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==Important concepts== | ==Important concepts== | ||
==Isolated tile utility== | |||
Some isolated tiles are better than others. By measuring the # of tiles that can turn an isolated tile into a joint/pair, we can measure how useful they are. | |||
In order of least useful to most: | |||
{| class="wikitable" | |||
|- | |||
!Type !! Pair !! Ryanmen !! Kanchan !! Penchan !! Total | |||
|- | |||
!Wind ({{#mjt:4z}}) | |||
|{{#mjt:4z}} (3 tiles) || colspan=3| 0 tiles || 3 tiles | |||
|- | |||
!1 & 9 ({{#mjt:1p}}) | |||
|{{#mjt:1z}} (3 tiles) || 0 tiles || 0 tiles || {{#mjt:2p}} (4 tiles)) || 7 tiles | |||
|- | |||
!2 & 8 ({{#mjt:2p}}) | |||
|{{#mjt:2p}} (3 tiles) || {{#mjt:3p}} (4 tiles) || 0 tiles || {{#mjt:1p}} (4 tiles) || 11 tiles | |||
|- | |||
!3 & 7 ({{#mjt:3p}}) | |||
|{{#mjt:3p}} (3 tiles) || {{#mjt:2p}} / {{#mjt:4p}} (8 tiles) || {{#mjt:5p}} (4 tiles) || {{#mjt:1p}} (4 tiles) || 19 tiles | |||
|- | |||
!4 & 5 & 6 ({{#mjt:5p}}) | |||
|{{#mjt:5p}} (3 tiles) || {{#mjt:4p}} / {{#mjt:6p}} (8 tiles) || {{#mjt:3p}} / {{#mjt:7p}} (8 tiles) || 0 tiles || 19 tiles | |||
|} | |||
Therefore, for pure tile acceptance, a lone 4/5/6 >= lone 3/7 > lone 2/8 > lone 1/9 > lone guest winds. This is before considering mechanics like furiten and dora. With [[red fives]] in play, 4/5/6 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 both these conditions are met: 1. the hand would not have any yaku if opened, and 2. the hand does not have an obvious "4 groups + 1 pair" yet. In an average starting hand, they are more valuable than 1/9 but less important than 2/8. | |||
[[Dora]] can greatly boost the value of the hand - a dora pair turns a 2000 point hand into a 7700 point one. Keeping the dora might not be the best when going for ''pure'' tile efficiency, but they can be good to keep if you need the value. | |||
===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. 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). |
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