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        <identifier>oai:ipsj.ixsq.nii.ac.jp:00058576</identifier>
        <datestamp>2025-01-22T03:58:26Z</datestamp>
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          <dc:title>コンピュータ将棋の現状 2003春</dc:title>
          <dc:title>Contemporary Computer Shogi (March, 2003)</dc:title>
          <dc:creator>滝沢, 武信</dc:creator>
          <dc:creator>Takenobu, Takizawa</dc:creator>
          <dc:description>第１３回世界コンピュータ将棋選手権が２００３年５月に開かれた．今回は６０チームの申し込みがあり，実参加者数は４５である．コンピュータ将棋の実力も大いに上がってきており，上位入賞ソフトはアマチュア４段階の強さがある．この報告では第１３回世界コンピュータ将棋選手権における将棋ソフトウエアの実力について考察する．</dc:description>
          <dc:description>Computer shogi was first developed by the author and research group in late 1974. It has been steadily improved by researchers and the commercial programmers using some game-tree making and pruning methods, opening and middle game data bases, and feedback research into tsume-shogi (mating) problems. Now it has already reached stronger four-dan level. In this paper, the author discusses contemporary computer shogi, especially how the programs behaved at the 13th World Computer Shogi Championship, where 60 teams applied and 45 teams entered, in March, 2003.</dc:description>
          <dc:description>technical report</dc:description>
          <dc:publisher>情報処理学会</dc:publisher>
          <dc:date>2003-08-04</dc:date>
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          <dc:identifier>情報処理学会研究報告ゲーム情報学（GI）</dc:identifier>
          <dc:identifier>79(2003-GI-010)</dc:identifier>
          <dc:identifier>2003</dc:identifier>
          <dc:identifier>63</dc:identifier>
          <dc:identifier>70</dc:identifier>
          <dc:identifier>AA11362144</dc:identifier>
          <dc:identifier>https://ipsj.ixsq.nii.ac.jp/record/58576/files/IPSJ-GI03010009.pdf</dc:identifier>
          <dc:language>jpn</dc:language>
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