hanabi.rs/README.md
Felix Bauckholt 051ac7a097 Modulus magic!
Suppose we have `total_information` choices, and we first use them to
encode the answer `x` to a question with `m` answers. That answer is encoded
by the choice we take modulo `m`.

How much "information" do we have left? That depends on the number of
numbers less than `total_information` that are equal to `x` modulo `m`.
Depending on the value of `x`, this is either
`floor(total_information/m)` or `floor(total_information/m) + 1`.

We now use all of this information as opposed to just
`floor(total_information/m)`, at the cost of making our math not a lot
more complicated but pretty confusing.
2019-03-07 22:48:14 +01:00

77 lines
2.7 KiB
Markdown

# Simulations of Hanabi strategies
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 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)).
Please feel free to contact me about Hanabi strategies, or this framework.
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), and clone this git repo.
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:
```
cargo run -- -n 100 -s 0 -p 5 -g cheat
```
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 the game with seed 222:
```
cargo run -- -s 222 -p 5 -g info -l debug | less
```
## Strategies
To write a strategy, you simply [implement a few traits](src/strategy.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 (auto-generated)
To reproduce:
```
time cargo run --release -- --results-table
```
To update this file:
```
time cargo run --release -- --write-results-table
```
On the first 20000 seeds, we have these average scores and win rates:
| | 2p | 3p | 4p | 5p |
|---------|---------|---------|---------|---------|
| cheat | 24.8594 | 24.9785 | 24.9720 | 24.9557 |
| | 90.59 % | 98.17 % | 97.76 % | 96.42 % |
| info | 22.3736 | 24.7840 | 24.9261 | 24.9160 |
| | 10.41 % | 84.14 % | 94.33 % | 93.49 % |