
Table 6: The remaining available draws in the first reshuffle.
n
rad
ε = 1.0 ε = 0.5 ε = 0.2
1 ∼ 5 25.72% 17.08% 13.98%
6 ∼ 10 61.55% 61.42% 60.35%
11 ∼ 15 12.37% 20.46% 23.89%
16 ∼ 20 0.35% 1.04% 1.77%
≥ 21 0.00% 0.00% 0.00%
Table 7: Comparison between the two walls.
(a) 500 games in a match
Opponent ε = 1.0 ε = 0.5 ε = 0.2
wr
gr
71.58% 61.70% 54.90%
Avg. err (Original) 1.88% 1.54% 1.73%
Avg. err (SDW) 1.27% 1.51% 1.29%
(b) 1,000 games in a match
Opponent ε = 1.0 ε = 0.5 ε = 0.2
wr
gr
71.58% 61.70% 54.90%
Avg. err (Original) 1.33% 1.27% 1.45%
Avg. err (SDW) 0.73% 0.93% 0.90%
4.4 Competitions Using Different Walls
We compare the accuracy of win rates using the orig-
inal wall and the SDW. We play a total of 20,000
games using the original wall and compute wr
gr
, the
win rate of SIMCAT, as the ground truth. Next, let a
match consist of a small number of games such as 500
or 1,000. For each match, we compute the win rate wr
of SIMCAT and the error err = wr − wr
gr
that repre-
sents the deviation between the match and the ground
truth. To obtain more accurate experiment results, we
play several matches and compute the average errors
of them.
In Table 7a, 40 matches of 500 games are played.
The average errors are 1.54% ∼ 1.88% for the original
wall and 1.27% ∼ 1.51% for the SDW. In Table 7b,
20 matches of 1,000 games are played. The average
errors are 1.27% ∼ 1.45% for the original wall and
0.73% ∼ 0.93% for the SDW. Both results show that
the error values for matches using the SDW are con-
sistently lower than those using the original wall for
all ε. When playing a small number of games, us-
ing the SDW can obtain more reliable win rate than
using the original wall. Moreover, the average errors
of 1,000 games are reduced more than those of 500
games, as more games provide better accuracy.
5 CONCLUSIONS
In this paper, we proposed a newly designed wall for
Mahjong, called the stable draw wall (SDW). The
SDW prevents 94.72% to 95.00% of the drawn tiles
from being changed due to an opponent’s stealing. By
using the SDW, the impact of randomness from steal-
ing is alleviated, making the players’ actions more
decisive in determining the outcome of the games.
The experimental results show that the win rate using
the SDW is more accurate compared to the original
wall when only a small number of games are played.
Hence, if we want to distinguish the relative strength
of players by playing fewer games due to time con-
straints in real competitions, using the proposed SDW
instead of the original wall is more likely to achieve
it.
There are still many interesting topics for future
research. The remaining 5% to 5.28% of the draws
that can be changed due to stealing require further in-
vestigation. It is worthwhile to develop a clever de-
sign to manage this. Our idea to design the SDW
can be extended to other stochastic games, includ-
ing other variants of Mahjong, tile-based games, and
card games. A fast evaluation system for assessing
the strength of human and program players can also
be designed based on our proposed method.
ACKNOWLEDGEMENTS
This research was partially supported by National
Science and Technology Council (NSTC) of Taiwan
under grant numbers 113-2221-E-305-004-MY3 and
113-2221-E-A49-127-.
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