Exploring Design Spaces for Tetris
Loading...
Files
written_final_report.pdf (540.92 KB)
Date
2017-6-1
Authors
Journal Title
Journal ISSN
Volume Title
Publisher
Access Restrictions
Abstract
We present a method for the automated generation of playability data in single-player, interactive, deterministic puzzle games, games in which a player must use strategy to decide between multiple moves and use dexterity to correctly execute those moves. We then demonstrate the effectiveness of this method for various applications by performing various analyses of the classic game Tetris. From this analysis we present various new results, including 2D visualizations of the expressive range of Tetris puzzle difficulty, and comparisons of puzzle difficulty under different scoring systems, and more.
Description
item.page.type
Princeton University Senior Theses