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 that every delivered piece set is fully placeable so the learned track can never degrade the constructive-feasibility guarantee of the rule track.
Abstract
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.
This work trains from random initialization through searched self-play on a single eight-GPU node for 2.5 days, and investigates search allocation, replay and restart-state selection, policy representation, progressive model sizing, quantized inference, and throughput engineering.
CompassPlay is introduced, a self-play method that rewards the proposer through gradient alignment that draws on a first-order approximation to learning progress and scores each eligible task without additional solver training.
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MIT News · Artificial Intelligence· news.mit.eduOct 13, 2026
Machine-learning networks can learn without detailed instructions from a designer. Those that do may offer insight into how the brain reorganizes itself during learning.
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