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Using master games statistics on the squares played
https://ipsj.ixsq.nii.ac.jp/records/97577
https://ipsj.ixsq.nii.ac.jp/records/975773c07031a-7ed5-49f6-832f-a9d66282f2ca
名前 / ファイル | ライセンス | アクション |
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Copyright (c) 2004 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 | 2004-11-12 | |||||||
タイトル | ||||||||
タイトル | Using master games statistics on the squares played | |||||||
タイトル | ||||||||
言語 | en | |||||||
タイトル | Using master games statistics on the squares played | |||||||
言語 | ||||||||
言語 | eng | |||||||
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 | ||||||||
Department of Computer Science, Shizuoka University | ||||||||
著者所属 | ||||||||
Faculty of Engineering, Shizuoka University | ||||||||
著者所属 | ||||||||
Department of Computer Science, Shizuoka University / "Information and Systems", PRESTO, Japan Science and Technology Agency | ||||||||
著者所属(英) | ||||||||
en | ||||||||
Department of Computer Science, Shizuoka University | ||||||||
著者所属(英) | ||||||||
en | ||||||||
Faculty of Engineering, Shizuoka University | ||||||||
著者所属(英) | ||||||||
en | ||||||||
Department of Computer Science, Shizuoka University / "Information and Systems", PRESTO, Japan Science and Technology Agency | ||||||||
著者名 |
Matsubara, Keigo
× Matsubara, Keigo
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著者名(英) |
Matsubara, Keigo
× Matsubara, Keigo
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論文抄録 | ||||||||
内容記述タイプ | Other | |||||||
内容記述 | Most state-of the art Shogi programs adopt variants of the fixed-depth alpha-beta search algorithm. However, there are numerous search extensions that explore "interesting" lines of play more deeply. Most search extensions make the decision to extend a certain line of play dynamically. We propose a static topological frequency based search extension. That is, the decision to extend searching of a certain move is dependant on the frequency the relevant square was played in master games. As this method was inspired by and akin to Realization Probability Search we named it Topological Frequency Bias (TFB). The proposed TFB has been incorporated to our computer Shogi program, TACOS, and two experiments proved its effectiveness. | |||||||
論文抄録(英) | ||||||||
内容記述タイプ | Other | |||||||
内容記述 | Most state-of the art Shogi programs adopt variants of the fixed-depth alpha-beta search algorithm. However, there are numerous search extensions that explore "interesting" lines of play more deeply. Most search extensions make the decision to extend a certain line of play dynamically. We propose a static topological frequency based search extension. That is, the decision to extend searching of a certain move is dependant on the frequency the relevant square was played in master games. As this method was inspired by and akin to Realization Probability Search we named it Topological Frequency Bias (TFB). The proposed TFB has been incorporated to our computer Shogi program, TACOS, and two experiments proved its effectiveness. | |||||||
書誌情報 |
ゲームプログラミングワークショップ2004論文集 巻 2004, p. 100-103, 発行日 2004-11-12 |
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出版者 | ||||||||
言語 | ja | |||||||
出版者 | 情報処理学会 |