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- Zen Mahjong: Part I - Perfect
- Zen Mahjong is a thought experiment that arose from a simple question: "Is a perfect game of
- Tenhou possible?" As it turns out, that question has a very simple null hypothesis answer.
- Since Tenhou uses a mahjong ruleset a ruleset where busting (having negative points) ends the game,
- and results in Tenhou are based solely on placement, there is a nice and easy solve for this
- problem. A Tenhou + 1 Double Yakuman tsumo on the first turn would simultaneously bust the other
- players, ending the game while also giving us the best possible outcome (first place).
- With that out of the way, we can begin asking ourselves the real tough questions. "When does a
- perfect game cease to be perfect?" and "What constitutes a perfect play?" To answer these
- questions, we need to dive into and explore exactly what we mean when we say "perfect" when talking
- about games. To do that, we need to define what perfect is; this will prove to be the pillar and
- foundation for Zen Mahjong.
- -- "Perfect" doesn't always mean perfect --
- When I was a young lad, I was fascinated to death with a mini-game NPC that exists in the video
- game Tales of Phantasia. If my memory serves me correctly, this certain NPC appears in the past
- city of Alvanista, and challenges you to a game he calls "Ishi-Tori". The premise of the game is
- simple; starting with a randomised number of counters, take turns removing either one, two, or
- three counters from the community pot. The person who removes the last counter is the loser.
- Beating the so called "Ishi-Tori" master was quite challenging for my younger self. The NPC seemed
- to play flawlessly every time, and I somehow found myself always ending up as the one to take the
- last counter. Frustrated, I swallowed my pride and went online to find a perfect strategy to defeat
- the NPC. As it turns out, the strategy is roughly as follows:
- "The number of counters at the beginning of the game will always be of the form (X * 4) + 1. When
- challenging the Ishi-Tori master, always elect to go second. When the Ishi-Tori master takes his
- turn, note how many counters Y he takes. Then, simply take (4 - Y) counters from the community
- pot. The Ishi-Tori master will be forced into taking the last counter every time."
- This was a mind blowing revelation to my infant mind. If you played the game of Ishi-Tori perfectly,
- there was a surefire way of winning everytime. In technical terms, Ishi-Tori is a "solved game." So
- long as the starting number of counters is of the form (X * 4) + 1, the player who goes second can
- always force a win.
- But there is something that I didn't bother to think about as a kid; is there a "perfect" strategy
- for the player going first? No matter what the first player does, the second player can always
- force a win. I believe in chess, they refer to the first player's situation as a "zugzwang."
- Assuming that the second player knows the winning strategy, whatever move the first player makes
- will be a losing move. The EV of each move that the first player makes is strictly the same: 0.
- Does this mean that any play that the first player follows can be considered a "perfect" play?
- (Interestingly, there is a winning strategy for the player who goes first if the starting number of
- counters is any number that does not produce a remainder of one. For example, if the starting
- number of counters is 10, the player that goes first can choose to take a single counter. This
- creates a game state where the "first" player is now second to act, and the "second" player is now
- in zugzwang.)
- -- "The game of Chess" and "That game of Chess" --
- There's a video out there that shows Magnus Carlsen, the current chess champion at the time of this
- post, checkmating multi-billionaire Bill Gates in only 9 moves. Perhaps most impressively is that
- Carlsen accomplished this feat with a meager time budget of 30 seconds, against Gates's 2 minutes.
- Needless to say, when Magnus Carlsen checkmated Bill Gates in 9 moves, he didn't play a perfect
- game of chess. There are numerous videos on the internet that explain how, if Gates had made a few
- different moves, he would have easily attained the upper hand against Carlsen. Carlsen himself
- admitted that he essentially relied on a "trick"; he presented Bill Gates with a problem that he
- didn't believe Gates would be able to solve.
- Let's twist the question a little bit. Clearly, Carlsen didn't play "the game of chess" perfectly.
- But did Carlsen play "that game of chess" perfectly? I think that it's arguable that he did. Given
- his knowns, Carlsen had ample reason to believe that Gates would undoubtedly fall for his trick.
- Gates, while an obviously intelligent individual, is relatively unfamiliar with the game of chess.
- He knows the rules of course, but not much else about the game. Since Carlsen only has 30 seconds
- on his clock, he needs to find a checkmate sequence fast. As Gates is unfamiliar with the game, and
- has himself only 2 minutes on the clock, Carlsen made a pretty safe bet that the sequence of moves
- he made would result in his victory. Gates fell for the trick, Carlsen converted that mistake into
- an advantage, and the rest is history.
- This might seem like a stretch, but chess players play like this all the time. A lot of chess
- basically lends itself to putting the opponent in the most uncomfortable position possible. When
- playing against weaker players, stronger players put themselves in "theoretically" weaker positions
- simply to take the weaker player out of their comfort zone. If the strong human player was playing
- against a supercomputer that could read the entire game tree, from the current board state all the
- way to a forced checkmate sequence, then the human player would obviously lose. But, because the
- weaker player doesn't know how to play that board state, the stronger player is advantaged even if
- they are in a theoretically disadvantaged state.
- Of course, this can't work all the time. The reason it doesn't work is because it's impossible to
- accurately predict someone's thoughts. Imagine a scenario where you're playing Rock-Paper-Scissors
- with a child who stubbornly refuses to throw anything but Rock. You've played 100 games with them,
- and they've thrown rock everytime. If we assume that child will throw Rock for their next move,
- there is a "perfect play" to win the next round: throw Paper! All too predictably, the child has a
- sudden change of heart and throw Scissors.
- The reason that your "perfect play" was not perfect, is because what you initially considered was
- a "known" (your opponent's action/response), was actually an unknown. This happens all the time. In
- chess, the weaker player might just end up randomly finding the correct way to deal with your
- trick. In mahjong, a player is in guarenteed 1st place, unless they play into your mangan hand.
- It is in their best interest to fold, but they brazenly push multiple dangerous tiles. They end up
- hitting you with their mangan hand, dropping you into 4th place.
- -- "The Axiom of Perfection" -- [WIP]
- This is the train of thought that led me to the first axiom of Zen Mahjong -- the Axiom of
- Perfection.
- "A perfect play is the play with the highest scoring Expected Value given all known relevant
- variables."
- Observe:
- In the example where we are playing Ishi-Tori, there are really two relevant variables:
- EV of Ishi-Tori = -1 * P((4 * X) + 1 | First to act) + 1 * P((4 * X) + 1 | Second to act)
- Where P((4 * X + 1) | First to act) = Probability that the are (4 * X) + 1 counters in the
- community pot given that you are first to act.
- In the example when we were playing Rock-Paper-Scissors with the child, there are three relevant
- variables, and we can model the game as follows:
- EV of Throwing Paper = -1 * P(Child(Scissors)) + 0 * P(Child(Paper)) + 1 * P(Child(Rock))
- If we are given that the child will always throw Rock, then our model becomes:
- EV of Throwing Paper = -1 * 0 + 0 * 0 + 1 * 1 = 1
- And thus, if we are given that the child will always throw Rock, the perfect play is to throw
- Paper.
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