Dynamic program to solve Hanabi endgame optimally (assuming people know their cards but not the draw pile)
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Maximilian Keßler 3fd64bc70f
CLI: sort by probability when asking for draw
Also better alignment of output in list of drawable cards
2023-09-26 22:26:36 +02:00
include correct action parsing 2023-09-14 17:06:06 +02:00
src CLI: sort by probability when asking for draw 2023-09-26 22:26:36 +02:00
.gitignore add submodule and proper .gitignore 2023-08-08 11:12:59 +02:00
CMakeLists.txt fix: proper linking against readline 2023-09-19 19:25:27 +02:00
LICENSE Add LICENSE 2023-08-09 20:53:45 +00:00
README.md fix links in readme 2023-09-22 20:28:27 +02:00

Endgame-Analyzer

This is a dynamic program written in C++ to solve Hanabi endgames. Some optimizations are performed, but it is not particularly well-written at the moment and could also use some code cleanup.

As of now, you can run the executable with an id from a hanab.live game and a turn number (shifted by 1, since we start counting at 0 and hanab.live at 1) and the winning percentage for the corresponding game state with optimum play will be calculated.

Here, optimum play refers to the assumption that everbody knows their cards, but not the draw pile.

For example, if the output of the program is 1, then this means that even if an evil adversary is allowed to pick the next card in the deck each time a card is drawn, there is still a strategy that guarantees a win.

Compilation

The build uses CMake. Additionally, you need the following libraries:

  • boost: For some faster containers and JSON parsing
  • cpr: For easy requests (to download games from hanab.live
  • GNU readline: For the command-line interface. Refer to the corresponding pages for installation instructions. On Linux distributions, readline is probably already installed.

Note that the libraries are all FOSS software and GPL-compatible. For installation help, see below.

Now, building the project is quite easy (this assumes you have installed above libraries system-wide):

cmake -DCMAKE_BUILD_TYPE=RELEASE .    // Release build recommended for performance, unless you want to develop
make                                  // Rerun this every time you change sources

Installing the libraries

I can't provide information for all distributions, but in general it should be like the following:

Linux systems:

  • boost and cmake: should be available as a system package via your package manager.
  • readline should be installed already, otherwise try your package manager as well.
  • cpr is a bit more complicated:
    • On Arch, there is a package in the AUR.
    • On Fedora, there is also a package via rpm.
    • There might be packages for other distributions, check out the CPR project on Github.
    • If there is no package available for your distribution, see [Installing cpr as a local CMake dependency](# Installing cpr as a local CMake dependency).

Mac OS:

  • I recommend installing packages with Homebrew.
  • So brew install boost cpr readline cmake should do the job.

Windows:

  • Currently, I have no idea regarding windows, sorry for that.

Installing cpr as a local CMake dependency

  • There is also the option to install cpr directly as a dependency through CMake. For this, in CMakeLists.txt, replace the line
    find_package(cpr)
    
    with the lines
    include(FetchContent)
    FetchContent_Declare(cpr GIT_REPOSITORY https://github.com/libcpr/cpr.git
                             GIT_TAG 2553fc41450301cd09a9271c8d2c3e0cf3546b73)
    FetchContent_MakeAvailable(cpr)
    
    You might need to replace the GIT_TAG with the latest release tag from Github, but the above should usually work. You can find details on this installation method on the cpr github page as well.

Usage

# ./endgame-analyzer (GAME_ID | GAME_FILE) TURN

where

  • GAME_ID is a game from hanab.live.
  • GAME_FILE is a path to a file containing the game as JSON in the hanab.live format.
  • TURN specifies the turn of the game state to analyze. Turn 1 is the state before actions have been taken.

Be cautious about specifying too low turn counts, your program will eventually run out of memory. Typically, turn counts where roughly 8 cards are still in the draw pile are reasonably fast, but running times depend heavily on the exact game state you want to analyze.

License

This is GPLv3-licensed. See LICENSE for details.