![]() ![]() Their obvious choice was the game of shogi. Then, Japanese researchers looked for challenges comparable to the checkers and chess programs described in the literature. Twelve years later the GPCC (Games and Puzzles Competitions on Computers) was introduced as a part of the annual IPSJ symposium. Artificial Intelligence 134 (2002) 121–144 Table 1 The complexities of chess, shogi and Go Chessġ960. The start of the IPSJ (Information Processing Society of Japan) was in * Corresponding author.Į-mail addresses: (H. In Japan computers entered society in the late 1950s. These games are Western games and constituted excellent challenges to the modern computers of the 1950s. Introduction In the early days of artificial-intelligence research, priority was given to the games of chess and checkers. Keywords: Shogi Computer shogi Alpha-beta search Selective search Quiescence search Evaluation functionġ. At the end the key challenges in computer shogi are enumerated, and finally, concluding remarks are given. ![]() We focus on issues such as opening play, selective search, quiescence search, solving tactical exchanges without tree searching, position evaluation and endgame play. The most important techniques used in computer shogi are described. We conjecture that by the year 2010 a computer will be comparable in strength to the best human players. After a short summary of the rules of shogi and an outline of the main areas of current work in computer shogi, we provide an overview of the history of computer shogi, in which computershogi activities both in human tournaments and in exhibition events are given. ![]() They make it difficult to have effective opening and endgame procedures. ![]() Three important differences are the “drop” rule, the diverging character of the game, and the slow build-up of forces. A crucial difference is the game-tree complexity, which is significantly higher in shogi than in chess. This paper shows where chess and shogi are similar, and details the important areas that make shogi programming of particular interest. Shogi (Japanese chess) promises to be a good vehicle for future research into game-playing programs that are based on tree-searching paradigms. Artificial Intelligence 134 (2002) 121–144Ĭomputer shogi Hiroyuki Iida a,∗, Makoto Sakuta a, Jeff Rollason b a Department of Computer Science, Shizuoka University, 3-5-1, Johoku, Hamamatsu, Shizoaka 432-8011, Japan b OxfordSoftworks, Oxford, England, UKĪbstract This paper describes the current state of the art in computer shogi. ![]()
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March 2023
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