Review: Computer shogi through 2000

Takenobu Takizawa, Reijer Grimbergen

Research output: Chapter in Book/Report/Conference proceedingConference contribution

4 Citations (Scopus)

Abstract

Since the first computer shogi program was developed by the first author in 1974, more than a quarter century has passed. During that time, shogi programming has attracted both researchers and commercial programmers and playing strength has improved steadily. Currently, the best programs have a level that is comparable to that of a strong amateur player (about 4-dan), but the level of experts is still beyond the horizon. The basic structure of strong shogi programs is similar to chess programs. However, the differences between chess and shogi have led to the development of some shogi-specific methods. In this paper we will give an overview of the computer shogi history, summarise the most successful techniques and give some ideas for the future directions of research in computer shogi.

Original languageEnglish
Title of host publicationComputers and Games - 2nd International Conference, CG 2000, Revised Papers
EditorsIan Frank, Tony Marsland
PublisherSpringer Verlag
Pages433-442
Number of pages10
ISBN (Print)3540430806, 9783540430803
DOIs
Publication statusPublished - 2001 Jan 1
Event2nd International Conference on Computers and Games, CG 2000 - Hamamatsu, Japan
Duration: 2000 Oct 262000 Oct 28

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume2063
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Other

Other2nd International Conference on Computers and Games, CG 2000
Country/TerritoryJapan
CityHamamatsu
Period00/10/2600/10/28

Keywords

  • Computer shogi history
  • Evaluation function
  • Plausible move generation
  • SUPER SOMA
  • Shogi
  • Tesuji search
  • Tsume shogi

ASJC Scopus subject areas

  • Theoretical Computer Science
  • Computer Science(all)

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