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by woodrowbarlow
1252 days ago
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i'm talking about the theoretical model, not the implementation details. i'm focusing on the definition of "infinity" here: > On an infinite playfield, tetrominoes spawn at “row infinity” and column zero. When a newly spawned piece falls, it never gets closer to the floor due to the nature of infinity. This means, in finite—though potentially vast—time, the agent can shift the piece into any finite column. And once in position, the agent can hard drop the piece. gate construction relies on "nudging" a block at a specific row as it is falling. but if blocks start at row infinity, the only way to get them down should be to hard-drop them -- which precludes nudging. they've defined a new "semi-hard-drop" operation, and introduced it as a "generalization" of legal moves, but it isn't. |
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For instance: "For instance, if the agent emulates a semihard drop with a finite number of soft drops, then it will let a gravity drop serve as the final soft drop. "