Mahjong Engines
Reference

Mahjong glossary

The words you'll meet across mahjong styles and mahjong AI, in plain English.

Tiles and hands

Suit
The three numbered groups of tiles, 1 to 9: characters (also called craks or wan), dots (circles, pin) and bamboo (bams, sou).
Honour tiles
The winds (East, South, West, North) and dragons (red, green, white). They can't form sequences.
Terminal
A 1 or a 9 of any suit.
Flower
Eight extra tiles. In Hong Kong and Taiwanese mahjong they're bonus tiles, set aside and replaced; in American mahjong they're used in the hands on the card; in Indian Mahjong flowers and seasons act as jokers. Riichi doesn't use them.
Joker
A wild tile. American mahjong has 8, usable only in groups of three or more. American mahjong jokers.
Red five
In Riichi, a five printed in red that counts as dora.
Wall
The stacked tiles players draw from. The dead wall is a reserved section used for replacement draws and, in Riichi, dora indicators.

Sets and calls

Pung / pon
Three identical tiles.
Chow / chi
Three consecutive tiles of one suit, like 4-5-6. Only the next player in turn can claim a discard to make one. American mahjong doesn't use chows.
Kong / kan
Four identical tiles. In Riichi, Hong Kong and Taiwanese mahjong, declaring one earns a replacement draw.
Quint
Five identical tiles, possible only with jokers in American mahjong.
Pair
Two identical tiles; most winning hands need exactly one.
Exposed / open
A set made by claiming a discard, laid face up. Opening your hand can cost scoring patterns that need a concealed hand.
Concealed / closed
A hand with no claimed sets.

Winning

Mahjong
Declaring a complete winning hand.
Ron
Winning on another player's discard (Riichi term).
Tsumo / self-draw
Winning with a tile you drew yourself.
Tenpai / ready
One tile away from a winning hand. In Indian Mahjong this is declared as Fishing.
Shanten
How many tiles a hand is from tenpai. Engines use it to measure progress.
Wait
The tile or tiles that would complete your hand.
Chicken hand
A winning hand with almost no scoring value. Some rule sets set a minimum hand value to rule out cheap wins; the LRC Taiwanese sheet gives a near-empty hand a fixed Chicken Hand score.

Riichi terms

Riichi
Declaring tenpai with a closed hand and betting 1,000 points. Your hand is then locked. How to play Riichi.
Yaku
A scoring pattern. Every Riichi win needs at least one.
Han
Units of hand value from yaku and dora.
Fu
Points from how a hand is built and won; combined with han to set the payment.
Dora
Bonus tiles revealed by an indicator. They add han but are not a yaku.
Ura dora
Hidden dora revealed after a riichi win, counted only for the riichi winner.
Furiten
You can't win by ron on a tile that's in your own discards. Self-draw is still allowed.
Hanchan
A full Riichi match of an East round and a South round.
Sanma
Three-player Riichi. Sanma rules.

Other styles

Charleston
The tile-passing ritual before American mahjong hands. The Charleston, explained.
NMJL card
The yearly card from the National Mah Jongg League listing every legal American hand and its value.
Joker exchange
Swapping the real tile for a joker in another player's exposure on your turn (American).
Faan
Doubling units in Hong Kong scoring.
Tai
Scoring units in many Taiwanese tables.
Mixed Chow and Crochet
Melds unique to Indian Mahjong: a run across three suits, and one tile of each suit at the same rank.

Engines and ratings

Dan
Rank on a ladder such as Tenhou's. On Tenhou, 10 dan is the highest regular rank, reached by few humans and a handful of AIs.
Stable rank
The rank a player's placement rates would settle at over many games. Fairer than peak rank, which a lucky run can inflate.
Duplicate match
Engines play the same tile sequences from every seat to cancel out luck.
Policy
An engine's probabilities for each possible move, like the bars on our homepage hand.
mjai
A JSON protocol that lets Riichi engines and game servers talk to each other.
Reinforcement learning
Training an AI by having it play and learn from results, as Suphx and Mortal do.

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