Full notes
Full Battle Hanafuda update
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What changed
- Gameplay
- Balance
- Fixes
Battle Hanafuda changes
In this update, the Hard AI’s win rate against Normal in Watch Mode has been improved from 57.7% to 60.3% (+2.6%).
Below are the main improvements:
■ Strategic Decision-Making
Introduced an optimized sequence that minimizes the risk of completing Rainy Four Lights
Improved early Koi-Koi stop decisions using Sake Cup when expected value is low
Strengthened continuation decisions when success probability is high and risk is low, even at low scores
In losing situations (final round), the AI now selects only moves that allow for a comeback
Overall improvement in Koi-Koi stop decision accuracy
■ Evaluation Function Improvements
Refined scoring evaluation for TANE / TAN / KASU
Fixed incorrect expected value estimation for Red Poetry Ribbons (Akatan)
Added missing evaluation for “next-turn secure potential”
■ Risk Management Enhancements
Increased release bonus for “all remaining cards are KASU” months when opponent’s KASU win is unlikely
Improved risk handling for leaving collectible but unlocked Susuki Light cards
■ Fallback Behavior Adjustments
Reduced Greedy Fallback overreach to prevent good moves from being overridden
Fixed low-value actions during Rapacious Fallback
■ Reduction of Suboptimal Plays
Prevented unnecessary discarding of high-value cards
Fixed low-value plays (e.g., discarding Sakura Light)
Improved low-value drop decisions
■ More Natural Behavior
Improved delayed “Agari” behavior after Koi-Koi
For detailed changes (in Japanese), please see:
https://github.com/suzukiplan/open-hanafuda-ai/milestone/2?closed=1
With the win rate now exceeding 60%, the next update will introduce Hard Mode (Human vs Hard).
We will continue improving the win rate of the AI (Open Hanafuda AI) even after the implementation of Hard Mode. In addition, we plan to integrate the latest version of Open Hanafuda AI into Battle Hanafuda as its reference implementation.
https://github.com/suzukiplan/open-hanafuda-ai
Source
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