Update 10.0.4 is now available

This required update fixes several bugs and improves graphics, especially for smaller devices, like iPhones.

This update is required to make sure all users are on the same page. Devices using different versions can’t communicate.

This update also enables guest users to select their own name instead of the guest account name. This name is used in the game and on the scoreboard. There is not much reason to use a dedicated account if you are playing against all computer players. I also now prefer using the guest accounts because additional dedicated accounts slow app startup.

Thanks for playing!

John & Lisa

Coming Updates

Hi Mah Jongg Lovers. A few updates are coming soon:

  1. App update 10.0.4 – Improved graphics – my sister, Sally, has given suggestions based on her JLMahJongg use with her small iPhone. Also a few bug fixes and those using the guest accounts can customize what they are called (name in game and is visible on records/scoreboard will be the device/profile name you can modify, specific to each device). Most people have been using the guest accounts and playing against all computer players. You can preview the graphics changes on the web version.
  2. Updated report/lesson on use of higher value hands – almost done with this analysis (based on about 75,000 games).

Server Access Problem

The problem seems to be fixed now. If still having problems, contact me.

Thursday Nov. 6, 2025. There is a problem with the app not being able to access the jlmahjongg-te7287h1dv.live-website.com/ server files. This is on the server side and has happened before. In the past it has been fixed after a while. If not fixed by tomorrow, I will investigate.

You should still be able to use the app in “No Internet” mode or play online.

Sorry for the problem,

John

Update 10.0.3

Hi All Mah Jongg fans,

I am about to release an important required update as soon as I can. I found and fixed several important bugs recently. Fixes in this version include:

  • Fix for training/demo not working in “No Internet” Mode
  • Fix for sometimes not being able to call Mah Jongg when you draw it
  • Update to make longer names fit
  • Update adds clock and elapsed game time displays
  • Fix for discarded joker being shown as some other tile
  • Fix for Warn MahJongg setting not being recognized

Also upgrading to the latest new Godot game engine, 4.5.1.

I am also requiring this upgrade because some users still are using an older version that can overwrite other user’s status files.

Known bugs that might not be fixed:

  • Rarely might say you have Mah Jongg when you don’t
  • Ranking for new Max Score logic and quint probability adjustment might need to be adjusted (work in progress)

Sorry for the problems an required updates.

John

Game Statistics

I posted a printable pdf version here. (Slightly updated on 13 Oct 2025)

Hi Mah Jongg Fans. I posted this JLMahJongg example NMJL 2025 card win completion display in two Mah Jongg Facebook groups:

The above result was for a limited number of games where I was playing against 3 computer players and following the AI-recommended hands. I had noticed the 2468, Line 4 gets recommended by the AI an annoying number of times. The above result is consistent with that, but is not enough random samples to give accurate results. Someone in another Facebook group made the same observation about 2468, line 4. I apologize to anyone who wants to call it a hand instead of a line. I distinguish a hand from a line. I call a hand a specific unique pattern of 14 tiles defined by one of the patterns on a line.

Several group members commented on the lack of enough data, but seemed interested in the results. I decided to use the demo feature of JLMahJongg to generate more meaningful statistics by playing games with 4 computer players (CPs or bots) playing against each other. I removed all delays so games are completed quickly.

I had the CPs play 5000 games and recorded all the results. This is called a Monte Carlo technique for generating statistics from a simulation. I also wrote a program to process the data and generate the statistics. The results are given in the following figures:

In the above charts, a higher win percentage means it was easier for the computer players to win with that Line. Note that these results depend on how the AI logic tells the computer players to play. In JLMahJongg, the logic calculates the approximate winning probability (odds) for each hand. These odds are not exact, but are good enough to make the pro-level computer players difficult to beat. However, not all available information to a player is considered in calculating the odds. For example, you know any specific tiles you see during the Charleston are no longer in the wall. The ideal best-hand odds depend on this. JLMahJongg does not include Charleston observations in its odds calculations, but could, and may in the future.

The total number of wins is not 5000 because the other 496 are wall games.

The results show 2468, line 4 and Consecutive run, lines 2 and 4 are all significantly easier (for the Computer players), with about 10% of the wins each. Your results may vary. Another note: the AI currently chooses hands based on maximizing the odds of winning. This is not the same as maximizing your total average score. To maximize total average score, the hand selection criteria need to consider harder hands can result in higher scores. Pro players consider this and play harder, higher-scoring hands if their specific tiles make the odds of winning high enough. I plan to add this as a characteristic of the “Pro” computer players in the future. Maximizing win probability instead of score is part of why the “Singles and Pairs” and some of the other harder hands are never chosen in this analysis.

Below is a video showing how the JLMahJongg Demo/Tutorial/Testing mode generates data for statistics. The game goes to the highest speed at the end when I mute the voices (Press the V key). Due to file upload size limits on the server, I could only show a very short clip.

Reasons Some Lines are Easier:

  1. Use of Flowers. There are 8 flowers and only 4 of other tiles, except jokers. A set with 3 or more flowers is easier to make because it can use 8 flowers and 8 jokers. However, flowers are the most-used tile in hands overall, so their odds of being discarded by players is lower.
  2. Sets of 3 tend to be easier to make. Singles and pairs are harder because you can’t call, except for Mah Jongg and can’t use jokers. Sets of 4 (Kongs) are harder because it is harder to get all 4 of 4 tiles. Quints are even harder because you need at least 1 joker too.
  3. Some lines define more unique hands than others (see above charts). The more hands that are represented, the easier it tends to be to make a hand from that line. That is why the consecutive run hands tend to be easier; they represent many different specific hands.
  4. Concealed (Closed) hands will be harder because you can’t call, except for Mah Jongg. Note that all Singles and Pairs hands are concealed because you can’t call for a single or pair except for Mah Jongg. The NMJL singles and pairs hand values are not doubled for jokerless – they are “pre-doubled” because they all must be jokerless.

The above charts are sorted by win % below:

Update 10.0.1 Now Available

JLMahJongg update 10.0.1 is now available for all devices. The Microsoft store version of windows is not updated yet, but I will update soon. If you want the latest update for Windows, you can download it from this website.

This update includes graphics enhancements, win history, and card completions features. Also more bug fixes. I will be releasing another update soon that should fix another bug I am working on (Can sometimes, rarely, say a player has Mah Jongg, when they don’t).

Update 10.0.1 Coming Soon

This 10.0.1 update is available now for Windows and in the online browser option A. The main new feature is skill rating feedback. Based on how many games you play and how skilled your opponents are, a skill rating is calculated between 0 and 10. 0 is beginner and 10 is pro. Everyone will start out at 0 until they win some games. A color “belt” rating is also given: white, yellow, green, blue, red, or black. If you could get an actual belt, here is what it would look like:

I am considering adding an option for Siamese play (2 players each play 2 racks). Let us know if you would like this feature. If enough people say the want it, we will consider adding it.

Thanks Again,

John & Lisa

Updates for Version 10.0.1

Hi all! An exciting JLMahJongg update coming in version 10.0.1. I’m adding a new feature to give you feedback on your skill level. Players will be rated by how many wins they get against players with a particular skill level. To get to the highest level (Black Belt), you will need to win against the pro computer players without using AI help. The skill levels are based on my favorite martial art, Tae Kwon Do, color belts: White, Yellow, Green, Blue, Red, and Black. There will also be a numerical rating between zero and ten.

Note that the skill rating should also work for the many who use the guest accounts. The rating is calculated and stored locally on each device based on the games played on that device. The rating posted for others to see will be the rating for the last person who used the particular guest account.

If you play against other real players, the skill rating will take into account the skill rating(s) of the other real players.

There are also other updates for version 10.x.x.

  1. The tiles have had a minor makeover
  2. Updated to Godot Engine 4.5
  3. Removed unused network options (smaller and faster)
  4. More bug fixes
  5. Display improvements for smaller devices

The new tiles are already available in version 10.0.0 that is now available in the Windows, Android, and Online Browser versions.