## List of Principles ### Play-(or-discard)-to-save principle In some systems like Sieve, the hand is a "holding area" for useful cards; to (temporarily) save cards, any Play Clue or a Discard Clue can be given. - The benefit is that you can keep possibly-useful cards around as long as possible, and you can always discard the worst saved card, greatly increasing discard quality. - Such a system may waste clues on constantly asking specific cards to discard. Maybe an old card in the hand was already a good discard, or maybe an ### Urgency principle Urgency principle: A clue should change meaning if it is delayed (and it was previously available). ### Referential principle To make a card play/discard, it's better to touch cards other than that card. ### Tempo It is very good to get cards played and out of the hand as soon as possible. #### Interaction between Tempo and Play-to-save These two principles are directly in conflict. If ### Safe Actions We prefer to guarantee that we can give players safe actions. - This can conflict with efficiency; sometimes getting a safe action with some signal limits the empathy given by that signal. #### Tempo Clue Focus We can fill in a card to get it to play. This is sometimes the only safe action in the hand, and is always unblocked, but may be inefficient. ### Action Choice When a player has multiple plays/discards, this is a powerful non-clue-based channel of information that should be maximally utilized. ### Empathy maximization Among untouched cards, older cards in hand are inherently more valuable due to negative information. ### Signal synergy/antisynergy The effect of a clue on a specific card can be to play it, discard it, or touch it. Depending on the system, a clue can also "permanently" save a card. - Play & Discard - These synergize. If a card is not playable, it is more likely to be discardable. - Play & Touch - Bad; violates Referential principle. - Discard & Touch - Somewhat synergize: if a card does not want to be touched, it's likely because it wants to discard. - However, touching a good card is most likely to be useful, and good cards are less likely to want to discard. - A compromise could be some concept of "chop moves" which are cards assumed to be good. Ref sieve has problems with touching slot 2; slot 2 is the least likely card to be useful, and touching it has the least empathy value on average. In addition, if slot 1 is playable, one can rank clue slot 1 to discard slot 2 and later tempo clue slot 1, but this has the same efficiency as color cluing slot 2 and then fixing it. ### Sieve principle We want to always talk about newly-drawn cards at least once before they are saved. ### Playability of cards Newly-drawn cards are always pretty likely to be playable compared to other cards, before endgame. Maybe a strong bias towards freshly drawn slot 1 could be good? If a saved card was unplayable but useful, each time a card is played, the chance of a saved card being playable goes up slightly. Older saved cards (that were marked unplayable at the time) are more likely to be playable. This indicates that a good system can flexibly get any saved card; alternatively, some kind of revolving focus could be good? ### Empathy maximization Touching cards with the most negative information gives the most expected empathy. ## Development Ref sieve discard clues touching slot 1 is often the wrong card to touch- you risk repeatedly cluing the same rank. Cluing cards that already have negative information maximizes the empathy given to all cards. Some quick ideas: - Chop-prioritized ref plays and saves? -