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- Zen Mahjong: Part I - Perfect
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- Zen Mahjong is a thought experiment that arose from a simple question: "Is a perfect game of
- mahjong possible?" As it turns out, that question has a very simple null hypothesis answer.
- With a ruleset that allows busting, a Tenhou + 1 Double Yakuman tsumo on the first turn would
- result in the simultaneous busting of all three other players, and would constitute a perfect game.
- 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 some axioms, which will prove to be the pillars and
- foundation for Zen Mahjong.
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- "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 pilfering either one, two, or
- three counters from the community pot. The last person who takes a counter is the loser.
- Beating the so called "Ishi-Tori" master was quite challenging for my infant brain. The NPC seemed
- to play flawlessly every time, and I always ended up being the one to take the last counter.
- Frustrated, I swallowed my pride and went online to find a perfect strategy to defeat the NPC. The
- strategy, which seems so obvious to me today was 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."
- I. Axioms
- a.)
- b.)
- c.) tales of phantasia ishitori
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- A famous mahjong pro once stated that a WWYD problem has no correct answer, since the correct
- answer would always depend on the players that you're playing against. While this statement is
- almost always true, it is vacuously incorrect; there are obvious edge cases. The Double Yakuman
- tsumo, for example, is a WWYD problem with only one answer; take the tsumo! Sure, you might be able
- to win the hanchan without taking the Yakuman tsumo, in the same way that you might be able to win
- a chess game without taking a forced checkmate
- II. The Fundamental Theorem of Mahjong
- III. Practical Results
- Axioms:
- Playing "the game" perfectly vs. playing "that game" perfectly.
- Practical Results:
- - EV Calculator for riichi battles that has.
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