• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:03
CEST 02:03
KST 09:03
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro16 Preview Pt2: All Star10Team Liquid Map Contest #22 - The Finalists16[ASL21] Ro16 Preview Pt1: Fresh Flow9[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0
Community News
2026 GSL Season 1 Qualifiers19Maestros of the Game 2 announced92026 GSL Tour plans announced15Weekly Cups (April 6-12): herO doubles, "Villains" prevail1MaNa leaves Team Liquid24
StarCraft 2
General
Maestros of the Game 2 announced 2026 GSL Tour plans announced Team Liquid Map Contest #22 - The Finalists MaNa leaves Team Liquid Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool
Tourneys
2026 GSL Season 1 Qualifiers INu's Battles#14 <BO.9 2Matches> Sparkling Tuna Cup - Weekly Open Tournament GSL CK: More events planned pending crowdfunding RSL Revival: Season 5 - Qualifiers and Main Event
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 522 Flip My Base The PondCast: SC2 News & Results Mutation # 521 Memorable Boss Mutation # 520 Moving Fees
Brood War
General
FlaSh: This Will Be My Final ASL【ASL S21 Ro.16】 BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ ASL21 General Discussion Data needed
Tourneys
Escore Tournament StarCraft Season 2 [ASL21] Ro16 Group C [Megathread] Daily Proleagues [ASL21] Ro16 Group D
Strategy
Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend? Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Dawn of War IV Diablo IV Total Annihilation Server - TAForever Starcraft Tabletop Miniature Game
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread YouTube Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion McBoner: A hockey love story Cricket [SPORT]
World Cup 2022
Tech Support
Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Sexual Health Of Gamers
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1860 users

[Mahjong]Tenhou Thread - Page 16

Forum Index > General Games
Post a Reply
Prev 1 14 15 16 17 18 49 Next All
JSH
Profile Blog Joined July 2009
United States4109 Posts
Last Edited: 2012-10-08 18:23:14
October 08 2012 17:16 GMT
#301
This is where it got hazy

[image loading]

edit: I is dumb
"It's called a miracle because it doesn't happen" - Just like my chances of reaching C- on ICCUP
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
Last Edited: 2012-10-21 18:11:41
October 08 2012 21:45 GMT
#302
Wow, this went way smoother than expected:

[image loading]
Yeah I picked one of those hands with a LOT of possible discards.


Whenever you have to discard something, you can now look at an Uke-Ire analysis of all discards that don't increase your Shanten. Would be easy to include Shanten increasing discards too, but then the amount of data becomes retarded... If you guys think it's worth having, I should easily be able add a toggle for displaying all/only good discards.

ReplayAnalyzer:
see post on next page for new version

I also did some refactoring, hopefully I didn't reintroduce old bugs...
That 2000+ lines function for analyzing the hand sure needed it. And the remainder of it still needs it.
If you have a good reason to disagree with the above, please tell me. Thank you.
Rhaegar99
Profile Blog Joined September 2008
Australia1190 Posts
Last Edited: 2012-10-09 07:43:40
October 09 2012 07:23 GMT
#303
On October 09 2012 02:16 JSH wrote:
This is where it got hazy

[image loading]

edit: I is dumb


This is one of those tricky spots where both decisions are not bad.

You cant hold onto the 8p else you'll either be furiten from the 5p or 7p, or you'll be waiting on the last 8p to complete your pair. With the 6p discard from west, 6p and 9p are now (very) safe tiles to discard meaning that if east is bailing, they will come out sooner rather than later, giving you less outs to win. Because of this, it can makes your pin tiles hard to complete.

You should be able to know that you will almost never come last. West almost has to riichi to have a decent chance to come 3rd and since hes not, its easy to say hes not in tenpai. South can't have a baiman since he discarded the dora 4p and he riichi while only 2100 points behind, indicating he has a shitty hand, either 1 han or non pinfu. No real tells on east but he needs a haneman to drop you which is highly unlikely without a riichi. Another plus to push is that west must push, making it a bit easier to complete your hand.

For now I'll probably discard the 8p first since there are also 3 blockers on both 7p and 8p, and wait for the next draw.
Rhaegar99
Profile Blog Joined September 2008
Australia1190 Posts
Last Edited: 2012-10-09 07:39:29
October 09 2012 07:35 GMT
#304
On October 09 2012 06:45 spinesheath wrote:
Wow, this went way smoother than expected:

[image loading]
Yeah I picked one of those hands with a LOT of possible discards.


Whenever you have to discard something, you can now look at an Uke-Ire analysis of all discards that don't increase your Shanten. Would be easy to include Shanten increasing discards too, but then the amount of data becomes retarded... If you guys think it's worth having, I should easily be able add a toggle for displaying all/only good discards.

ReplayAnalyzer:
http://www.mediafire.com/?lrca64m5qbsupmo

I also did some refactoring, hopefully I didn't reintroduce old bugs...
That 2000+ lines function for analyzing the hand sure needed it. And the remainder of it still needs it.


Your program looks pretty damn good. Remember you can't always rely on just shanten. This example you have is a good spot for shooting for a bluff half flush even though a yakuhai would be faster. Not sure if the bluff will work on the lower lobbies though.

You know what would be awesome though is instead of it analyzing replays, have it such that you can input tiles manually so that it can be used during a game. It'll probably considered cheating but if your not that great with tile efficiency, a program like that may be able to help you learn faster.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
Last Edited: 2012-10-09 10:53:25
October 09 2012 08:04 GMT
#305
Thanks, WPF makes it rather easy to make it look good though :p


Well of course shanten and more importantly uke-ire isn't everything. After all we're shooting for highest expected value (at least in the first few hands of a hanchan), and that adds the value of a hand into the equation.

Still, shanten/uke-ire is something that you can analyze clearly and correctly, while expected value depends on a lot of estimations like the time you have to fiddle with a hand before you have to bail or someone else wins etc. Uke-ire obviously also depends on the tiles that you expect someone else to be holding.

Still, this is some precise information that is important whenever you are pushing a hand. Sometimes the right discard (for pure speed) isn't all that obvious too, so checking your replays can show you where your discards were bad. Watching a replay like this certainly is a better learning experience than just watching a replay on the Tenhou client.


To use it during a game, having to input the tiles manually is too slow, kinda. There also is Tenhou's uke-ire calc at http://tenhou.net/2/?q=468m1156778p345s1p where you can input any hand you like and it will do the same thing I do with replays. Except for considering visible tiles though.

Technically, I should be able to write a Tenhou client which works like the online client or the windows client, but ALSO does analysis on the fly which helps you out. I already discussed this a bit with a friend actually. However, I personally do consider it cheating and I am not one to cheat or help people cheat in a game against human opponents. I still can't say I discarded the idea completely.

Anyways, this would be a seperate project. I could reuse lots of code so it shouldn't be too hard, but it would have to wait for a while.


What I can and most likely will do is add a standalone uke-ire calc to the ReplayAnalyzer. It's still kind of like cheating, but at least you're dropping your attention to insert the data, and you won't get the visible tiles subtracted automatically. Just the raw data for your current hand.



Just to make sure:
I am Furiten even if the tiles I discarded wouldn't give me a Yaku, right? They only need to complete my 4 melds + 1 pair?
For example:
Discarded 1m
Hand 23m 234 666p 345s 77s
I can't Ron a 4m for Tanyao then, even though the 1m wouldn't give me the Yaku?
If you have a good reason to disagree with the above, please tell me. Thank you.
JSH
Profile Blog Joined July 2009
United States4109 Posts
Last Edited: 2012-10-11 02:07:45
October 11 2012 00:49 GMT
#306
[image loading]

5 renchan~
lol
"It's called a miracle because it doesn't happen" - Just like my chances of reaching C- on ICCUP
Yorbon
Profile Joined December 2011
Netherlands4272 Posts
Last Edited: 2012-10-11 01:36:30
October 11 2012 01:34 GMT
#307
Hi all,

I'm just getting into mahjong. I think i know the basic rules a bit and now i am trying to find an easy way to practice. I was thinking about an offline game against ai or something like that to start. Is that a good start-up plan? Or are there other things recommendable?

I'd love to hear some advice on how to start playing.
Thanks in advance.

btw, i became interested in it via the anime akagi; part of what i know also comes from there. Is there anything about the anime i need to know with regard to normal gameplay? (besides that there are different variants of mahjong and not to bet my own life..)
JSH
Profile Blog Joined July 2009
United States4109 Posts
October 11 2012 02:03 GMT
#308
Mmm best way once you know the basic rules is to just play
AI is good to start with if you're still having trouble with the basic rules (ie Yaku)

Try to focus on making hands and making the most efficient discards
Play on Tenhou, create an account and try to level it up for a goal
Try to reach 1Dan

And always have Yaku~
"It's called a miracle because it doesn't happen" - Just like my chances of reaching C- on ICCUP
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
October 11 2012 07:02 GMT
#309
I played a lot vs bots here: http://www.gamedesign.jp/flash/mahjong/mahjong_e.html
before I went on to playing on Tenhou. I think it's a good idea until you get a firm grip on the rules. Now those bots are still likely to murder you if you are a beginner.

Go to http://www.osamuko.com/list-of-mahjong-articles-in-english-by-xkime/ and read up on Tile Efficiency, and the top block of links titled ReachMahjong.
Here is some more information on both offense and defense: http://justanotherjapanesemahjongblog.blogspot.de/

Tile efficiency is pretty much the most important skill to learn early on. Later on you can sacrifice efficiency for other causes, but you better be well aware of how much you sacrifice and if it's worth it.
If you have a good reason to disagree with the above, please tell me. Thank you.
Wesso
Profile Joined August 2010
Netherlands1245 Posts
October 11 2012 07:59 GMT
#310
On October 11 2012 16:02 spinesheath wrote:
I played a lot vs bots here: http://www.gamedesign.jp/flash/mahjong/mahjong_e.html
before I went on to playing on Tenhou. I think it's a good idea until you get a firm grip on the rules. Now those bots are still likely to murder you if you are a beginner.

Go to http://www.osamuko.com/list-of-mahjong-articles-in-english-by-xkime/ and read up on Tile Efficiency, and the top block of links titled ReachMahjong.
Here is some more information on both offense and defense: http://justanotherjapanesemahjongblog.blogspot.de/

Tile efficiency is pretty much the most important skill to learn early on. Later on you can sacrifice efficiency for other causes, but you better be well aware of how much you sacrifice and if it's worth it.


Those bots are killing me, Thirteen Orphans within the first 8 games..
Yorbon
Profile Joined December 2011
Netherlands4272 Posts
October 11 2012 13:08 GMT
#311
On October 11 2012 16:02 spinesheath wrote:
I played a lot vs bots here: http://www.gamedesign.jp/flash/mahjong/mahjong_e.html
before I went on to playing on Tenhou. I think it's a good idea until you get a firm grip on the rules. Now those bots are still likely to murder you if you are a beginner.

Go to http://www.osamuko.com/list-of-mahjong-articles-in-english-by-xkime/ and read up on Tile Efficiency, and the top block of links titled ReachMahjong.
Here is some more information on both offense and defense: http://justanotherjapanesemahjongblog.blogspot.de/

Tile efficiency is pretty much the most important skill to learn early on. Later on you can sacrifice efficiency for other causes, but you better be well aware of how much you sacrifice and if it's worth it.
Thanks for the tips!
JSH
Profile Blog Joined July 2009
United States4109 Posts
Last Edited: 2012-10-12 01:48:12
October 12 2012 01:46 GMT
#312
Question:
[image loading]

Should I pass or take the guaranteed second
It's a pretty good wait, so I have a pretty good chance of winning again, perhaps to 1st or 2nd place
But I would have to win again, in the next two rounds

I still have my dealer turn left as last round
But hmm
I ended up just taking the second, but what would you guys do?
"It's called a miracle because it doesn't happen" - Just like my chances of reaching C- on ICCUP
Caller
Profile Blog Joined September 2007
Poland8075 Posts
October 12 2012 03:15 GMT
#313
the second was fine as quite frankly you wouldve been in a shit furiten as a result
Watch me fail at Paradox: http://www.teamliquid.net/forum/viewmessage.php?topic_id=397564
Rhaegar99
Profile Blog Joined September 2008
Australia1190 Posts
October 12 2012 03:42 GMT
#314
Either is fine but if your gonna shoot for first, your gonna have to change your hand first to increase your chances. Chi with 7m8m and discard the 8p. Youll be tenpai once you draw another man or an honor. Your hand dosnt smell of a flush cause of your early 1m discard. Insta 7800!
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
Last Edited: 2012-10-16 12:13:59
October 12 2012 20:00 GMT
#315
New version of Firefox, still the wrong discard bug. I really need to play on a different browser...
Yeah, seems fine on Opera...

Man what the hell is this. Closed Chinitsu, pretty much at least one enemy gets one every single Hanchan. Given that the it statistically only happens in less than 1% of the hands...?

I really wish my luck was a bit more evenly distributed...
[image loading]

I got like no Ura Dora at all in the last dozen games, and then I get 5 when I didn't even need a single one? Seriously.

I have now officially lost count of the number of Kokushi Musou I have attempted in the last couple of days. At least 4. 9 or 10 tiles with starting hand each time. Of course none of my attempts was successful.
If you have a good reason to disagree with the above, please tell me. Thank you.
Rhaegar99
Profile Blog Joined September 2008
Australia1190 Posts
October 14 2012 06:22 GMT
#316
yea i play on explorer now lol
everythings all good
Yorbon
Profile Joined December 2011
Netherlands4272 Posts
Last Edited: 2012-10-17 15:29:28
October 17 2012 15:27 GMT
#317
About a week after beginning playing, i thought it was time for some kind of update.
First i read the blogs by xkime as recommended by spinesheath, without really getting it. I just grinded a lot of games against bots, with very volatile results. I read the blogs again with some game experience and it seemed to be a lot more understandable than first. After trying again, my 2nd try against the bots gave this result, which makes me rather proud, if i may say so.
http://imgur.com/P4Url ( <-- copy paste link)

I still don't care much about the discard tiles of my opponents, i'm still too busy with my own hand. ):
My first priority atm is tile efficiency, building a basic hand and trying too estimate whether to call on a discard or not.

I hope to keep this up :D

edit: oops, the image seems to be too large.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
October 17 2012 17:03 GMT
#318
On October 18 2012 00:27 Yorbon wrote:
I still don't care much about the discard tiles of my opponents, i'm still too busy with my own hand. ):
My first priority atm is tile efficiency, building a basic hand and trying too estimate whether to call on a discard or not.

That's fine, it takes a while to get the hang of analyzing your own hand. Especially when you get these huge blobs of tiles of a single suit it can get pretty darn confusing.


By the way, how does everyone here count the Shanten of their hands (4 meld 1 pair hands only, chiitoitsu + kokushi is obvious)?
Since I've been developing this Algorithm for Shanten/Uke-Ire, I've approached it from a couple of different angles (I still want to improve the speed of the Algorithm, lots of redundant stuff going on...).
For me the easiest method I have found is:

8 - (2 * called melds) - (2 * closed melds) - (taatsu + toitsu)
melds + taatsu can't be greater than 4 and with toitsu it can be 5 at most.

Another approach was to simply count the useless tiles, but that confuses me all the time for some reason.

Sadly you can't be greedy with the closed melds:
245568m159p1589s
If you use the Shuntsu 456, it's a 5 Shanten hand. If you split it 24 55 68 it's 4 Shanten instead...
If you have a good reason to disagree with the above, please tell me. Thank you.
Rhaegar99
Profile Blog Joined September 2008
Australia1190 Posts
October 18 2012 07:07 GMT
#319
mmm I dont usually count shantens when I play lol. There really isnt a need or isnt even important until someone riichis, and by that time your either close so its quite simple to count, or too far away so theres no point in counting.

As for an algorithm I think it'll be pretty dam hard. Correct me if Im wrong but even the method you havnt dosnt work for all cases. Like say 2468m2468p2468s + a honor. Thats 4shanten whereas your algorithm will give you 2shanten. Ukeire is more important though so I would say to focus on that instead.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
October 18 2012 07:28 GMT
#320
On October 18 2012 16:07 Rhaegar99 wrote:
mmm I dont usually count shantens when I play lol. There really isnt a need or isnt even important until someone riichis, and by that time your either close so its quite simple to count, or too far away so theres no point in counting.

As for an algorithm I think it'll be pretty dam hard. Correct me if Im wrong but even the method you havnt dosnt work for all cases. Like say 2468m2468p2468s + a honor. Thats 4shanten whereas your algorithm will give you 2shanten. Ukeire is more important though so I would say to focus on that instead.

Nope, my algorithm yields 4 shanten for that too, notice the "melds + taatsu <= 4" part. It's 6 taatsu, but only 4 of them are counted, so I end up with 8 - 4 = 4.
Uke-Ire is defined as tiles which can be used to improve the Shanten of your hand. The Uke-Ire algorithm basically calls the Shanten algorithm up to 34 times, once for each type of tile you could draw. Because the Shanten algorithm also works on 14 tile hands (Shanten = -1 in case of a winning hand, ignoring Yaku of course), I don't have to select a discard either.

My Algorthms work, except for a few bugs here and there most likely (I have hints on at least 2 bugs). I just don't like the speed yet because I want to do deeper analysis (more than 1 turn ahead) as well as analysis of a big number of hands at once. It's not exactly slow, but it's not instant, so it's gonna add up fast.

I do usually count shanten (well only recently). If it's too high (and the value of the hand doesn't look like it's gonna make up for it) I'm not gonna bother with the hand and prepare for Betaori. It also helps decide between Chiitoitsu and regular hands.
If you have a good reason to disagree with the above, please tell me. Thank you.
Prev 1 14 15 16 17 18 49 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
StarCraft Evolution League #20
CranKy Ducklings13
LiquipediaDiscussion
The PiG Daily
21:00
Best Games
Rogue vs ByuN
SHIN vs ByuN
Rogue vs ByuN
TBD vs herO
PiGStarcraft555
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft555
ProTech130
CosmosSc2 54
StarCraft: Brood War
Britney 27192
firebathero 157
Aegong 146
Dota 2
monkeys_forever248
League of Legends
Doublelift3440
Other Games
gofns14507
tarik_tv8070
summit1g7601
Gorgc5501
FrodaN2007
C9.Mang0326
JimRising 248
ViBE121
amsayoshi27
Organizations
Other Games
gamesdonequick829
BasetradeTV356
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 14 non-featured ]
StarCraft 2
• CranKy Ducklings SOOP2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21155
Other Games
• imaqtpie999
• Scarra868
Upcoming Events
WardiTV Map Contest Tou…
10h 57m
Classic vs SHIN
MaxPax vs Percival
herO vs Clem
ByuN vs Rogue
Ladder Legends
14h 57m
uThermal 2v2 Circuit
14h 57m
BSL
18h 57m
Sparkling Tuna Cup
1d 9h
WardiTV Map Contest Tou…
1d 10h
Ladder Legends
1d 14h
BSL
1d 18h
CranKy Ducklings
1d 23h
Replay Cast
2 days
[ Show More ]
Wardi Open
2 days
Afreeca Starleague
2 days
Soma vs hero
Monday Night Weeklies
2 days
Replay Cast
2 days
Replay Cast
3 days
Afreeca Starleague
3 days
Leta vs YSC
Replay Cast
4 days
The PondCast
5 days
KCM Race Survival
5 days
Replay Cast
5 days
Replay Cast
6 days
Escore
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Escore Tournament S2: W4
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
StarCraft2 Community Team League 2026 Spring
WardiTV TLMC #16
Nations Cup 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026

Upcoming

Escore Tournament S2: W5
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
RSL Revival: Season 5
2026 GSL S1
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.