WEKO3
アイテム
Towards Evaluation of Shogi Endgames with Speed of Attack
https://ipsj.ixsq.nii.ac.jp/records/97584
https://ipsj.ixsq.nii.ac.jp/records/97584c1cc0d81-afd6-4321-8ff1-6e7b7e72833b
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 | Towards Evaluation of Shogi Endgames with Speed of Attack | |||||||
タイトル | ||||||||
言語 | en | |||||||
タイトル | Towards Evaluation of Shogi Endgames with Speed of Attack | |||||||
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 General Systems Studies, Graduate School of Arts and Science, The University of Tokyo | ||||||||
著者所属 | ||||||||
Department of General Systems Studies, Graduate School of Arts and Science, The University of Tokyo | ||||||||
著者所属 | ||||||||
Information Technology Center, The University of Tokyo | ||||||||
著者所属(英) | ||||||||
en | ||||||||
Department of General Systems Studies, Graduate School of Arts and Science, The University of Tokyo | ||||||||
著者所属(英) | ||||||||
en | ||||||||
Department of General Systems Studies, Graduate School of Arts and Science, The University of Tokyo | ||||||||
著者所属(英) | ||||||||
en | ||||||||
Information Technology Center, The University of Tokyo | ||||||||
著者名 |
Soeda, Shunsuke
× Soeda, Shunsuke
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著者名(英) |
Soeda, Shunsuke
× Soeda, Shunsuke
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論文抄録 | ||||||||
内容記述タイプ | Other | |||||||
内容記述 | Finding a good move in Shogi endgames is considered to be a hard problem. Moves such as sacrifice moves often become important in Shogi endgames, but they could not be recognized to be a good move with simple evaluation functions. In this paper, we will introduce a concept called possible pass count, which is a value closely related to threatmates and brinkmates. Then we will propose an algorithm to calculate possible pass count. Finally, we will show the performance results of our algorithm and show that possible pass count could be calculated in reasonable time for many Shogi positions. | |||||||
論文抄録(英) | ||||||||
内容記述タイプ | Other | |||||||
内容記述 | Finding a good move in Shogi endgames is considered to be a hard problem. Moves such as sacrifice moves often become important in Shogi endgames, but they could not be recognized to be a good move with simple evaluation functions. In this paper, we will introduce a concept called possible pass count, which is a value closely related to threatmates and brinkmates. Then we will propose an algorithm to calculate possible pass count. Finally, we will show the performance results of our algorithm and show that possible pass count could be calculated in reasonable time for many Shogi positions. | |||||||
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. 125-128, 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 |