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Timeline for Sandbox for Proposed Challenges

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Apr 13, 2017 at 12:39 history edited CommunityBot
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May 6, 2015 at 21:15 history wiki removed Martin EnderMod
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Sep 13, 2014 at 16:59 history edited Martin Ender CC BY-SA 3.0
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Sep 4, 2014 at 21:28 history post merged (destination)
Aug 28, 2014 at 18:11 comment added xnor It turns out the play-forever algorithm requires Hold and the next-three shown, so you're safe there for now. But there are fairly simple heuristic algorithms that seem to never lose. So, I'd guess this will become a fastest-code challenge, though it might take until level 1000 to be restricting. The nice thing about your gravity function is that a run that survives for n pieces takes O(ln n) seconds of real time, so it can test even long-lasting strategies. You should know that Tetris AI is a well-studied area, so you may want to specify whether you can use algorithms based on existing ones.
Aug 28, 2014 at 6:28 comment added Martin Ender @xnor I think it should be a bit faster than human speed, and I could make it even faster. I don't know how feasible an optimal algorithm for the batch of seven scheme is, but even if that works for the first levels, this should still be an interesting fastest-code challenge, as that will become impossible to calculate at some point. I could also use uniform randomness or the TGM randomiser instead.
Aug 28, 2014 at 2:17 comment added xnor So the game still runs at human speed? If do, I don't think level speedups matter to a computer. Also, isn't there an algorithm that runs forever for the batch of seven randomness scheme?
Aug 25, 2014 at 20:11 history edited Martin Ender CC BY-SA 3.0
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Aug 25, 2014 at 20:08 comment added Nathan Merrill I think you'll find that the scores are fairly similar across runs, and therefore any of those indicators should be sufficient.
Aug 25, 2014 at 19:32 history answered Martin Ender CC BY-SA 3.0