This document compares the most common 2p systems, Referential Sieve and H-group. I analyze their relative strengths with the explicit purpose of proposing design goals for a hypothetical system to incorparate power from both.
In my ideal world, I'd like these analyses to be community efforts. But due to Hanabi's complexity, it is impossible to prove objectively what is a strong convention: in fact, as far as I'm aware, "strong" doesn't even have an objective meaning when applied to an individual convention. In lieu of proof, we can only theorize, with our evidence being hueristics backed up by games played. In addition to limiting knowledge, lack of proof means individuals often disagree, limiting even shared community beliefs. That said, it's still worthwhile to have our understanding documented. Although this work is entirely my point of view, I would enjoy converting it to (or starting a new) a community document given sufficient interest. As part of that, I would expect some (many) of my thoughts to be overidden due to others' disagreement.
With that said, let's get into the comparison.
These are traits with clear benefits included in Referential Sieve but not in H-group, ordered roughly by how clear the benefit is.
Referential Sieve has fill-in clues. Clues which reveal a card as playable do not have other conventional meaning (beyond what is meant from good touch). This means that when the only safe action in hand is to play a touched card, Referential Sieve can always get it (in no variant). On the other hand, H-group sometimes cannot, since H-group clues prioritize focusing new cards over filled-in cards.
After the good 1s have played, new cards drawn are much more likely to be trash than old cards. Referential Sieve takes advantage of this fact by having the default discards start out coming from the deck, whereas in H-Group the default discards are from the starting hand.
Unlock promise is amazing. It is efficient in the short and long term and theoretically well justified. Every serious two player system should use some version of it. It's hard to be confident in exactly how far to take it, but free choice between exactly known possibly-connecting playables and known trash at 2+ pace is almost surely a sufficient condition.
I…think I prefer universal rank saves in 2p? I'm actually pretty unsure on this. Being able to save any card is great. Not having control over what other cards a save clue happens to touch is less great. Universal rank saves are definitely better later on. It's unclear to me which is better early in the game.
These are traits with clear benefits included in H-group but not in Referential sieve.
Also, in variants such as Duck, Cow & Pig, and Throw it in a Hole, direct information is important because the team gains significantly from knowing exact identities of the cards their play clues focused.
I find basic H-group context much easier than ref sieve, and H-Group teams tend to be able to consistently read deeper into context than Referential Sieve teams. Why is that?
On the other hand, tempo is not expected in referential sieve. Blocked play signals tend to remain blocked. The main consistent way to achieve focus inversion is to start with a (costly) lock.
Stronger context and particularly the ability to have the clue's empathy make the meaning unbelievable scale well for handling the challenges posed by Hanabi variants.
Good touch principle is good. It is important to bias conventions towards providing information to good cards. The exact identities of trash cards are much less useful to distinguish.
Concept | Referential Sieve | H-Group | Comparison |
---|---|---|---|
Information | Referential | Direct | RS wins on empathy efficiency. H wins on dupe/bomb avoidance, saving delayed playables, and focus inversion. |
Chop | Newest | Oldest | RS wins on chop moving the starting hand. H wins on discard-oldest. |
Tempo Clue Focus Priority | On | Off | RS wins. Being able to get the only safe action in hand is good. |
Consequence of Delaying Play Clues | Change the expected discard | Change the expected play | RS more often can save cards without using a save clue. H-Group can give tempo without chop moving trash and more consistently focus inverts. |
Referential sieve continues to be optimized, but with its tempo issues and discard-newest being impossible to address without fundamentally modifying the system, I personally would appreciate alternative options. Turbo is a proposed option for the future of 2p. While I like Turbo, I find it chop moves too much, and feels quite similar to Referential Sieve. I would like to play a 2p score-hunting system that does not yet exist incorporating each system's strengths.
I propose the system be designed to satisfy the following traits:
Things that feel worth exploring but have uncertain value
Things that could be worth exploring but have highly uncertain value:
And, that's it! If you have thoughts, ideas to add, disagreements, or would like to experiment, reach out! I'm sodiumdebt in the Hanabi Central Discord server and have posted this in the Convention-Development forum channel there.