@techreport{oai:ipsj.ixsq.nii.ac.jp:00218731,
 author = {瀧澤, 武信 and Takenobu, Takizawa},
 issue = {1},
 month = {Jun},
 note = {第 32 回世界コンピュータ将棋選手権が 2022 年 5 月に川崎市産業振興会館とオンラインのハイブリッド方式で開かれた.今回は 58 チームの申し込みがあり,実参加チーム数は 51 であった.本報告では,人間のトッププレーヤの実力を越えたコンピュータ将棋の現状を本選手権の結果を通して考察し,さらに将棋の解明につながる次のステージへの方向を展望するとともに,強さ以外の要素も検討する., Computer shogi was first developed by the author and the research group in late 1974. It has been steadily improved by researchers and other programmers using traditional way, i.e., game-tree making and pruning methods, opening- and middle-game databases, or recent way, i.e., deep-learning methods, and feedback from research into tsume-shogi (mating) problems. Now, its strength has been stronger than the strength of the top professional players. In this paper, the author discusses contemporary computer shogi, especially how the programs behaved at the 32nd World Computer Shogi Championship, where 58 teams applied and 51 teams entered, in May 2022.},
 title = {コンピュータ将棋の現状2022春},
 year = {2022}
}