A Genetic Approach to the Formulation of Tetris Engine

Hongtao Zhang
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Abstract

The game Tetris is a great and famous topic for research in artificial intelligence and machine learning. Many investigations have already existed. However, we believe more things can be learned from this topic, and there is still space to improve. This paper will tackle the Tetris game using three different agents, the handcrafted, local search and reinforcement learning agents. We will implement, compare and analyze all three agents to understand their advantages and disadvantages. In brief, the main result is that the local search agent turns out to be the most successful agent, which performs ten times better than the handcrafted agent and five times better than the reinforcement learning agent. The main result implies two take-away messages. Firstly, sometimes the simple model is the optimal model. Secondly, we should be cautious when using a Convolutional Neural Network (CNN) to encode game state because of its spatial invariance property.
《俄罗斯方块》引擎设计的遗传方法
俄罗斯方块游戏是人工智能和机器学习研究的一个伟大而著名的主题。许多调查已经存在。但是,我们相信从这个主题中可以学到更多的东西,并且仍然有改进的空间。本文将使用三种不同的代理来解决俄罗斯方块游戏,手工制作,局部搜索和强化学习代理。我们将实施、比较和分析这三种代理,以了解它们的优缺点。简而言之,主要结果是局部搜索代理是最成功的代理,其性能比手工制作代理好10倍,比强化学习代理好5倍。主要结果暗示了两个信息。首先,有时简单模型是最优模型。其次,卷积神经网络(Convolutional Neural Network, CNN)具有空间不变性,在对博弈状态进行编码时需要谨慎。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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