Defensive Play
This might be the last major article I ever write for Tetris.
It details my style and the thoughts I have come upon over my
years as a competitive Tetris player.
I never wanted to be a defensive player. When I started out and when I gained my
first Cases championship, I played exceedingly aggressively. This, generally, is
how new people play. I was a fast pure player - perhaps the fastest of all,
which might now be hard to believe.
Still, I was not unbeatable. I do not believe in anyone being
unbeatable, but I lost fairly regularly - about 10% of the
games, after I had gained the championship. I wasn't pleased.
Sure, I could regain the championship if I was ever to lose it.
But then, there came other players, and I got tired. It's hard
to keep up the speed over the years, it's stressful. The new
ones were faster than I, so I had to learn to deal with people
possessing physical advantages over me.
This lead to what would be the transformation of my game.
Before, I would instinctively play for an aggressive
downstacking - using as many enemy lines as possible to throw
back. Now, downstacking became my life and blood, and the
method of my victories became survival. I would sacrifice speed
to great amounts in order to find the perfect place for the
block, in order to accurately judge the field weight of the
different permutations and in order to assess the potential
danger of every move contrasted to the situation of the
opposing player, going sometimes as low as 20 blocks per
minute.
There is one simple way to distinguish between average, good
and great players and that has all to do with the piece preview
function.
An average player is one who has learned to place one block. He
will place this block so that the result is favourable to
subsequent ones.
A good player is one who can place two blocks, using the
preview function. He will place the first block so that the
second one will have a decent anchor, if at all possible.
A great player is the person who can calculate each decent
placement combination of two blocks, the current and the
preview, as to how benevolent the end result would be to
further blocks.
Here, we are only talking about what I like to call the
"surface stacking". These distinctions also apply to the second
great rule and theory of Tetris, the "depth stacking". This
involves placing each block in a way that takes into account
the entire state of the field. Then, we have this:
A good player is one who has learned to place one block so that
the resulting permutation will not carry any needless
unpleasant side effects on later term; simplifying it, he will
place the block on stable ground. There are a number of those
players.
A great player is one who can routinely judge and place two
blocks, the current and the preview, in the same manner. There
might be two or three such players in the world today.
The truly supreme player is one who can calculate each decent
placement combination of two blocks as to how benevolent the
end result would be to further blocks, on the merit of the
field weight and depth stacking issues. There are no players in
the world today able to play at this level constantly.
Making judgments regarding the priority of deep versus shallow stacking concerns
is very important for a pure player's game.
There is insufficient room in this text to go into great
detail, so I'll just show you a very simple example.
Current: Box
Preview: Stick
The following notation is given in the x:y
format.
Here, surface stacking clearly dictates that
the current piece (Box) should be
placed at [4-5]:12. It is the only fit. However, as most half-decent pure players will realize, it is also a mistake. Box at
[4-5]:12 will hide well at 4:[04-07].
The worst placement in this situation, clearly, is [11-12]:12, hiding x:12 for
the preview stick.
The next worst is [3-4]:13, slightly worse than the logical
surface stacking measure, [4-5]:12. Fourth worst is [1-2]:14 or
[2-3]:14, obscuring small hole 2:06, which has to be cleared to
proceed to well 7:[01-03]. It therefore follows that the fifth
worst is any placing obscuring this well, namely [6-7]:14 or [7-8]:14.
The three best placements are [8-9]:14, [9-10]:14 or [10-11]:13, with perhaps the second being preferable. [9-10]:14
will make it possible to fill resulting small hole 10:13 with a
variety of blocks. Since the necessary slide will be made on
solid ground, it is an acceptable risk even for an instant-add
client.
Clearly, the example above is exceedingly simple. Yet, consider
how many alternatives must be taken into mind even in making
such a simple decision.
As you noted and for reasons that should be clear to anyone, I
recommended to make a priority to avoid covering the upper holes in the
field. This is, of course, because you will have to clear the
upper holes in order to proceed to the lower, and because the
upper holes are the more urgent. However, this does not mean
that the upper holes are not sacrifiable. If you remember, I
stated in my pure strategy guide; "Try to build even, but not
too even". This was a simplified rule, which should be expanded
upon.
Try to stack evenly on all unsteady ground in rows you are
interested in converting over the near future. For example; if
you have one clear 2y deep well at x:12, one 1y hole underneath
at x:2 and one 5y hole underneath that at x:8 (see diagram below), it is hardly
good politics to stack 6y of debris on x:8 just to leave x:12
and x:2 free. In that case you will have to clear 6y in the
near future just to get down. Stacking 3y over both x:2 and x:8
would probably be much better. Even covering the clear well
should be considered.
Current: Z
Preview: Box
Personally, I try to be concerned mostly with the top 6y of my
upfield, stacking the unsafe ground in this region fairly
evenly. This ensures that I have an escape route at all times
and accounts for the difficulty most people have in killing me.
But; that is a matter of taste and personal style. Sometimes,
when I feel that the game will likely draw out or I see an
excellent opportunity for long-term strategic advantage, I will
consider as much as 15y if that is available. Other times, for
example if I need a fast 2+ add within 30 seconds for a certain
kill, I won't concern myself with it at all.
There is clearly a good argument to be made for a gradient in
the stacking based on the depth and position of the holes in
the upfield. Merely being aware of the fact that such a
gradient should exist should be enough to lead your game on the
right path. At least, try to remember never to stack more
debris on an upper hole than a lower one.
I will say with the authority of being the single most
experienced regular pure player in the world, that these are by
far the most valuable skills to possess. This is what I have
concluded from playing and watching tens of thousands of games.
When you play fast Tetris, you are always likely to some time
run into one player who applies an overwhelming amount of
pressure, one who is immensely faster than yourself, one far
superior adder. That is when the strategic approach to playing
becomes hard to carry through, but even then, the skill of
predictive judgment remains the most important one you could
ever hope to acquire.
In regular TetriNET and because of the piece delay, there is no
way to apply such pressure. The game is one of paradigms
clashing with each other, not one of brute force and speed. In
this sense, regular TetriNET is the most qualitative of all
online Tetris games, akin to how chess by correspondence
represents a higher quality of game than what does live chess.
Consider also how it is fairly easy to invent a Tetris bot able
to beat any human player by moving at a couple of thousands of
blocks per minute, but thus far, no-one has been able to invent
one capable of defeating even an intermediate player by using
the same speed as its opponent.
In my opinion, purely defensive play is clearly superior to
purely offensive in TetriNET. That might seem a bold statement,
so this is the rationale.
Sending four lines by way of constructed field takes at least
12 blocks in a 12x well. Clearing four lines with one hole each
in them rarely takes that many if you have developed a healthy
sense for it - if you're lucky, you can do it with one! Thus a
defensive player can outspeed the offensive one's adds even if
he is slower in bpm, providing the aggressor does not care for
his upfield. In practice this has proven to be true. Add to
that that the defender will send lines while clearing them, and
you have a very uneven scenario indeed.
Nearly all offensive players want you to bang with them (well,
unless they are so poor they can't stand being hit). That's
their forte, that's what they like. They have no answer to a
defensive strategy, except to add, add and add, and all
defensive players expect adding, while no offensive players
expect the opponent to simply stay alive.
An offensive player rarely has the same endurance as a
defender, and aggressive players always get frustrated by
defensive ones, while the reverse is rarely true. Thus, they
lose.
But it should be noted, a defensive player has to add too.
Actually, it is most necessary in order to stay alive, and this
is usually the defender's failing. The offensive strength of a
defender must be boosted by keeping a high yield in the
survival play, and occasionally even upstacking, since a good
offensive player will force a defender to attack by going for
large initial stacks.
Following the outlines for the
downstacking laid down above will facilitate increasing the
yield. Also, offensive players can gain great power by being
aware of defensive techniques and incorporating them in their
game, thus increasing their offensive strength while at the
same time improving their durability.
In the end, the outcome of the game will naturally simply
depend on who is better - with "better" being used in the
broadest sense of the word.
spindizzy/HELLFIRE, 06/04
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