on D4RL Adroit benchmarks show that MAQ significantly improves human-likeness, increasing trajectory similarity scores, and achieving the highest human-likeness rankings among all RL agents in the human evaluation study. Our results also demonstrate that MAQ can be easily integrated into various off-the-shelf RL algorithms, opening a promising direction for learning human-like RL agents. Our code is available at https://rlg.iis.sinica.edu.tw/papers/MAQ.