mlsanityData to 7 Oct 2026

OpenBlock: Constructive and Verified Content Generation for Adaptive Tile-Matching Games

arXiv 2609.22177 ↗First posted 27 Aug 2026cs.LG cs.GTcited by 0

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Abstract (arXiv)

Tile-matching puzzle games serve hundreds of millions of players, yet the content-generation algorithms that decide which pieces to present at each turn remain proprietary, and no open platform exists for studying adaptive difficulty in this genre. We present an adaptive tile-matching platform whose central algorithmic contribution is a dual-track content-generation architecture: a deterministic rule-based generator that is always available, and an optional learned generator, both subject to a common verification gate that establishes, by exhaustive sequential-placement search, that every delivered piece set is fully placeable so the learned track can never degrade the constructive-feasibility guarantee of the rule track. A self-play reinforcement-learning placement agent, supervised by auxiliary tasks that expose per-shape placeability to shared representations, is used to diagnose the game's dominant failure mode: at high board fill, long-bar pieces lose the majority of their legal placements. Across 234,000+ self-play episodes the agent reaches a 35.6% win rate (median score 4,200), and controlled simulation shows that at board fill rates of 70--75%, 33--56% of long-bar pieces have no legal placement, while spawn difficulty distributions are statistically indistinguishable between won and lost games---evidence that board-state degeneration, not content difficulty, drives late-game failure. Head-to-head ablations show that per-shape placeability supervision---not aggregate difficulty features---drives the representation gain, and a 14-day online gray rollout (48,000 players; sample-ratio verified, CUPED-adjusted) lifts day-1 retention by 1.8 percentage points and session duration by 7% over the rule track alone, quantifying the neural track's asymmetric upside in live play.

Key facts. No citing papers in the map yet (data through 7 Oct 2026). Builds on 14 of its 25 references that are in the map. First posted on arXiv 27 Aug 2026.

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14 of 25 references.

References · 14

  1. 2017Proximal Policy Optimization Algorithmscited by 14,441
  2. 2021LoRA: Low-Rank Adaptation of Large Language Modelscited by 14,084
  3. 2015High-Dimensional Continuous Control Using Generalized Advantage Estimationcited by 1,916
  4. 2019Mastering Atari, Go, Chess and Shogi by Planning with a Learned Modelcited by 1,327
  5. 2020Gradient Surgery for Multi-Task Learningcited by 1,210
  6. 2016Reinforcement Learning with Unsupervised Auxiliary Taskscited by 400
  7. 2020Automatic Curriculum Learning For Deep RL: A Short Surveycited by 141
  8. 2017Procedural Content Generation via Machine Learning (PCGML)cited by 136
  9. 2020Deep Learning for Procedural Content Generationcited by 73
  10. 2024Verification-Guided Shielding for Deep Reinforcement Learningcited by 13
  11. 2022What makes useful auxiliary tasks in reinforcement learning: investigating the effect of the target policycited by 5
  12. 2021DL-DDA -- Deep Learning based Dynamic Difficulty Adjustment with UX and Gameplay constraintscited by 4
2 more
  1. 2019The Game of Tetris in Machine Learningcited by 3
  2. 2023Continuous Reinforcement Learning-based Dynamic Difficulty Adjustment in a Visual Working Memory Gamecited by 2

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