How Fast Can We Play Tetris Greedily With Rectangular Pieces?
Justin Dallant, John Iacono

TL;DR
This paper investigates the computational complexity of a greedy Tetris variant with rectangular pieces, establishing lower bounds based on conjectures and providing an efficient data structure for certain board sizes.
Contribution
It introduces a data structure supporting greedy move suggestions in rectangular Tetris and proves complexity bounds under popular conjectures.
Findings
Lower bounds assuming OMv, 3-SUM, and APSP conjectures.
A data structure achieving near-optimal performance for polynomial board widths.
Abstract
Consider a variant of Tetris played on a board of width and infinite height, where the pieces are axis-aligned rectangles of arbitrary integer dimensions, the pieces can only be moved before letting them drop, and a row does not disappear once it is full. Suppose we want to follow a greedy strategy: let each rectangle fall where it will end up the lowest given the current state of the board. To do so, we want a data structure which can always suggest a greedy move. In other words, we want a data structure which maintains a set of rectangles, supports queries which return where to drop the rectangle, and updates which insert a rectangle dropped at a certain position and return the height of the highest point in the updated set of rectangles. We show via a reduction to the Multiphase problem [P\u{a}tra\c{s}cu, 2010] that on a board of width , if the OMv conjecture…
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