WEKO3
アイテム
Contemporary Computer Shogi (May 2024)
https://ipsj.ixsq.nii.ac.jp/records/240727
https://ipsj.ixsq.nii.ac.jp/records/240727d7215547-3736-45ed-9c5e-e44abe36f6e0
名前 / ファイル | ライセンス | アクション |
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Copyright (c) 2024 by the Information Processing Society of Japan
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オープンアクセス |
Item type | Symposium(1) | |||||||
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公開日 | 2024-11-15 | |||||||
タイトル | ||||||||
タイトル | Contemporary Computer Shogi (May 2024) | |||||||
タイトル | ||||||||
言語 | en | |||||||
タイトル | Contemporary Computer Shogi (May 2024) | |||||||
言語 | ||||||||
言語 | eng | |||||||
キーワード | ||||||||
主題Scheme | Other | |||||||
主題 | Computer Shogi | |||||||
キーワード | ||||||||
主題Scheme | Other | |||||||
主題 | World Computer Shogi Championship | |||||||
キーワード | ||||||||
主題Scheme | Other | |||||||
主題 | The 34th World Computer Shogi Championship | |||||||
資源タイプ | ||||||||
資源タイプ識別子 | http://purl.org/coar/resource_type/c_5794 | |||||||
資源タイプ | conference paper | |||||||
著者所属 | ||||||||
Waseda University | ||||||||
著者所属(英) | ||||||||
en | ||||||||
Waseda University | ||||||||
著者名 |
Takenobu, Takizawa
× Takenobu, Takizawa
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著者名(英) |
Takenobu, Takizawa
× Takenobu, Takizawa
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論文抄録 | ||||||||
内容記述タイプ | Other | |||||||
内容記述 | Almost fifty years have passed since the author and a research group developed the first computer shogi in late 1974. It has been steadily improved by researchers and other programmers using both traditional means, e.g., game-tree making and pruning methods and opening- and middle-game databases, and recent means, e.g., deeplearning methods and NNUE (Efficiently Updatable Neural Networks). Its capabilities have now far exceeded the strength of the top professional players. In this paper, the author discusses contemporary computer shogi, in particular, how the programs behaved at the 34th World Computer Shogi Championship, where 48 teams applied and 45 teams entered, held in May 2024. | |||||||
論文抄録(英) | ||||||||
内容記述タイプ | Other | |||||||
内容記述 | Almost fifty years have passed since the author and a research group developed the first computer shogi in late 1974. It has been steadily improved by researchers and other programmers using both traditional means, e.g., game-tree making and pruning methods and opening- and middle-game databases, and recent means, e.g., deeplearning methods and NNUE (Efficiently Updatable Neural Networks). Its capabilities have now far exceeded the strength of the top professional players. In this paper, the author discusses contemporary computer shogi, in particular, how the programs behaved at the 34th World Computer Shogi Championship, where 48 teams applied and 45 teams entered, held in May 2024. | |||||||
書誌情報 |
ゲームプログラミングワークショップ2024論文集 巻 2024, p. 58-65, 発行日 2024-11-15 |
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出版者 | ||||||||
言語 | ja | |||||||
出版者 | 情報処理学会 |