@inproceedings{oai:ipsj.ixsq.nii.ac.jp:00097677,
 author = {片寄, 裕 and ライエル・グリムベルゲン and Katayose, Hiroshi and Grimbergen, Reijer},
 book = {ゲームプログラミングワークショップ2007論文集},
 issue = {12},
 month = {Nov},
 note = {ゲーム研究において評価関数はゲームごとに改良が進められており、それぞれの研究がほかのゲームに役立つことは難しい.そこでチェス、中国象棋、将棋の3つのゲームで共通した評価を使うことができるか評価関数の共通点を調査した.これらは戦争・戦闘を模したゲームといえ、実際の戦争で勝つための法則を記した兵法書には3つのゲーム同様、位置の評価と自由度の評価が書かれている.兵法書にある評価を3つのゲームに当てはめ、実際に共通して適用できるか元のプログラムと対戦させた。結果3つ全てで位置による評価、自由度による評価が共通の考え方で作成でき、孫子の九地篇を用いた方法が共通の考え方の一つになりうるということが確認できた., In game research, a lot of time is spent on improving the evaluation function for one particular game. However, such efforts are of little use for constructing the evaluation function of a different game. Therefore, we investigated the similarities between the evaluation functions of chess, qiang xi (Chinese chess), shogi to find out if it would be possible to make a common evaluation function. We found that the evaluation of piece positions and the evaluation of freedom of movement that are used in these games are similar to the strategies described in books about rules to win wars. We have adapted the evaluation described in one famous war strategy book, and found that it was possible to use these war strategies to make evaluation functions for chess, qiang xi and shogi. Self-play experiments showed that for each game, adding common features lead to improved play.},
 pages = {164--171},
 publisher = {情報処理学会},
 title = {チェスに似たゲームにおける評価関数の共通性},
 volume = {2007},
 year = {2007}
}