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Hatetris:总是给你最差方块的俄罗斯方块
Hatetris – Tetris which always gives you the worst piece
2010 — 2021,它一次次回到首页
黑点是上首页(≥ 50 分)的那次投稿,空心点是没冲上去的投稿,点越大分数越高。
导读
Hatetris 是 qntm 制作的恶意版俄罗斯方块:AI 算法总是给你最不适合当前局面的方块(尤其是 S 形),让玩家几乎无法消行。页面可在线游玩,并带有回放码功能。它于 2010 年和 2021 年两次登上 Hacker News 首页。
为什么经久不衰:它把经典游戏反转成一场与确定性算法的对抗博弈,简单、免费、可玩,且至今仍是讨论对抗性游戏设计与博弈论分析的绝佳案例。
HN 评论精选
提供可直接游玩的链接
直接可玩的链接:https://qntm.org/files/hatetris/hatetris.html
MaxBarraclough查看英文原文
Direct playable link: https://qntm.org/files/hatetris/hatetris.html
用 Hatetris 隐喻人生:它像极了不断遭遇障碍的生活
大约 15 年来我一直想写一篇“俄罗斯方块即人生”的文章:“一切顺利时,系统塞给你一个哪儿都放不下的 S 形方块,你必须决定把它堵在哪里,指望以后能消掉——这可能是一笔意外的修车账单,或一场你无力面对的死亡……你掌控一切,工作好、伴侣棒、正在攒钱买房——就等着一个 L 形方块来完成‘消行’……总之,这局(恨)俄罗斯方块就像很多人的人生,障碍一个接一个。普通版从零开始大概相当于中产生活,而世界上大多数人开局就在第 6 关,棋盘半满还全是缺口,速度几乎跟不上。我自己自认俄罗斯方块玩得不错,结果一条线都没消出来。
emehrkay查看英文原文
For about 15 years I've been trying to figure out how to articulate a `Tetris is life` essay. "Things are going good, you're given an S piece that doesnt fit anywhere. You have to decide where you'll put that blocking piece so that you can hopefully clear it later. This might be an unexpected car repair bill or a death that you aren't emotionally capable of addressing ... You're in control, you have a good job, a great partner, and yall are saving to buy a house -- basically waiting for an l piece to complete your `Tetris`..." Anyway, this game of (ha)Tetris is a lot like a lot of people's lives, just roadblock after roadblock. While the normal version where you start from zero on level one is probably an upper middle class life. And Id say that the majority of people in the world start on level 6 with the board halfway filled with a bunch of gaps and the pieces move at a speed that is barely controllable (im thinking of the classic gameboy version when I imagine these boards) Hatetris is cool. I couldn't get one line and I consider myself a damn good tetris player. It kept giving me S pieces and threw a Z in there and then an l
提出用现代俄罗斯方块规则(袋式随机、预览、hold)重做对抗版更有意思
开放作业:用真正的现代俄罗斯方块规则解决同样的问题。我见过不少“对抗性俄罗斯方块”变体,都假设七种方块随时可能出现且只有一个预览。现代俄罗斯方块有 3 个预览加暂存,且方块从“袋子”中不放回地抽取(即任意连续 7 个方块必是七种四格骨牌的一个排列)。这样会更有趣。注意:在这种规则下,如果井至少 17 格高,存在可以无限玩下去的策略。
qsort查看英文原文
Open-ended homework for those who are interested: solve the same problem, but with actual Tetris rules. I've seen a bunch of those "adversarial tetris" variants, and they all operate under the assumption that any of the seven pieces can appear at any time, and with only one preview. Modern Tetris has 3 previews + hold, and pieces are drawn randomly "from a bag", without replacement (more formally, if P[i] is the sequence of pieces, each aligned subsequence of 7 pieces must be a permutation of the tetrominos). This would be more interesting to make/play. Note that under such rules there exists a strategy that allows infinite play if the well is at least 17 tiles high.
证明该游戏并非无解,有人达到 31 行
有人在 YouTube 上拿到了 31 行:https://www.youtube.com/watch?v=cuwI52xwyuU
tickthokk查看英文原文
Someone got 31 lines on Youtube. https://www.youtube.com/watch?v=cuwI52xwyuU Replay: ௨ഖƌݯߜࠏІWƑsໃa௨೯ܘݷಳජଈیԪؼʥݺԥඞܘݲࠐڄໂঅமةໃݹ௧ړІٽ௨൞ໃZ௨ಘІܥࠐΣІZߜටȜখذජНݹߛeʛݹߤปເѧ௩ԚໂՉࢸටuа௨સȣݷłقෆঅਏeܘԔצقషݸɢڠຜঀಧҸມѧஐට༪൩ԊಅഫܡथsถԡԦԚໃɥஸقࡈɕɠɈไݸצقషݰਵϺФঅஓػݐɓԞуຯɕझࡈ๐ݞझࢶІݞमปദஈƉؿଭݪஸҩЂ൸ԛمϦGƁҨVھԥචЅշࡂ෮लݷƘණ໘ࠅƘಧНקࢻҨฆӘದԋϝପࠑ੧ͳݲடփරݞਵΚϼɢԒԺٳѦԤࠌξGಘسਯܥஶҋϮτथlϼʔ
早期就有人打出 20 行的高分并分享回放
Speed Demos Archive 上有位嘉宾打出了令人印象深刻的 20 分(附完整回放码)。
EricBurnett查看英文原文
A guest on Speed Demos Archive had an impressive 20-point game: "56AA AAAA AAA6 AAAA AAAA 8AAA AAAA AB55 AAAA AAAB 00AA AAAA AA9A AAAA AAA6 0AAA AAAA A96A AAA8 AAA9 A808 AAAA AA9A AAAA AAAB 55AA AAAA A82A AAAA AA97 5AAA AA9A AAAA A6AB 5AA6 AAAA 6AAA AAAA C02A AAAA AABF BEAA AAA9 E9AA AAA9 AAAA AAFE AAAA AD5A AAAA F0AA AAA9 BF00 AAAA AA9B AD56 AAAA FC02 AAAA AABA C02A AAAA AB5A AAAA BAAA AAB6 AAAA AB55 6AAA A02A AAAA A82A AAAA ACAA AAAC 02AA AAAA FE9A AAAF EAAA 9D5A AAA9 6AAA AD57 AAAB C2AA A9BF 00AA AAA6 BBF0 0AAA AABA D56A AAC0 2AAA AAD6 AAAB AAAA DAAA A80A AAAA 82AA AAB5 5AAA B2AA A0C0 AAAA AFDA AABF AA9D 5AAA 5AAA 57DA A6AB C2AA 6FC0 2AAA 6BBF 00AA AAEB 00AA AA03 5556 AA02 AAA8 282A AB0A AAB2 AAB6 AA9D AAB5 02AB 55AA 80C2 AAB0 22AB AAD6 AB55 AA00 AA40 AA79 A" http://speeddemosarchive.com/forum/index.php?topic=11523.msg321815#msg321815
建议用博弈论分析这个确定性游戏,存在理论最优策略和最高分
有意思!我尤其喜欢作者自己最高分只有五行,而且完全不知道是否存在能击败机器的策略(游戏是完全确定性的)。再想想,有趣的是你本可以用正规博弈论来分析它:双方必存在最优策略,在双方都最优的前提下应存在一个可能的最高分。即使这个游戏太复杂无法完全分析,也许更窄的版本可以?比如 4x4 的井里,计算机能否阻止玩家消任何一行?
hugh3查看英文原文
Interesting! I particularly like the fact that the author's top score was five lines and he has absolutely no idea whether it's possible to come up with a strategy to beat the machine (it's completely deterministic). edit: I've been thinking about it some more, and what's interesting is that you ought to be able to analyze it using regular game theory and prove interesting things about it. There must be an optimal strategy for both players, and there ought to be some highest possible score on the assumption that both players play with optimal strategy. Even if this game is too complicated to fully analyze, perhaps thinner games can be analyzed completely? For instance, is it possible for the computer to prevent the player from getting any lines in a 4x4 game? I _think_ two S shapes, a square and an L would do the trick, but I could be wrong. What if it were four wide by eight high?
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