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Please use this identifier to cite or link to this item: http://arks.princeton.edu/ark:/88435/dsp01n583xx609
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dc.contributor.advisorFinkelstein, Adam-
dc.contributor.authorWallace, Drew-
dc.date.accessioned2017-07-20T14:01:24Z-
dc.date.available2017-07-20T14:01:24Z-
dc.date.created2017-06-01-
dc.date.issued2017-6-1-
dc.identifier.urihttp://arks.princeton.edu/ark:/88435/dsp01n583xx609-
dc.description.abstractWe 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.en_US
dc.language.isoen_USen_US
dc.titleExploring Design Spaces for Tetrisen_US
dc.typePrinceton University Senior Theses-
pu.date.classyear2017en_US
pu.departmentComputer Scienceen_US
pu.pdf.coverpageSeniorThesisCoverPage-
pu.contributor.authorid960864598-
pu.contributor.advisorid410075217-
Appears in Collections:Computer Science, 1988-2020

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