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First place in Tetris 99 using computer vision, classical AI, a lot of free time


We created a program to play Tetris 99, an online multiplayer game for the Nintendo Switch. The algorithm used computer vision to determine the state of the board, a depth-first search algorithm with a hand-crafted utility function to find a good next block placement, and sent the series of button presses required to perform that placement via a microcontroller that communicated with the Switch via USB.

As is too common in life, everything I was doing would become much simpler if I simply compromised on my principles—alas, in this case, I gave in and we bought an HDMI splitter and a capture card to read the video stream from the Switch directly into my laptop. There are probably all sorts of terms we don’t know and strategies for making a good board that we aren’t familiar with; we decided to try to figure out a workable approach ourselves rather than look at other peoples’ methods. Any algorithm that performs some kind of optimization, from gradient descent to A*, suffers the same difficulty while being debugged: the fact that my puny human eyes are too weak to fathom the vast depths of the possibility space to see which brilliant maneuvers went overlooked.

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