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アイテム

  1. シンポジウム
  2. シンポジウムシリーズ
  3. ゲームプログラミングワークショップ(GPWS)
  4. 2024

Contemporary Computer Shogi (May 2024)

https://ipsj.ixsq.nii.ac.jp/records/240727
https://ipsj.ixsq.nii.ac.jp/records/240727
d7215547-3736-45ed-9c5e-e44abe36f6e0
名前 / ファイル ライセンス アクション
IPSJ-GPWS2024009.pdf IPSJ-GPWS2024009.pdf (485.7 kB)
Copyright (c) 2024 by the Information Processing Society of Japan
オープンアクセス
Item type Symposium(1)
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

Takenobu, Takizawa

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著者名(英) Takenobu, Takizawa

× Takenobu, Takizawa

en 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
出版者
言語 ja
出版者 情報処理学会
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