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Hanabi (card game)

Hanabi (card game) is a science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Hanabi (card game) rather than just read about it. In short: Hanabi (from Japanese 花火, fireworks) is a cooperative card game created by French game designer Antoine Bauza and published in 2010. Players are aware of other players' cards but not their own, and attempt to play a series of cards in a specific order to set off a simulated fireworks show.

Hanabi (card game) — main illustration
Hanabi (card game) — illustration

Key takeaways

  • Hanabi (card game) belongs to science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Hanabi (card game) to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Hanabi (card game) from memory before moving on to harder problems.

Reference excerpt

Hanabi (from Japanese 花火, fireworks) is a cooperative card game created by French game designer Antoine Bauza and published in 2010. Players are aware of other players' cards but not their own, and attempt to play a series of cards in a specific order to set off a simulated fireworks show. The types of information that players may give to each other is limited, as is the total amount of information that can be given during the game. In 2013, Hanabi won the Spiel des Jahres, an industry award for best board game of the year.

Gameplay The Hanabi deck contains cards in five suits (white, yellow, green, blue, and red): three 1s, two each of 2s, 3s, and 4s, and one 5. The game begins with 8 available information tokens and 3 fuse tokens. To start the game, players are dealt a hand containing five cards (four for 4 or 5 players). As in blind man's bluff, players can see each other's cards but they cannot see their own. Play proceeds around the table; each turn, a player must take one of the following actions:

Give information: The player points out the cards of either a given number or a given suit in the hand of another player (examples: "This card is your only red card," "These two cards are your only 3s"). The information given must be complete and correct. (In some editions, it is allowed to indicate that a player has zero of something; other versions explicitly forbid this case.) Giving information consumes one information token. Discard a card: The player chooses a card from their hand and adds it to the discard pile, then draws a card to replace it. The discarded card is out of the game and can no longer be played. Discarding a card replenishes one information token. Play a card: The player chooses a card from their hand and attempts to add it to the cards already played. This is successful if the card is a 1 in a suit that has not yet been played, or if it is the next number sequentially in a suit that has been played. Otherwise a fuse token is consumed and the misplayed card is discarded. Successfully playing a 5 of any suit replenishes one information token. Whether the play was successful or not, the player draws a replacement card. The game ends immediately when either all fuse tokens are used up, resulting in a game loss, or all 5s have been played successfully, leading to a game win. Otherwise, play continues until the deck runs out, and for one full round after that. At the end of the game, the values of the highest cards in each suit are summed, resulting in a total score out of a possible 25 points.

Reception Hanabi received positive reviews. Board Game Quest awarded the game four and a half stars, praising its uniqueness, accessibility and engagement. Similarly, The Opinionated Gamers also praised the game's engagement and addictiveness. It won several awards, including the 2013 Spiel des Jahres winner and 2013 Fairplay À la carte Award winner. Hanabi also placed sixth place in the 2013 Deutscher Spiele Preis.

Computer Hanabi Hanabi is a cooperative game of imperfect information. Computer programs which play Hanabi can either engage in self-play or "ad hoc team play". In self-play, multiple instances of the program play with each other on a team. They thus share a carefully honed strategy for communication and play, though of course they are not allowed to illegally share any information about each game with other instances of the program. In ad hoc team play, the program plays with other arbitrary programs or human players. A variety of computer programs have been developed by hand-coding rule-based strategies. The best programs, such as WTFWThat, achieved near-perfect results in self-play with five players, with an average score of 24.9 out of 25.

AI challenge In 2019, DeepMind proposed Hanabi as an ideal game with which to establish a new benchmark for artificial intelligence research in cooperative play. In self-play mode, the challenge is to develop a program which can learn from scratch to play well with other instances of itself. Such programs achieve only about 15 points per game as of 2019, far worse than hand-coded programs. However, this gap has narrowed significantly as of 2020, with the Simplified Action Decoder achieving scores around 24. Ad hoc team play is a far greater challenge for AI, because "Hanabi elevates reasoning about the beliefs and intentions of other agents to the foreground". Playing at human levels with ad hoc teams requires the algorithms to learn and develop communication conventions and strategies over time with other players via a theory of mind. Computer programs developed for self-play fail badly when playing on ad hoc teams, since they don't know how to learn to adapt to the way other players play. Hu et al. demonstrated that learning symmetry-invariant strategies helps AI agents avoid learning uninterpretable conventions, improving their performance when matched with separately trained AI agents (scoring around 22), and with humans (scoring around 16 vs. a baseline self-play model that scored around 9). DeepMind released an open source code framework to facilitate research, called the Hanabi Learning Environment.

See also Computer bridge Takenoko (board game) Terror in Meeple City

References

External links Hanabi at BoardGameGeek Seagull, Jon (29 September 2014). "Hanabi: card game with the goal to launch a spectacular firework display". Boing Boing. Retrieved 7 June 2015. Hirotaka Osawa (1 April 2015). "Solving Hanabi: Estimating Hands by Opponent's Actions in Cooperative Game with Incomplete Information". www.aaai.org. AAAI Workshops at the Twenty-Ninth AAAI Conference on Artificial Intelligence. Retrieved 2015-06-07.

Worked examples

Example 1 — a first encounter with Hanabi (card game)

Start with the simplest possible case. Write down what Hanabi (card game) claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Hanabi (card game) before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Hanabi (card game) ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Hanabi (card game)

In research
Hanabi (card game) appears in science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Hanabi (card game) in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Hanabi (card game) is common in secondary-school and first-year university syllabi. It links to neighbouring topics Antoine Bauza games, Board games introduced in 2010, Card games introduced in 2010, so understanding it makes those chapters shorter.
In everyday life
Look for Hanabi (card game) outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.
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How to study Hanabi (card game) in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Hanabi (card game) means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Hanabi (card game) out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Hanabi (card game) in simple terms?

Hanabi (from Japanese 花火, fireworks) is a cooperative card game created by French game designer Antoine Bauza and published in 2010. Players are aware of other players' cards but not their own, and attempt to play a series of cards in a specific order to set off a simulated fireworks show.

Why does Hanabi (card game) matter?

Because it connects several science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Hanabi (card game)?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Hanabi (card game).

Tags

  • Antoine Bauza games
  • Board games introduced in 2010
  • Card games introduced in 2010
  • Cooperative board games
  • Dedicated deck card games
  • French board games
  • Game artificial intelligence

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