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of filled-in rows and then dissolve. These first three movements usually occur in combination with each other, and as the last event (filling in one to four rows) stops the zoid from falling,
it always ends the episode.
The techniques our players develop for using their tools were revealed by the various analyses performed in Sections 4– 7. Those techniques have a direct correspondence to the tools available in Tetris. Interestingly, techniques continue to change, develop, and be invented even
(or perhaps, especially) at the higher levels of Tetris play. Indeed, during the 2020 CTWC
competition, the champions of the Tetris world were divided by their choice of one of two types of techniques for bringing anew zoid onto the board namely,
Hypertapping versus
DAS. Each of these is a maneuver favored by different groups of tournament level players.
We are safe in saying that none of our 492 players used either of these two techniques.
10.3. What’s next Above beginners and beyond tetrisWhy
do players die Specifically, in Tetris, players play until something happens and they lose control of their boards. An orderly board enables growth and control. But at some point,
whether due to player slips, bad luck with their random seed, or relentlessly increasing drop speed, all players die. In this, as in prior reports, we avoided any attempt to analyze the death level and only focused on levels which the player completed. However, the question of how they lose control and how or whether our differently skilled players that is,
our experts,
intermediates, and beginners lose control indifferent ways is an outstanding question that we plan to pursue.
What about the good players The really good players The ones who make it into the annual CTWC?? As unbelievable as this may sound to all 492 of our student players, Tetris as played at CTWC starts at level 18 where a zoid will drop from top-to-bottom ins and then it gets fast—at level 19, the same zoid will drop from top-to-bottom ins of a second
(see Table 2). Although we mention these incredible CTWC players often in this report, until recently, we have been able to collect only modest amounts of data from them and we have never amassed much data, from any of them, beyond level 18. But, that was then and this is now, and perhaps, there really is always
a good side to everything, even the pandemic. The CTWC was played remotely and streamed over Twitch (https://www.twitch.tv/directory/
game/Tetris). Fora new research effort, we are busily translating Tetris play files collected by the CTWC organizers into file structures similar to those used in the raw data for this report.
10.4. Concluding thoughts The control of anticipated actionThere is much going on in our study of the simple game of Tetris and many words have been spent in this paper explaining details of the game’s events and of the analyses that take us beyond events into the mixture of factors that change across levels of play as well as across the acquisition of expertise. Behaviorally, it is probably not surprising that most (if not all)
Tetris players reach points in the game where they become very quiet with their full attention locked on the screen of this simple twitch game.”
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W. D. Gray, S. Banerjee / Topics in Cognitive Science 13 (2021)It is, indeed, difficult to describe complex tasks like Tetris in terms of what we observe in the psychology laboratory where simple tasks, which are not all that dissimilar from classic tasks such as Hick–Hyman (Hick, 1952; Hyman, 1953), tend to rule the h per subject experimental psychology lab. Such tasks have provided the basis of our modern understanding of dynamic decision-making and perceptual-motor behavior. Time and again, going back into the lab to workout what we think we see happening in more complex tasks has proven to be a vital strategy. Indeed, our work has directly benefited from the thoughts, theories, and conclusions of studies such as those by Henry and Rogers (1960), Hommel (1998), Kunde, Koch,
and Hoffmann (2004), Zacks and Swallow (2007), Anderson and Fincham (2014), Hommel
(2019), Butz et al. (2021), Cooper (2021), Kuperberg (2021), and many others.
Similarly, our research strategy profits from advice given by the late Allen Newell in his seminal paper, You can’t play 20 questions with nature and win (1973). Three of his several suggestions we have taken to heart area) to know the method your subject is using to perform the experimental task, (b) never average over methods, and (c) to accept a single complex task and do all of it.
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