Skip to main content

GLORIA: A Genetic Algorithms Approach to Tetris

  • Conference paper
  • First Online:
Advances and Applications in Computer Science, Electronics and Industrial Engineering (CSEI 2019)

Abstract

Tetris is a popular videogame developed by Alexey Pajinov, where the player will never win. This special feature makes it a popular reason to be used in Artificial Intelligence and Computational Intelligence techniques research to study the improvement in a game’s performance. In this work, a genetic algorithms based approach will be presented, applying it to a game engine with some of the modern Tetris’ gameplay features, where the objective is to observe the game agent performance in various test scenarios. The obtained results show the feasibility of using AI as a player in a game of Tetris.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 129.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 169.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Da Silva, R.S., Parpinelli, R.S.: Playing the original game boy tetris using a real coded genetic algorithm. In: Proceedings of the 2017 Brazilian Conference on Intelligent Systems, BRACIS, pp. 282–287. IEEE (2017)

    Google Scholar 

  2. Le, A., Arunmozhi, M., Veerajagadheswar, P., Ku, P.C., Minh, T.H., Sivanantham, V., et al.: Complete path planning for a tetris-inspired self-reconfigurable robot by the genetic algorithm of the traveling salesman problem. Electronics 7(12), 344 (2018)

    Article  Google Scholar 

  3. Lee, H., Shin, H., Chae, J.: Path planning for mobile agents using a genetic algorithm with a direction guided factor. Electronics 7(10), 212 (2018)

    Article  Google Scholar 

  4. Qi, L., Li, B., Chen, L., Wang, W., Dong, L., Jia, X., et al.: Ship target detection algorithm based on improved faster R-CNN. Electron 8, 959 (2019)

    Article  Google Scholar 

  5. Veerajagadheswar, P., Elara, M.R., Pathmakumar, T., Ayyalusami, V.: A tiling-theoretic approach to efficient area coverage in a tetris-inspired floor cleaning robot. IEEE 6(35), 260–271 (2019)

    Google Scholar 

  6. Le, A., Prabakaran, V., Sivanantham, V., Mohan, R.: Modified a-star algorithm for efficient coverage path planning in tetris inspired self-reconfigurable robot with integrated laser sensor. Sensors 18(8), 2585 (2018)

    Article  Google Scholar 

  7. El Faddouli, N., El Falaki, B., Khalidi, M., Bennani, S.: Towards an adaptive competency-based learning system using assessment. IJCSI Int. J. Comput. Sci. Issues 8(1), 265–274 (2011)

    Google Scholar 

  8. Font, J.M., Manrique, D., Larrodera, S., Criado, P.R.: Towards a hybrid neural and evolutionary heuristic approach for playing tile-matching puzzle games. In: 2017 IEEE Conference on Computational Intelligence and Games, pp. 76–79. IEEE (2017)

    Google Scholar 

  9. Papadimitriou, C.H.: Games against nature. J. Comput. Syst. Sci. 31(2), 288–301 (1985)

    Article  MathSciNet  Google Scholar 

  10. Demaine, E.D., Hohenberger, S., Liben-Nowell, D.: Tetris is Hard, Even to Approximate. Cornell University, New York (2002)

    MATH  Google Scholar 

  11. Lagoudakis, M.G., Parr, R., Littman, M.L.: Least-squares methods in reinforcement learning for control. Second Hellenic Conference on AI, SETN 2002, pp. 249–260. Springer, Greece (2002)

    Google Scholar 

  12. Ramon, J., Driessens, K.: On the numeric stability of gaussian processes regression for relational reinforcement learning. In: ICML-2004 Workshop on Relational Reinforcement Learning, pp. 10–14. Springer, Canada (2004)

    Google Scholar 

  13. Driessens, K., Ramon, J.: Graph kernels and Gaussian processes for relational reinforcement learning. Mach. Learn. 64(1–3), 91–119 (2006)

    Article  Google Scholar 

  14. Esparcia-Alcázar, A.I., Mora, A.M., Agapitos, A., Burelli, P., Bush, W.S., Cagnoni, S., et al.: Preface. In: 17th European Conference on Applications of Evolutionary Computation. Lecture Notes in Computer Science, Spain, pp. 7–10 (2014)

    Google Scholar 

  15. Boumaza, A.: On the evolution of artificial Tetris players. Computational Intelligence and Games. CIG 2009, pp. 387–393. IEEE, Italy (2009)

    Google Scholar 

  16. Boumaza, A.: How to design good Tetris players. Hal Archives-ouvertes, hal-00926213 (2013)

    Google Scholar 

  17. Langenhoven, L., van Heerden, W.S., Engelbrecht, A.P.: Swarm tetris: applying particle swarm optimization to tetris. In: IEEE Congress on Evolutionary Computation, pp. 1–8. IEEE, Spain (2010)

    Google Scholar 

  18. Phon-Amnuaisuk, S.: Evolving and discovering Tetris gameplay strategies. Procedia Comput. Sci. 60, 458–467 (2015)

    Article  Google Scholar 

  19. Böhm, N., Kóokai, G., Mandl, S.: An evolutionary approach to Tetris. In: The Sixth Metaheuristics International Conference, pp. 137–48. Informs, Viena (2005)

    Google Scholar 

  20. Fahey, C.: Tetris. https://www.colinfahey.com/tetris/tetris.html. Accessed 13 July 2019

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Diana Patricia Quintero Lorza .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2020 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Quintero Lorza, D.P., Duque Méndez, N.D., Gómez Soto, J.A. (2020). GLORIA: A Genetic Algorithms Approach to Tetris. In: Nummenmaa, J., Pérez-González, F., Domenech-Lega, B., Vaunat, J., Oscar Fernández-Peña, F. (eds) Advances and Applications in Computer Science, Electronics and Industrial Engineering. CSEI 2019. Advances in Intelligent Systems and Computing, vol 1078. Springer, Cham. https://doi.org/10.1007/978-3-030-33614-1_8

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-33614-1_8

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-33613-4

  • Online ISBN: 978-3-030-33614-1

  • eBook Packages: EngineeringEngineering (R0)

Publish with us

Policies and ethics