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IJCAI-2026 Chinese Standard Mahjong — Finalist & Strong-Bot Game Corpus

Botzone game logs of the top-16 finalists of the IJCAI-2026 Mahjong AI Competition (Chinese Standard Mahjong / MCR, duplicate format), plus the top-3 players of every public simulation round, collected for opponent modeling and on-distribution evaluation. Each game is seat-tagged (we know which seat each tracked bot played), which makes the logs directly usable for per-player imitation / behavior cloning.

  • Game: Chinese Standard Mahjong (国标麻将, MCR rules, 8-fan floor), Botzone game id 5e37dcf74019f43051e53201.
  • Group / competition: Botzone group 69d9eca875ce41301557e099 (IJCAI-2026 Mahjong AI Competition).
  • Format: 4-player duplicate tournaments + simulation rounds + global ladder.

Files

File Size Contents
finalist_games.tar.gz ~165 MB ~44,400 raw match JSONs (<match_id>.json), seat-tagged. The primary corpus.
finalist_decisions.tar.gz ~41 MB Per-player .npz of extracted discard decisions {obs, mask, act, score} — ready for training.
imit_v3.tar.gz ~1.4 GB 27 imitation policy networks (one per tracked player), fused torch state-dicts — usable as evaluation opponents.
*.log small Result logs from our experiments (on-distribution gauntlet, candidate verification).

What was collected, and from whom

We tracked two groups of players (by Botzone user-id and bot-id, so all of a player's games are captured regardless of which bot version they ran):

The 16 finalists (Round-1 final standings)

Rank Player Tournament bot Total score
1 Rouxqdd dd_mahjong 1692.66
2 player152 player2 1681.11
3 Legendx Greed 1668.41
4 cspsept SeptMahjongVer0 1635.15
5 pyccc PHOD 1630.26
6 蓝月_歪歪 Bot 1623.32
7 kong shiro 1581.11
8 whatcanisayman final_bot 1579.55
9 狗子酱pia rts 1551.65
10 Lilangi 跟傻子似的 1548.38
11 moyu distill 1526.56
12 Amy_xue Lilith 1507.65
13 flbb flbb2 1496.35
14 我什么都不会 小试强化 1495.61
15 Chinese_zjc_ 春日影 1457.00
16 QiuQiuR 丘丘人 1443.63

Strong non-finalist bots (top-3 of each simulation round)

Captured because they are useful imitation teachers / evaluation opponents. Notable ones: pycc / chunjiandu (a very strong reference bot), mythos, 但闻海棠 / lee, 逐日小精灵, Toriel / Supervised_v1, 天胡豪七 / 小寻歌, MUFC / Bound. A few top sim slots were LLM-API players (e.g. gpt_5_mini) — included as beat-targets, not imitation teachers (their policy is not recoverable from observable discards).

Sources

  • Global ladderGET /globalmatchlist?game=5e37dcf74019f43051e53201&startid=<cursor>, paginated backward in time, filtered to the tracked ids.
  • Simulation contestsGET /contest/detail/<id> (the table field lists /match/<id> links). Sim-7 (69f0440183ee0a54c18b5709) and Sim-8 (6a1d3d1258ebe27b197a8cca) contain finalists; the per-sim top-3 span Sim-1…8.
  • Tournament (Round-1) matches are NOT included — those contests are marked secret on Botzone (table empty, excluded from the global list), so their logs are not retrievable.

How it was collected (method)

  1. Crawl match pages, extract var _rawLogJSON (the per-turn game record) → the log field.
  2. Seat tagging (key step): the match page also carries a playerNames JS array in seat order, where each entry's user-id is embedded in its avatar URL (/avatar/<uid>.png). We parse this into a players roster [{seat, name, uid, target}], so every decision can be attributed to the correct player/seat. (Logs without this roster are useless for per-player imitation — this is why we re-fetched.)
  3. Version hygiene: Botzone match ids are MongoDB ObjectIds, so int(match_id[:8], 16) is the unix timestamp. We date-filter to keep recent bot versions and avoid mixing a player's old/weak submissions with their current one.
  4. Decision extraction: each game is replayed with a feature encoder; the tracked seats' discard (Play) decisions are recorded as (obs, mask, act) plus that seat's final duplicate score.

Data formats

Raw match JSON (finalist_games/<match_id>.json)

{
  "match_id": "6a33c8c0b38f704f97b5f885",
  "our_players": { "<user_id>": {"player": "Legendx", "bot_name": "Greed"} },
  "players": [
    {"seat": 0, "name": "morrow",        "uid": "6a2117...", "target": false},
    {"seat": 1, "name": "[Legendx]Greed","uid": "691418...", "target": true },
    ...
  ],
  "log": [ /* per-turn records; each has output.display.action in
             {INIT,DEAL,DRAW,PLAY,CHI,PENG,GANG,BUGANG,HU} and a final
             record with display.score = [s0,s1,s2,s3] (duplicate scores) */ ]
}

Decision npz (finalist_decisions/<player>.npz)

key shape / dtype meaning
obs (N, 38, 4, 9) int8 board/hand feature tensor at each discard decision
mask (N, 235) bool legal-action mask (235-action space: Pass / Hu / Play×34 / Chi / Peng / Gang …)
act (N,) int16 the action taken (these npz contain discard/Play decisions only)
score (N,) float32 that seat's final duplicate game score (for advantage-weighted BC)

How to use

Load the raw games:

import json, tarfile
tf = tarfile.open("finalist_games.tar.gz")
g = json.load(tf.extractfile("finalist_games/6a33c8c0b38f704f97b5f885.json"))
seat = next(p["seat"] for p in g["players"] if p["name"].startswith("[Rouxqdd]"))
# replay g["log"], collecting that seat's decisions

Train a behavior-cloning / imitation policy from a player's npz:

import numpy as np
z = np.load("finalist_decisions/Rouxqdd.npz")
obs, mask, act, score = z["obs"], z["mask"], z["act"], z["score"]
# masked cross-entropy on (obs -> act); optionally weight by score (advantage-weighted BC)

Use the imitation nets (imit_v3.tar.gz) as evaluation opponents in a 4-player gauntlet (each is a fused ResNet policy over the 235-action space; build a net sized from the checkpoint's own keys and load_state_dict).

Suggested uses

  • Opponent modeling / best-response against specific finalists.
  • On-distribution evaluation — gauntlet your bot against imitations of the actual field instead of synthetic opponents.
  • Behavior cloning / offline RL research on a real, strong, imperfect-information card game.
  • Style/meta analysis — discard tendencies, deal-in rates, fan preferences per player.

Caveats & honest notes

  • Discard-only decisions: the npz capture Play decisions, not claim decisions (Chi/Peng/Gang/Hu). The raw logs contain everything if you want to extract more.
  • Imitation ceiling: in our experiments, behavior-cloning / KL-distillation toward this data produced policies that tie-or-lose a strong reference bot once verified at scale — small-sample gauntlets repeatedly threw false positives that collapsed under 200-game bias-corrected re-tests. Treat any "beats baseline" claim skeptically and verify with large N + a matched null.
  • Sim ≠ tournament version: a player's simulation-round bot may differ from their tournament submission. Sim-8 is closest in time to the final.
  • No tournament logs: the actual Round-1 tournament games are not public/retrievable.

Provenance

Collected June 2026 from public Botzone pages for research on the IJCAI-2026 Mahjong AI Competition. Game logs are public match records. Player handles are as displayed on Botzone. If you are a listed player and want your handle anonymized, open an issue.

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