update readme

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Jeff Wu 2016-04-02 14:29:46 -07:00
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Hanabi is a cooperative card game of incomplete information.
Despite relatively [simple rules](https://boardgamegeek.com/article/10670613#10670613),
the space of Hanabi strategies is quite interesting.
This repository provides a framework for implementing Hanabi strategies.
This project provides a framework for implementing Hanabi strategies in Rust.
It also explores some implementations, based on ideas from
[this paper](https://d0474d97-a-62cb3a1a-s-sites.googlegroups.com/site/rmgpgrwc/research-papers/Hanabi_final.pdf).
In particular, it contains an improved version of their "information strategy",
which achieves the best results I'm aware of for games with more than 2 players ([see below](#results)).
In particular, it contains a variant of their "information strategy", with some improvements.
This strategy achieves the best results I am aware of for n > 2 (see below).
Please feel free to contact me about Hanabi strategies, or this framework.
Please contact me if:
- You know of other interesting/good strategy ideas!
- Have questions about the framework or existing strategies
Some similar projects I am aware of:
Most similar projects I am aware of:
- https://github.com/rjtobin/HanSim (written for the paper mentioned above)
- https://github.com/Quuxplusone/Hanabi
## Setup
Install rust/rustc and cargo. Then,
Install rust (rustc and cargo), and clone this git repo.
`cargo run -- -h`
Then, in the repo root, run `cargo run -- -h` to see usage details.
For example, to simulate a 5 player game using the cheating strategy, for seeds 0-99:
```
Usage: target/debug/rust_hanabi [options]
Options:
-l, --loglevel LOGLEVEL
Log level, one of 'trace', 'debug', 'info', 'warn',
and 'error'
-n, --ntrials NTRIALS
Number of games to simulate (default 1)
-t, --nthreads NTHREADS
Number of threads to use for simulation (default 1)
-s, --seed SEED Seed for PRNG (default random)
-p, --nplayers NPLAYERS
Number of players
-g, --strategy STRATEGY
Which strategy to use. One of 'random', 'cheat', and
'info'
-h, --help Print this help menu
cargo run -- -n 100 -s 0 -p 5 -g cheat
```
For example,
```
cargo run -- -n 10000 -s 0 -p 5 -g cheat
```
Or, if the simulation is slow (as the info strategy is),
Or, if the simulation is slow, build with `--release` and use more threads:
```
time cargo run --release -- -n 10000 -o 1000 -s 0 -t 4 -p 5 -g info
```
Or, to see a transcript of a single game:
Or, to see a transcript of the game with seed 222:
```
cargo run -- -s 2222 -p 5 -g info -l debug | less
cargo run -- -s 222 -p 5 -g info -l debug | less
```
## Strategies
To write a strategy, you simply [implement a few traits](src/simulator.rs).
The framework is designed to take advantage of Rust's ownership system
so that you *can't cheat*, without using stuff like `Cell` or `Arc` or `Mutex`.
Generally, your strategy will be passed something of type `&BorrowedGameView`.
This game view contains many useful helper functions ([see here](src/game.rs)).
If you want to mutate a view, you'll want to do something like
`let mut self.view = OwnedGameView::clone_from(borrowed_view);`.
An OwnedGameView will have the same API as a borrowed one.
Some examples:
- [Basic dummy examples](src/strategies/examples.rs)
- [A cheating strategy](src/strategies/cheating.rs), using `Rc<RefCell<_>>`
- [The information strategy](src/strategies/information.rs)!
## Results
On seeds 0-9999, we have:
On seeds 0-9999, we have these average scores and win rates:
| 2p | 3p | 4p | 5p |
----------|---------|---------|---------|---------|
cheating | 24.8600 | 24.9781 | 24.9715 | 24.9583 |
info | 18.5909 | 24.1655 | 24.7922 | 24.8784 |
-------|---------|---------|---------|---------|
cheat | 24.8600 | 24.9781 | 24.9715 | 24.9570 |
| 90.52 % | 98.12 % | 97.74 % | 96.57 % |
info | 18.5915 | 24.1672 | 24.7924 | 24.8783 |
| 00.03 % | 48.59 % | 84.37 % | 90.33 % |
To reproduce:

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@ -766,6 +766,7 @@ impl PlayerStrategy for InformationPlayerStrategy {
- (view.board.num_players * view.board.hand_size);
// make a possibly risky play
// TODO: consider removing this, if we improve information transfer
if view.board.lives_remaining > 1 &&
view.board.discard_size() <= discard_threshold
{
@ -800,6 +801,8 @@ impl PlayerStrategy for InformationPlayerStrategy {
let info = self.get_hint_sum_info(public_useless_indices.len() as u32, view);
return TurnChoice::Discard(public_useless_indices[info.value as usize]);
} else if useless_indices.len() > 0 {
// TODO: have opponents infer that i knew a card was useless
// TODO: after that, potentially prefer useless indices that arent public
return TurnChoice::Discard(useless_indices[0]);
}
}