It's Madoka's shoe in Kyubey's face.
[Mahjong]Tenhou Thread - Page 37
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spinesheath
Germany8679 Posts
It's Madoka's shoe in Kyubey's face. | ||
Hesmyrr
Canada5776 Posts
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Hesmyrr
Canada5776 Posts
UGUUUUUUUUUUUUU | ||
29 fps
United States5722 Posts
On October 01 2014 09:49 Hesmyrr wrote: http://tenhou.net/0/?log=2014100109gm-0029-0000-eb5c868a&tw=0 UGUUUUUUUUUUUUU Ouch.... in the very first hand, too. | ||
JSH
United States4109 Posts
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spinesheath
Germany8679 Posts
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Hesmyrr
Canada5776 Posts
Well, back to 4 Dan with this game which I affectionately dub "Curse of 7 Sou". Never had such rotten luck with single particular tile before, though to be fair the dealer loss was definitely due to me being overly greedy. | ||
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mtvacuum
United States979 Posts
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JSH
United States4109 Posts
Now you have to get tenhou ![]() Don't forget the delicious riichi button! + Show Spoiler + ![]() | ||
Hesmyrr
Canada5776 Posts
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spinesheath
Germany8679 Posts
http://tenhou.net/0/?log=2014122904gm-0089-0000-75927028&tw=0 | ||
Trundle
Canada9 Posts
I'm new to the forum here, and while this is my first post, my intent is not to do a drive-by. I hope to read up on Team Liquid's NA LCS successes in the future. I have opened registrations to the 2015 World Amateur Mahjong League (Season 1): since there are definitely a few good players among you, I was hoping this might pique your interest to participate. Most of the information is on the main website, some of it is on the wiki and we're present on IRC as well. * Main website: http://mahjong-league.com/ * Mahjong wiki: http://arcturus.su/wiki/ * Relevant WAML wiki category: http://arcturus.su/wiki/Category:WAML * IRC: #osamuko on irc.rizon.net Best of luck to all of you. | ||
Benawii
United States51 Posts
Thanks for taking the effort to organize the league. I rarely visits Osamuko, so thanks for posting here also. I like the rules/format you have. There's nothing I would want to change, although I do have a few questions: 1. Will the dan ranking and power points ever get reset (e.g., at the start of every 3-month session)? 2. If they are not reset, are the winners determined based on their final cumulative ranking and power points, or only points obtained during that session? 3. How many power points are given for 1st, 2nd, etc. for each hanchan? I hope it's something like +75/+30/0/-105 (last place avoidance) and not +35/+5/-15/-25 plus score differences (aiming for first place). A tip for those who have never used IRC before: it's essentially a public chat room. To join, go to http://www.rizon.net/chat, pick a nickname, put #osamuko as the "channels" and don't worry about "Auth" and "password." P.S. There's someone with a 7-dan ranking on Tenhou? That's awesome! (edited) Just realized it's the same person who posted about reaching 6 dan last year here. Way to go man! | ||
Trundle
Canada9 Posts
The point of this league was to provide an environment with controlled variables as much as possible, all while minimizing administrative overhead (because there is a fair amount). As such, it's basic non-ranked lobby rules and scores that apply. 1) Dan points and power levels are earned every season and are added cumulatively. Power levels work with the formula (1000 * #players_beat / (#players - 1)). These points are awarded at the end of a season, with 500 points necessary to earn a 2-dan rating, 1000 more for 3-dan, 2000 more for 4-dan, etc. The point is to show a record of who is strongest in online mahjong in the non-Asian community (although Asian players are also welcome). The next season will calculate a new score to add to previously-earned points. 2) I guess I answered most of that above, but just to be clear: while the above controls the point mechanism, fighting for ranking is what leads to promotions or demotions, in a simple thirds mechanism [promote, stay, demote]. To start, everyone is in Bronze, but there is a strong possibility of forming a Silver division as of Season 2 (so for the summer, officially to be decided by the end of Session 3 of 6). 3) Non-ranked lobby points, so yes, I believe that the net score from an oka-nashi, uma-nashi game would be affected by [+35, +5, -15, -25] (20P oka, 10P-20P uma). The penalties for 4th are lower but if you consistently rank 3rd, you will not end up with a good ranking either. While 4th place avoidance is definitely a good skill to have, the league's goal is not to measure how much non-Asians can play ranked Tenhou lobbies outside Tenhou lobbies. The point of WAML is to show that we are capable to compete following mechanisms very similar to Japanese pro leagues (JPML, NPM Kyoukai, Mu, Saikouisen NPM, etc.), all while compensating for obvious things (geography, timezones, internet, and variable presence). | ||
spinesheath
Germany8679 Posts
![]() In other news, I recently managed to write my own tenhou.net "client", connect to it and play a match using an AI. Sadly the AI lost. I was so confident in my TsumokiriAi! I also spotted a detail in the messages tenhou.net's server sends to its clients that could possibly be used to deduce information about your opponent's hands... | ||
Benawii
United States51 Posts
Spines, if you are talking about the "seed", you may want to read this: http://osamuko.com/lets-debunk-some-mahjong-superstitions/ By the way, I have most of the important Tenhou messages figured out, so if you need help with them let me know. | ||
spinesheath
Germany8679 Posts
Tenhou sends you XML nodes in TCP packets. Sometimes there's more than 1 node in a single packet. Usually a discard is immediately followed by a draw in the same packet: <F104/><W/>. But sometimes it's not, even if nobody calls a tile. I don't know yet if this is a reliable way to tell that someone can - or probably more reliably can not - call the current discard. Tenhou most likely screws with those packets a bit, but I don't know how much it does or even can. I have most of the protocol sorted out too. I didn't dig too deep into the <PROF .../>, <RANKING .../>, <LN .../> and <PXR .../> messages yet though. | ||
Benawii
United States51 Posts
The message that's difficult to decode would be the message when someone makes a call, e.g., "<N who="2" m="49167" />". That "m" field encodes the 3/4 tiles in a somewhat complicated way. I had to use a decompiler on the (premium) flash client to learn about this. Thankfully the code I get is easy to read, although I kinda got lazy and gave up when I see the code. | ||
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