Tile efficiency: Difference between revisions

m
no edit summary
mNo edit summary
 
(14 intermediate revisions by the same user not shown)
Line 1: Line 1:
'''Tile efficiency''' refers to the speed of '''hand development'''. Having better tile efficiency means that the hand is more likely to complete, and is thus faster on average.
'''Tile efficiency''' refers to the speed of '''hand development'''. Having better tile efficiency means that the hand is more likely to complete, and is thus faster on average.


Only one person can win per round, and a hand of any value can win. Therefore, learning how to optimize tile efficiency is important to improving at riichi mahjong. Sometimes, it may not be best to go for the maximum efficiency play (e.g. slowing the hand to go for a yaku), but strong players should know how to reach maximum tile efficiency
Only one person can win per round, and a hand of any value can win. Therefore, learning how to optimize tile efficiency is important to improving at riichi mahjong. Sometimes, it may not be best to go for the maximum efficiency play (e.g. slowing the hand to go for a yaku), but strong players should know how to maximize tile efficiency when needed.


==Tile categories==
==Tile categories==
Line 9: Line 9:
Isolated tiles, also known as "lone" or "floating" tiles, are those with no neighbors. A tile is isolated when there is no tiles numerically or categorically adjacent. Therefore, they may not be used for [[naki|tile calls]].  
Isolated tiles, also known as "lone" or "floating" tiles, are those with no neighbors. A tile is isolated when there is no tiles numerically or categorically adjacent. Therefore, they may not be used for [[naki|tile calls]].  


These tiles are not very useful, so they are often discarded first. However, an isolated tile may be used to "upgrade" the hand. For example, an isolated 5 can be used to improve the hand's shape. An isolated [[dora]] can be used to increase the value of the hand. An isolated [[yakuhai]] can be paired and then [[pon]]'d.
These tiles are not very useful, so they are often discarded first. However, an isolated tile may be used to "upgrade" the hand. For example, an isolated 5 can be kept to try and improve the hand's shape. An isolated [[dora]] can be kept to increase the value of the hand. An isolated [[yakuhai]] can be paired and then [[pon]]'d.


===Taatsu===
===Taatsu===
Line 15: Line 15:


{| class="wikitable" width=40%
{| class="wikitable" width=40%
|-!Type
!Type !! align=center| Ryanmen !! align=center| Kanchan !! align=center| Penchan
! align=center| Ryanmen !! align=center| Kanchan !! align=center| Penchan
|-
|-
!Incomplete
!Incomplete
Line 25: Line 24:
|}
|}


All else equal, a ryanmen is twice as good as the other joints, because they accept twice as many tiles. Kanchans can be upgraded to ryanmens (e.g. 24-pin, after drawing 5, turns into 45-pin).
All else equal, a ryanmen is twice as good as the other joints, because they accept twice as many tiles. Kanchans can be upgraded to ryanmens (e.g. 24-pin, after drawing 5, turns into 45-pin), so they are better than penchan.


===Toitsu===
===Toitsu===
{{main|Toitsu}}
{{main|Toitsu}}
'''Toitsu''' are pairs. Most hands need 1 pair to win. Pairs can be used to create [[triplet]]s, though, so having multiple pairs can increase efficiency.
'''Toitsu''' are pairs - 2 copies of the same tile. Most hands need 1 pair to win. Pairs can be used to create [[triplet]]s, though, so having multiple pairs can increase efficiency.
 
{| class="wikitable" width=15%
! align=center| Pair
|-
| align=center| {{#mjt:11p}}
|}


===Complex joints===
===Complex joints===
Line 36: Line 41:
{| class="wikitable"
{| class="wikitable"
!Type
!Type
| align=center| Ryanmen + Pair || align=center| Kanchan + Pair || align=center| Ryankan
! align=center| Ryanmen + Pair !! align=center| Kanchan + Pair !! align=center| Ryankan
|-
|-
!Incomplete
!Incomplete
Line 54: Line 59:


==Important concepts==
==Important concepts==
The general ideas of tile efficiency are:
*Discard the tiles that contribute the least to tile acceptance / have the fewest amount of upgrades
*Try to get a good wait at [[tenpai]]
*Prefer ryanmen over other types of joints


===Isolated tile utility===
===Isolated tile utility===
Line 60: Line 69:
In order of least useful to most:
In order of least useful to most:
{| class="wikitable"
{| class="wikitable"
!Type !! Pair !! Ryanmen !! Kanchan !! Penchan !! Total
|-
|-
!Type !! Pair !! Ryanmen !! Kanchan !! Penchan !! Total
!Wind ({{#mjt:4z}})
!Wind ({{#mjt:4z}})
|{{#mjt:4z}} (3 tiles) || colspan=3| 0 tiles || 3 tiles
|{{#mjt:4z}} (3 tiles) || colspan=3| 0 tiles || 3 tiles
Line 72: Line 81:
|-
|-
!3 thru 7 ({{#mjt:3p}})
!3 thru 7 ({{#mjt:3p}})
|{{#mjt:3p}} (3 tiles) || {{#mjt:2p}} / {{#mjt:4p}} (8 tiles) || {{#mjt:5p}} (4 tiles) / {{#mjt:1p}} (4 tiles)|| 0 tiles || 19 tiles
|{{#mjt:3p}} (3 tiles) || {{#mjt:2p}} / {{#mjt:4p}} (8 tiles) || {{#mjt:1p}} / {{#mjt:5p}} (8 tiles) || 0 tiles || 19 tiles
|}
|}


Therefore, for pure tile acceptance, a lone 3/4/5/6/7 > lone 2/8 > lone 1/9 > lone guest winds. Therefore, when discarding tiles that are unrelated to your hand, you should normally discard guest winds, then 1s/9s, then 2s/8s. This order is before considering mechanics like furiten and dora. With [[red fives]] in play, 4/6 become stronger than 3/7 due to being able to create ryanmen with a red five.
Therefore, for pure tile acceptance, a lone 3/4/5/6/7 > lone 2/8 > lone 1/9 > lone guest winds. Therefore, when discarding tiles that are unrelated to your hand, you should normally discard guest winds, then 1s/9s, then 2s/8s. When discarding tiles, you should also keep in mind mechanics like [[furiten]] and [[dora]]. With [[red fives]] in play, 4/6 become stronger than 3/7 due to being able to create ryanmen with a red five.


[[Yakuhai]] are a special case. Because they can be [[pon]]'d to instantly gain a yaku and a group, they are more valuable when these conditions are met: 1. the hand would not have any yaku if opened, 2. the hand does not have an obvious "4 groups + 1 pair" yet, and 3. creating a triplet is possible (less than 2 copies are visible). In an average starting hand, they are more valuable than 1/9 but less important than 2/8. Yakuhai are a bit stronger in [[tonpuusen]] due to its faster paced nature.
[[Yakuhai]] are a special case. Because they can be [[pon]]'d to instantly gain a yaku and a group, they are more valuable when these conditions are met: 1. the hand would not have any yaku if opened, 2. the hand does not have an obvious "4 groups + 1 pair" yet, and 3. creating a triplet is possible (less than 2 copies are visible). In an average starting hand, they are more valuable than 1/9 but less important than 2/8. Yakuhai are a bit stronger in [[tonpuusen]] due to its faster paced nature.
Line 82: Line 91:


===Five-block theory===
===Five-block theory===
"Five-block theory" states that a standard winning hand has five "blocks" - four groups + one pair. Each joint and sequence in the hand is considered a block. Since pairs can turned into triplets, each pair is also a block. When a hand has 6 blocks, one of them will eventually need to be discarded. Thus, it is good to build hands with 5 blocks in mind (i.e., having 6+ blocks is redundant).
"Five-block theory" states that a standard winning hand has five "blocks" - four groups + one pair. Each joint and sequence in the hand is considered a block. Pairs are also considered a block, since they can be turned into a triplet. When a hand has 6 blocks, one of them will eventually need to be discarded. Thus, it is good to build hands with 5 blocks in mind (i.e., having 6+ blocks is redundant).


Example hand split into blocks:
Example hand split into blocks:
Line 146: Line 155:




*A lone {{#mjt:4s}} accepts {{#mjt:23456s}}. Having a lone {{#mjt:1s}} accepts {{#mjt:123s}}. Therefore, if you have {{#mjt:14s}} in your hand, the {{#mjt:1s}} is extra bad, since it only adds acceptance of 1-sou (just slightly better than a guest wind).
*A lone {{#mjt:4s}} can be turned into a joint/pair with {{#mjt:23456s}}. A lone {{#mjt:1s}} can be turned into a joint/pair {{#mjt:123s}}. Therefore, if you have {{#mjt:14s}} in your hand, the {{#mjt:1s}} is extra bad, since it only adds 1-sou to the joint acceptance (making the tile just slightly better than a guest wind).




*A {{#mjt:2233m}} shape can be treated as two separate {{#mjt:23m}} ryanmen. However, they both accept the same tiles ({{#mjt:14m}}), so doing this isn't as efficient. The shape can be decent, since it has a ryanmen wait once you reach [[tenpai]], and you can make either 2-man or 3-man into a triplet. But fishing for the [[iipeikou]] will slow down the hand.
*A {{#mjt:2233m}} shape can be treated as two separate {{#mjt:23m}} ryanmen. However, they both accept the same tiles ({{#mjt:14m}}), so doing this isn't as efficient. The shape can be decent, since it has a ryanmen wait once you reach [[tenpai]], but fishing for the [[iipeikou]] will slow down the hand. This shape can also be considered as 2 pairs.


===Two pairs===
===Two pairs===
Line 176: Line 185:
When you are likely to [[pon]] one of the triplets (e.g. [[yakuhai]] pair), then keeping 3 pairs can be good, since you'll be at 2 pairs once you make the pon.
When you are likely to [[pon]] one of the triplets (e.g. [[yakuhai]] pair), then keeping 3 pairs can be good, since you'll be at 2 pairs once you make the pon.


Also, when you have an open hand, keeping pairs is relatively stronger than normal. This is because you can pon with any player's discard, but [[chii]] can only be done to the player to the left. Triplets of tiles likely to be discarded, like guest winds or 1s/9s, are better.
Also, when you have an open hand, keeping pairs is relatively stronger than normal. This is because you can pon with any player's discard, but [[chii]] can only be done to the player to the left. Pairs of tiles likely to be discarded, like guest winds or 1s/9s, are better.
 
When you have too many pairs, it's often best to turn a 'ryanmen + pair' into a normal ryanmen (e.g. from 778, discard a 7 to get 78). Ryanmen are already good to wait on, so they do not need the "improvement" as much. Then, discard pairs


If you have 4 pairs you might want to consider [[chiitoitsu]], but if a sequence or triplet forms, you should probably discard a pair and go for a normal hand. At 5 pairs, you're at 1-shanten for chiitoitsu, so you should likely go for that.
If you have 4 pairs you might want to consider [[chiitoitsu]], but if a sequence or triplet forms, you should probably discard a pair and go for a normal hand. At 5 pairs, you're at 1-shanten for chiitoitsu, so you should likely go for that.


==4+ tile complex joints==
==4+ tile complex shapes==
These shapes are made out of 4+ tiles.


===Sequence + Sequential tile===
===Sequence + sequential tile===
A nobetan is a "sequence of 4 tiles":
A nobetan is a "sequence of 4 tiles":


Line 196: Line 208:
*{{#mjt:47p}} to create a pair. ({{#mjt:44567p}})
*{{#mjt:47p}} to create a pair. ({{#mjt:44567p}})


In other words, it is an ''extremely strong'' floating tile. The ryanmen acceptance is about twice that of a normal 4 or 7! Therefore, keeping this shape is very powerful if your hand's joints are not entirely composed out of ryanmen-or-better. It's also great to keep if you need a pair (even if you have all ryanmens).
In other words, it is an ''extremely strong'' floating tile. The ryanmen acceptance is about twice that of a normal 4 or 7! Therefore, keeping this shape is very powerful if your hand's joints are not entirely composed out of ryanmen-or-better. It's also great to keep if you need a pair (even if your hand has all ryanmens).


Note: When this shape contains a terminal tile (1 or 9), it becomes much worse. It's still good if you need a pair, but the ryanmen acceptance drops to a normal 4 or 7.
Note: When this shape contains a terminal tile (1 or 9), it becomes much worse. It's still good if you need a pair, but the ryanmen acceptance is halved, equal to a regular floating tile.


===Sequence + Middle tile===
===Sequence + middle tile===
{| class="wikitable"
{| class="wikitable"
! align=center| Bulging
! align=center| Bulging
Line 207: Line 219:
|}
|}


Like the nobetan, the "bulging" shape can be seen as a floating 5, or a (45) ryanmen + (56) ryanmen. It accepts:
Like the nobetan, the "bulging" shape can be seen as a floating 5 or as (45) ryanmen + (56) ryanmen. It accepts:


*{{#mjt:3647p}} to create [[ryanmen]] + sequence ({{#mjt:345p}} + {{#mjt:56p}} / {{#mjt:44556p}})
*{{#mjt:3647p}} to create [[ryanmen]] + sequence ({{#mjt:345p}} + {{#mjt:56p}} / {{#mjt:44556p}})
*{{#mjt:5p}} to create a pair. ({{#mjt:456p}} + {{#mjt:55p}})
*{{#mjt:5p}} to create a pair. ({{#mjt:456p}} + {{#mjt:55p}})


There's no kanchan, so the acceptance is slightly worse than a nobetan. However, the ryanmen acceptance is still about twice that of normal floating tiles. Because this shape nearly guarantees 2 ryanmen when used, it's great if you're going for [[pinfu]]. The chance for [[iipeikou]] also helps. If you already have all ryanmens, there's not much need to keep the bulging shape intact (discard the middle tile).
There's no ability to create a kanchan, so the acceptance is slightly worse than a nobetan. However, the ryanmen acceptance is still about twice that of normal floating tiles. Because this shape nearly guarantees a ryanmen when accepting a tile, it's great if you're going for [[pinfu]]. The chance for [[iipeikou]] also helps. If your hand's joints are already ryanmen-or-better, there's not much need to keep the bulging shape intact (here, discard the middle tile).


Note: It's good to have a pair when you have a bulging shape. Also, like the nobetan, this shape becomes much worse if it contains a terminal tile.
Note: It's good to have a pair when you have a bulging shape. Also, like the nobetan, this shape becomes much worse if it contains a terminal tile.


===Extended Ryankan===
===Extended ryankan===
An extended ryankan is basically a ryankan with a sequence in the middle.
An extended ryankan is basically a ryankan with a sequence in the middle.


Line 225: Line 237:
|}
|}


The 245679 accepts {{#mjt:4p}} or {{#mjt:8p}} to complete the 2nd sequence. Drawing a {{#mjt:5p}} or {{#mjt:6p}} upgrades it to a ryanmen.
* A {{#mjt:245679p}} can be split into ({{#mjt:24p}} + {{#mjt:567p}} + {{#mjt:9p}}) or ({{#mjt:2p}} + {{#mjt:456p}} + {{#mjt:79p}}). It combines 2 kanchan shapes, so it is essentially the same as ryankan.
: It accepts {{#mjt:3p}} or {{#mjt:8p}} to complete the 2nd sequence. Drawing a {{#mjt:5p}} or {{#mjt:6p}} upgrades it to a ryanmen.
 


The 455679 can be seen as 456 + 579 or as 45 + 567 + isolated 9. It accepts {{#mjt:368p}} to complete a second sequence.
* A {{#mjt:455679p}} can be seen as ({{#mjt:456p}} + {{#mjt:79p}}) or ({{#mjt:45p}} + {{#mjt:67p}} + {{#mjt:9p}}).
: It accepts {{#mjt:368p}} to complete a second sequence.


==Yaku==
==Yaku==
Line 235: Line 250:


In other cases, players may end up simply having tenpai in mind, especially as the hand nears the later discards. This is of particular concern for the current [[dealer]], who may have an interest in retaining the position and [[Renchan|repeat the hand]].
In other cases, players may end up simply having tenpai in mind, especially as the hand nears the later discards. This is of particular concern for the current [[dealer]], who may have an interest in retaining the position and [[Renchan|repeat the hand]].
==Sakigiri==
{{main|Sakigiri}}
[[Sakigiri]] is the practice of discarding dangerous tiles before opponents reach tenpai. Often, the term "sakigiri" means sacrificing tile efficiency for the sake of better defense.
Even when going for maximum efficiency, it's good to know the idea behind sakagiri. Specifically, when two tiles are equally useless, you should discard the tile that is more dangerous first. Usually the more dangerous tile is the tile closer to the middle.
* {{#mjt:24m12345p5789s22z}} Draw: {{#mjt:4s}}
In this case, the 24-man [[kanchan]] is no longer useful to the hand. The hand will discard both 2-man and 4-man once it reaches tenpai. As the 4-man is a middle tile, it is more dangerous, so it should be discarded first.
* {{#mjt:24m12368p5789s22z}} Draw: {{#mjt:4s}}
Here, the 4-man ''is'' useful. The hand has a non-ryanmen joint, so you want to keep the 4-man because it could be used to upgrade the hand (if you draw 5-man, you get a 45-man ryanmen, allowing you to get rid of the 68-pin kanchan). Here, the better move is to discard 2-man (or 8-pin).


== External links ==
== External links ==
717

edits