Computer shogi

Computer shogi
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电脑将棋

DOI:
10.1016/s0004-3702(01)00157-6
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发表时间:
2002
期刊:
Artif. Intell.
影响因子:
--
通讯作者:
Jeff Rollason
Jeff Rollason
中科院分区:
--
文献类型:
--
作者:
H. Iida;M. Sakuta;Jeff Rollason

文献摘要

被引文献

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本文介绍了计算机将棋的技术现状。将棋(日本象棋)有望成为未来研究基于树搜索范式的游戏程序的良好工具。本文展示了国际象棋和将棋的相似之处,并详细介绍了使将棋编程特别有趣的重要领域。一个关键的区别是博弈树的复杂性,将棋的复杂性明显高于国际象棋。三个重要的区别是“下降”规则,游戏的分歧性质,以及缓慢的力量积累。这使得有效的开局和收尾程序变得困难。在简短总结了将棋的规则和目前计算机将棋工作的主要领域之后,我们概述了计算机将棋的历史,其中计算机将棋在人类比赛和展览活动中的活动。我们推测,到2010年,计算机的力量将与最好的人类选手相媲美。计算机将棋中使用的最重要的技术进行了说明。我们关注的问题,如开放的发挥,选择性搜索,静止搜索,解决战术交流没有树搜索,位置评估和残局发挥。最后列举了计算机将棋中的关键挑战,并给出了结论。
This paper describes the current state of the art in computer shogi. Shogi (Japanese chess) promises to be a good vehicle for future research into game-playing programs that are based on tree-searching paradigms. This paper shows where chess and shogi are similar, and details the important areas that make shogi programming of particular interest. A crucial difference is the game-tree complexity, which is significantly higher in shogi than in chess. Three important differences are the “drop” rule, the diverging character of the game, and the slow build-up of forces. They make it difficult to have effective opening and endgame procedures. 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 computer-shogi activities both in human tournaments and in exhibition events are given. We conjecture that by the year 2010 a computer will be comparable in strength to the best human players. The most important techniques used in computer shogi are described. We focus on issues such as opening play, selective search, quiescence search, solving tactical exchanges without tree searching, position evaluation and endgame play. At the end the key challenges in computer shogi are enumerated, and finally, concluding remarks are given.