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Mahjong Hand Reads: Irime Case 1

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Opponent Call timings: Chii 2s => cut south Chii 2p (tsumogiri) => cut second 7p I had a pretty interesting South 4 push / fold decision recently, with the potential for an even more interesting set of reads. I'm going to start by analyzing the dealinrate of 7p (at the time it was pushed) and 1m , and then make a conclusion on the discard choice. Incentives Let's start by analyzing the all last incentives. Our competitor declares riichi from 1st place, temporarily dropping to 2nd place from the riichi stick cost. They declare riichi into two pretty threatening 1 call hands, suggesting that they have no yaku and a good wait. The dealer has called for a seeming honitsu hand in the dora suit, with a lot of suit overflow. The green dragon is live, and the red dragon and east are once cut. They cut 7p into the ippatsu turn risking last place, likely indicating tenpai with a valuable hand. With so many tiles in their suit cleared, the only remaining ryanmen is 14s. The dealer...

3 Offbeat South 4 Puzzles

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The final rounds of a mahjong game often contain the most interesting decisions. In the east round of an east-south mahjong game, we play relatively straightforward, balancing the reward of winning our hand with the risk of dealing in to an opponent’s hand. On ladder, where only placement affects the payouts of the game, the final round can encourage some more polarized strategies. We may want to feed a player’s hand to protect a first place. We may want to hold back tiles to avoid feeding a competitor. We may need to meet a certain point requirement to escape 4th place, forcing us to build for value. Understanding each player’s incentives should influence our strategy. The final round also has the most consequential decisions. In this post, we’ll assume a normalized reward system of [2, 1, 0, -3] for 1st through 4th place. While a mangan win in East 1 moves our expected reward by around 1 point, it could be a swing from 4th (-3 pts) to 2nd place (-1 pt) for 4 pts in all last....

How to Measure Mahjong Luck and Skill

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Every Game of Mahjong Is A Dice Roll Imagine you are playing a 4 player game of mahjong against 3 clones of yourself. The probability that you get 1st, 2nd, 3rd, or 4th place is 25% - you're all equal in skill and playing the same strategy, so there's no reason any clone would have an advantage. The average placement you would achieve is 2.50. If you were playing against weaker players and had an average placement of 2.40, we would say that you have some edge , or advantage. Now suppose you were playing perfect mahjong against competent opponents. How much edge is possible? One estimate of the maximum possible edge would be the results of the AI LuckyJ, who has the best performance of any person or AI in the Tokujou room on Tenhou. Over 1145 games, LuckyJ's spread of placements is 31.5% 1st, 27.5% 2nd, 24.1% 3rd, and 16.7% 4th. Its average placement is 2.26. There is some selection bias in estimating the edge of perfect play using the best performance we've seen...

Push Fold Fundamentals: Keiten

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If you haven't already, check out the first post in the push fold fundamentals series. What is Keiten? The term keiten refers to a tenpai hand with no yaku. Although these hands rarely win by ron or tsumo, they can gain points if a round goes to exhaustive draw (a.k.a. Ryuukyoku, rkk). In this post, we will analyze the EV of pushing dangerous tiles against 1 riichi with 5 or fewer draws until rkk. In the context of push/fold within 5 turns of rkk, we will incorrectly use the term keiten to refer to tenpai hands with or without yaku. There is a practical reason for this: if we decide that we should push a tenpai hand with no yaku, it follows that we would push the same hand if it had a yaku. Data Sources The main chart we will analyze in this post will be from this Mahjong Math post , which uses the nisi simulator to estimate EV. If you find this post helpful, consider supporting the Mahjong Math group by purchasing the post for 500 yen, which will give you access t...