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Tetris (1984) — Forty Years of Seven Pieces from a Moscow Computing Center
In June 1984, at the Dorodnitsyn Computing Centre in Moscow, Alexey Pajitnov wrote a spare-time program that reduced pentominoes to just seven four-square shapes. This piece traces how that minimal ruleset, copied freely across Moscow on floppy disks, became a global commodity through a licensing war between Western publishers and the Soviet trade body Elorg, Henk Rogers's 1989 Game Boy negotiation, and its modern lineage down to Tetsuya Mizuguchi's Tetris Effect (Steam release 2021).
Wang et al.: Gauging Tetris Block Puzzle Difficulty by How Fast a Strong AI Learns — Fukai Reads
An arXiv preprint from a National Yang Ming Chiao Tung University and Academia Sinica group that measures the difficulty of the popular mobile game Tetris Block Puzzle. It rates rule variants by how fast and high a strong AI (Stochastic Gumbel AlphaZero) can learn to play, finding that more holding/preview blocks make the game easier while adding block shapes makes it harder (the T-pentomino most of all).
Reading 'Homo Ludens' Chapter by Chapter — The Order and Tension Play Creates
Last time's 'magic circle' was only the entrance. From here I read the classic on play, 'Homo Ludens,' one chapter at a time, as a maker. Of the traits Huizinga lists in Chapter 1, two pillars I hadn't touched yet - order and tension - tested against Tetris and my own puzzles.


