Computer shogi

Last updated

Computer shogi is a field of artificial intelligence concerned with the creation of computer programs which can play shogi. The research and development of shogi software has been carried out mainly by freelance programmers, university research groups and private companies. By 2017, the strongest programs were outperforming the strongest human players.

Contents

Game complexity

Shogi has the distinctive feature of reusing captured pieces. Therefore, shogi has a higher branching factor than other chess variants. The computer has more positions to examine because each piece in hand can be dropped on many squares. This gives shogi the highest number of legal positions and the highest number of possible games of all the popular chess variants. The higher numbers for shogi mean it is harder to reach the highest levels of play. The number of legal positions and the number of possible games are two measures of shogi's game complexity.

The complexity of Go can be found at Go and mathematics. More information on the complexity of Chess can be found at Shannon number.

GameBoard SizeNumber of PiecesNumber of
Different Pieces
Per Side
Legal PositionsPossible GamesAverage Game
Length
Chess 6432610471012370
Xiangqi 9032710401015095
Janggi 90327104410160100
Shogi 81408107110226115 [1]
Go / Baduk / Weiqi 361Up to 36111017010360 [2] 150

Components

The primary components of a computer shogi program are the opening book, the search algorithm and the endgame. The "opening book" helps put the program in a good position and saves time. Shogi professionals, however, do not always follow an opening sequence as in chess, but make different moves to create good formation of pieces. The "search algorithm" looks ahead more deeply in a sequence of moves and allows the program to better evaluate a move. The search is harder in shogi than in chess because of the larger number of possible moves. A program will stop searching when it reaches a stable position. The problem is many positions are unstable because of the drop move. Finally, the "endgame" starts when the king is attacked and ends when the game is won. In chess, there are fewer pieces which leads to perfect play by endgame databases; However, pieces can be dropped in shogi so there are no endgame databases. A tsumeshogi solver is used to quickly find mating moves.

Computers versus humans

In the 1980s, due to the immaturity of the technology in such fields as programming, CPUs and memory, computer shogi programs took a long time to think, and often made moves for which there was no apparent justification. These programs had the level of an amateur of kyu rank.

In the first decade of the 21st century, computer shogi has taken large steps forward in software and hardware technology. In 2007, top shogi player Yoshiharu Habu estimated the strength of the 2006 world computer shogi champion Bonanza. He contributed to the newspaper Nihon Keizai Shimbun evening edition on 26 March 2007 about the match between Bonanza and then Ryūō Champion Akira Watanabe. Habu rated Bonanza's game at the level of 2 dan shogi apprentice (shōreikai).[ citation needed ]

In particular, computers are most suited to brute-force calculation, and far outperform humans at the task of finding ways of checkmating from a given position, which involves many fewer possibilities. In games with time limits of 10 seconds from the first move, computers are becoming a tough challenge for even professional shogi players.[ citation needed ] The past steady progress of computer shogi is a guide for the future. In 1996 Habu predicted a computer would beat him in 2015. [3] Akira Watanabe gave an interview to the newspaper Asahi Shimbun in 2012. He estimated the computer played at the 4 dan professional level. Watanabe also said the computer sometimes found moves for him. [4]

On 23 October 2005, at the 3rd International Shogi Forum, the Japan Shogi Association permitted Toshiyuki Moriuchi, 2005 Meijin, to play computer shogi program YSS. Toshiyuki Moriuchi won the game playing 30 seconds per move with a Bishop handicap. [5] In 2012, a retired professional lost a match with computer publicly first, [6] and in 2013, active shogi professionals too.

Bonanza versus Watanabe (2007)

The Japan Shogi Association (JSA) gave reigning Ryuo Champion Watanabe permission to compete against the reigning World Computer Shogi Champion Bonanza on 21 March 2007. Daiwa Securities sponsored the match. Hoki Kunihito wrote Bonanza. The computer was an Intel Xeon 2.66 GHz 8 core with 8 gigabytes of memory and 160-gigabyte hard drive. The game was played with 2 hours each and 1 minute byo-yomi per move after that. Those conditions favor Watanabe because longer time limits mean there are fewer mistakes from time pressure. Longer playing time also means human players can make long-term plans beyond the computer's calculating horizon. The 2 players were not at the same playing level. Watanabe was the 2006 Ryuo Champion and he gave Bonanza a rating equivalent to first or third dan. [7] Bonanza was a little stronger than before due to program improvements and a faster computer. Watanabe prepared for a weaker Bonanza as Watanabe studied old Bonanza game records.

Bonanza moved first and played Fourth File Rook Bear-in-the-hole as Watanabe expected. Watanabe thought some of Bonanza's moves were inferior. However, Watanabe deeply analyzed these moves thinking that maybe the computer saw something that Watanabe did not see. Watanabe commented after the game that he could have lost if Bonanza had played defensive moves before entering the endgame. But the computer choose to attack immediately instead of taking its time (and using its impressive endgame strategies) which cost it the match. Bonanza resigned after move 112. [8]

After Bonanza's loss Watanabe commented on computers in his blog, "I thought they still had quite a way to go, but now we have to recognize that they've reached the point where they are getting to be a match for professionals."[ citation needed ] Watanabe further clarified his position on computers playing shogi in the Yomiuri Shimbun on 27 June 2008 when he said "I think I'll be able to defeat shogi software for the next 10 years".[ citation needed ] Another indication Bonanza was far below the level of professional Watanabe came 2 months after the match at the May 2007 World Computer Shogi Championship. Bonanza lost to the 2007 World Computer Shogi Champion YSS. Then YSS lost to amateur Yukio Kato in a 15-minute game.

Annual CSA tournament exhibition games (2003–2009)

The winners of CSA tournaments played exhibition games with strong players. These exhibition games started in 2003. [9]

YearProgramHumanHandicapTimeByoyomiWinner
2003IS ShogiPro 5 Dan Katsumata2 Piece Handicap25 MinNoneComputer
2004YSSPro 5 Dan KatsumataRook25 MinNoneComputer
2005GekisashiPro 5 Dan KatsumataBishop25 MinNoneComputer
2006BonanzaYukio KatoNone15 Min30 SecHuman
2007YSSYukio KatoNone15 Min30 SecHuman
2008Tanase ShogiYukio KatoNone15 Min30 SecComputer
2008GekisashiToru ShimizugamiNone15 Min30 SecComputer
2009GPS ShogiAmateur championNone1 hour1 minCanceled

In each succeeding year, the human competition was stronger to match the stronger programs. Yukio Kato was the Asahi Amateur Meijin champion. Toru Shimizugami was the Amateur Meijin champion. Eiki Ito, the creator of Bonkras, said in 2011, at present, top Shogi programs like Bonkras are currently at a level of lower- to middle-class professional players. [10]

Akara versus Shimizu (2010)

The computer program Akara defeated the women's Osho champion Ichiyo Shimizu. Akara contained 4 computer engines: Gekisashi, GPS Shogi, Bonanza, and YSS. Akara ran on a network of 169 computers. The 4 engines voted on the best moves. Akara selects the move with the most votes. If there is a tie vote then Akara selects Gekisashi's move. Researchers at the University of Tokyo and the University of Electro-Communications developed Akara.

Shimizu moved first and resigned in 86 moves after 6 hours and 3 minutes. Shimizu said she was trying to play her best as if she was facing a human player. She played at the University of Tokyo on 11 October 2010. The allotted thinking time per player is 3 hours and 60 seconds byoyomi. 750 fans attended the event. This is the third time since 2005 that the Japan Shogi Association granted permission to a professional to play a computer, and the first victory against a female professional.

Akara aggressively pursued Shimizu from the start of the game. Akara played with a ranging rook strategy and offered an exchange of bishops. Shimizu made a questionable move partway though the game, and Akara went on to win. [11] Ryuo champion, Akira Watanabe, criticized Shimizu's game. On 19 November 2010, the Daily Yomiuri quoted Watanabe. Watanabe said, "Ms. Shimizu had plenty of chances to win". [12]

Computers Bonanza and Akara beat amateurs Kosaku and Shinoda (2011)

On 24 July 2011, there was a two-game amateur versus computer match. Two computer shogi programs beat a team of two amateurs. One amateur, Mr. Kosaku, was a Shoreikai three Dan player. The other amateur, Mr. Shinoda, was the 1999 Amateur Ryuo. The allotted time for the amateurs was main time 1 hour and then 3 minutes per move. The allotted time for the computer was main time 25 minutes and then 10 seconds per move. [13] [14] [15]

GameComputerSente (first)Gote (second)MovesComputer TimeAmateur TimeHardwareWinner
1BonanzaKosaku & ShinodaBonanza9324 min 41 sec2 hours 2 min17 processors, 132 cores, 300 GBBonanza
2AkaraAkaraKosaku & Shinoda15025 min 54 sec1 hour 42 minIntel Xeon W3680 with 6 coresAkara

Bonkras versus Yonenaga (2011–2012)

On 21 December 2011, computer program Bonkras crushed retired 68-year-old Kunio Yonenaga, the 1993 Meijin. They played 85 moves in 1 hour, 3 minutes 39 seconds on Shogi Club 24. Each player started with 15 minute time limit and an additional 60 seconds are added to each player's time limit per move. Yonenaga was gote (white) and played 2. K-62. This move was to confuse the computer by playing a move not in Bonkras's joseki (opening book).[ citation needed ] On 14 January 2012, Bonkras again defeated Yonenaga. This match is the first Denou-sen match. The game had 113 moves. Time allowed was 3 hours and then 1 minute per move. Bonkras moved first and used a ranging rook opening. Yonenaga made the same second move, K-6b, as in the previous game he lost. Bonkras ran on a Fujitsu Primergy BX400 with 6 blade servers to search 18,000,000 moves per second. Yonenaga used 2 hours 33 minutes. Bonkras used 1 hour 55 minutes. [6] Bonkras evaluated its game with Yonenaga in January 2012. [16]

Denou-sen (2013)

Denou-sen was a shogi competition where humans faced off against machines. The second Denou-sen match was a five-game match sponsored by Niconico in which five professional shogi players played against five computers. The winners of the previous World Computer Shogi Championship played against professional shogi players. The primary time control was of 4 hours, and the secondary time control was 1 move in 60 seconds. Niconico broadcast the games live with commentary. [17] [ failed verification see discussion ]

Shogi professionals
Name Dan Jun'isen classAgeJSA number
Kōru Abe 4C218283
Shin'ichi Satō 4C231271
Kōhei Funae 5C126281
Yasuaki Tsukada 9C148148
Hiroyuki Miura 8A39204
Programs
ProgramProgrammersHardwarePositions/secondMoves deepProgrammer's First Tournament
ShuesoAkira Takeuchi2 CPUs/8 cores10,000,00018~2008
PonanzaIssei Yamamoto10 CPUs30,000,00030~2009
TsutsukanaTakanori Ichimaru1 CPU2010
Puella alphaEikyu Ito3 CPUs/16 cores4,000,00020~1999
GPS ShogiTanaka Tetsuro, GPS team667 CPUs280,000,000222001
Games
DateBlackWhiteMovesProfessional timeComputer timeWinner
23 MarchKōru AbeShueso1133 hours, 1 minute3 hours, 15 minutesHuman
30 MarchPonanzaShin'ichi Satō1413 hours, 59 minutes3 hours, 31 minutesComputer
6 AprilKōhei FunaeTsutsukana1843 hours, 59 minutes3 hours, 27 minutesComputer
13 AprilPuella AlphaYasuaki Tsukada2303 hours, 29 minutes2 hours, 19 minutesDraw
20 AprilHiroyuki MiuraGPS Shogi [18] 1023 hours, 59 minutes2 hours, 7 minutesComputer

Miura versus GPS Shogi

Miura vs gps将棋 (2013)
☖ pieces in hand:
987654321 
     1
      2
    3
   4
      5
   6
    7
     8
     9
☗ pieces in hand:
The game was a Double Yagura opening with both kings fully castled. [19] The engine gps将棋 (playing as White) started the attack on the seventh file with 20...P-75.

Hiroyuki Miura said before his game he would play with "all his heart and soul". Miura decided to use trusted opening theory instead of an anti-computer strategy. The computer played book moves and they castled symmetrically to defend their kings. The computer attacked quickly and Miura counterattacked with a drop move. More than 8 hours later Miura resigned. After the game, Miura said that "he should not have prepared for the game the way he did. He should have prepared for the game with a genuine sense of urgency, if only he knew, the computer was so strong." [20] Miura expressed disappointment and said he had yet to figure out where he went wrong. [21] The evaluation of the game by GPS is on the GPS Shogi web site. [22]

Funae versus Tsutsukana (revenge match)

On 31 December 2013, Funae and Tsutsukana played a second game. Tsutsukana was the same version that beat Funae on 6 April 2013. The computer was one Intel processor with 6 cores. Funae won. [23]

Denou-sen 3 (2014)

In 2013, the Japan Shogi Association announced that five professional shogi players would play five computers from 15 March to 12 April 2014. [24] On 7 October 2013, the Japan Shogi Association picked the five players. [25]

Professional Shogi Players
NameDanJun'isenJSA numberAge
Tatsuya Sugai 5C127822
Shinya Satō 6C122436
Masayuki Toyoshima 7B126424
Taku Morishita 9B216147
Nobuyuki Yashiki 9A18942

The professional shogi players played the winners of a preliminary computer tournament. The preliminary computer tournament was held 2–4 November 2013. [26]

Winners of the Preliminary Computer Tournament
ProgrammersProgramRankPositions/second
Akira TakeuchiShueso5
Motohiro IsozakiYaneuraou44,000,000
Hiroshi YamashitaYSS34,000,000
Takanori IchimaruTsutsukana2
Issei YamamotoPonanza13,000,000

Computer restrictions

  • Each shogi program ran on a single Intel processor with 6 cores. No multiple processor systems were allowed. [27]
  • No changes were allowed to the shogi programs after the preliminary computer tournament.
  • Professional shogi players trained with the shogi programs after the preliminary computer tournament.
Tournament [28]
DateBlackWhiteMovesProfessional timeComputer timeWinner
15 MarchTatsuya SugaiShueso98 [29] 4 hours, 39 minute4 hours, 1 minutesComputer
22 MarchYaneuraouShinya Satō95 [30] 5 hours, 0 minutes3 hours, 27 minutesComputer
29 MarchMasayuki ToyoshimaYSS83 [31] 2 hours, 8 minutes3 hours, 15 minutesProfessional
5 AprilTsutsukanaTaku Morishita135 [32] 4 hours, 48 minutes3 hours, 56 minutesComputer
12 AprilNobuyuki YashikiPonanza130 [33] 5 hours, 0 minutes4 hours, 51 minutesComputer

Each player started with 5 hours at 10 am. After the 5 hours, the player must complete each move in 1 minute. There was a 1 hour lunch break at 12:00 and a half hour dinner break at 5 pm. [34] Niconico is broadcasting the games live with commentary. [35] Japanese auto parts maker Denso developed a robotic arm to move the pieces for the computer. [36]

Yashiki versus Ponanza

Ōshō and Kiō champion Akira Watanabe wrote in his blog that "a human cannot think of some of Ponanza's moves such as 60.L*16 and 88.S*79. I am not sure they were the best moves or not right now, but I feel like I'm watching something incredible." [37] Kisei, Ōi and Ōza champion Yoshiharu Habu told The Asahi Shimbun , "I felt the machines were extraordinarily strong when I saw their games this time." [38]

Denou-sen 3.1: Sugai versus Shueso (revenge match)

On Saturday 19 July 2014, Tatsuya Sugai once again got the chance to play against Shueso in what was billed as the "Shogi Denou-sen Revenge Match". Sugai had already been beaten by Shueso four months earlier in game one of Denou-sen 3, so this was seen as his chance to gain revenge for that loss. The game was sponsored by both the Japan Shogi Association and the telecommunications and media company Dwango and was held at the Tokyo Shogi Kaikan (the Japan Shogi Association's head office). Although the playing site was closed to the public, the game was streamed live via Niconico Live with commentary being provided by various shogi professionals and women's professionals. Shuesho's moves were made by Denso's robotic arm. The initial time control for each player was eight hours which was then followed by a 1-minute byoyomi. In addition, four 1-hour breaks were scheduled throughout the playing session to allow both sides time to eat and rest. The game lasted through the night and into the next day and finally finished almost 20 hours after it started when Sugai resigned after Shueso's 144 move. [39] [40]

Programmer tools

Shogidokoro

Screenshot of Jiang Qi Suo in English with analysis window as run on a Mac Shogidokoro.png
Screenshot of 将棋所 in English with analysis window as run on a Mac

Shogidokoro (将棋所) is a Windows graphical user interface (GUI) that calls a program to play shogi and displays the moves on a board. [41] Shogidokoro was created in 2007. Shogidokoro uses the Universal Shogi Interface (USI). The USI is an open communication protocol that shogi programs use to communicate with a user interface. USI was designed by Norwegian computer chess programmer Tord Romstad in 2007. Tord Romstad based USI on Universal Chess Interface (UCI). UCI was designed by computer chess programmer Stefan Meyer-Kahlen in 2000. Shogidokoro can automatically run a tournament between two programs. This helps programmers to write shogi programs faster because they can skip writing the user interface part. It is also useful for testing changes to a program. Shogidokoro can be used to play shogi by adding a shogi engine to Shogidokoro. Some engines that will run under Shogidokoro are the following:

The interface can also use tsumeshogi solver-only engines like SeoTsume (脊尾詰). [59] The software's menus have both Japanese and English language options available.

XBoard/WinBoard

screenshot of XBoard (shogi version) Xboard shogi.png
screenshot of XBoard (shogi version)

XBoard/WinBoard is another GUI that supports shogi and other chess variants including western chess and xiangqi. Shogi support was added to WinBoard in 2007 by H.G. Muller. WinBoard uses its own protocol (Chess Engine Communication Protocol) to communicate with engines, but can connect to USI engines through the UCI2WB adapter. Engines that can natively support WinBoard protocol are Shokidoki, TJshogi, GNU Shogi and Bonanza. [60] Unlike Shogidokoro, WinBoard is free/libre and open source, and also available for the X Window System as XBoard (for Linux and Mac systems).

A number of Shogi variants, such as Chu Shogi and Dai Shogi, are playable against AI using a forked version of Winboard. Included engines are: Shokidoki, which can play the smaller variants with drops (i.e. Minishogi); and HaChu, a large Shogi variant engine designed for playing Chu Shogi and has improved in strength over time. [61]

Shogi Browser Q

screenshot of Jiang Qi burauzaQ Shogibrowserq.png
screenshot of 将棋ぶらうざQ

将棋ぶらうざQ (Shogi Browser Q) is a free cross-platform (Java) GUI, that can run USI engines and compete on Floodgate. [62] Since v3.7 both Japanese and English languages are available.

BCMShogi

BCMShogi [63] is an English language graphical user interface for the USI protocol and the WinBoard shogi protocol. It is no longer developed and currently is unavailable from the author's website.

Floodgate

Floodgate is a computer shogi server for computers to compete and receive ratings. [64] Programs running under Shogidokoro can connect to Floodgate. The GPS team created Floodgate. Floodgate started operating continuously in 2008. The most active players have played 4,000 games. From 2008 to 2010, 167 players played 28,000 games on Floodgate. Humans are welcome to play on Floodgate. The time limit is 15 minutes per player, sudden death. From 2011 to 2018, the Floodgate's number one program increased by 1184 points, an average of 169 points per year.

Floodgate Annual Highest Rating
DateProgramRating
23 May 2011Bonanza_expt3054
23 May 2012PonanzaCluster3080
23 May 2013Ponanza_expt3113
23 May 2014NineDayFever_XeonE5-2690_16c3252
18 May 2015Ponanza_expt3626
23 May 2016Ponanza-990XEE3715
23 May 2017monkeymagic3998
23 May 2018Pulsation4238

World Computer Shogi Championship

The annual computer vs computer world shogi championship is organized by the Computer Shogi Association (CSA) of Japan. [65] The computers play automated games through a server. Each program has 25 minutes to complete a game. The first championship was in 1990 with six programs. In 2001, it grew to 55 programs. The championship is broadcast on the Internet. At the 19th annual CSA tournament, four programs (GPS Shogi, Otsuki Shogi, Monju and KCC Shogi) that had never won a CSA tournament defeated three of the previous year's strongest programs (Bonanza, Gekisashi and YSS). [66] The top three winners of the 2010 CSA tournament are Gekisashi, Shueso and GPS Shogi. [67]

In 2011, Bonkras won the CSA tournament with five wins out of seven games. Bonkras ran on a computer with three processors containing 16 cores and six gigabytes of memory. Bonanza won second place on a computer with 17 processors containing 132 cores and 300 gigabytes of memory. Shueso won third place. The 2010 CSA winner, Gekisashi, won fourth place. Ponanza won fifth place. GPS Shogi won sixth place on a computer with 263 processors containing 832 cores and 1486 gigabytes of memory. [68] [69] In 2012, GPS Shogi searched 280,000,000 moves per second and the average search depth was 22.2 moves ahead. Hiroshi Yamashita, the author of YSS, maintains a list of all shogi programs that played in World Computer Shogi Championship by year and winning rank. [70]

CSA World Computer Shogi Championship Winners
YearDeveloperProgramScore wins/totalComputerClockProcessorsCoresMemoryLanguage
11990Nobuhiro YoshimuraEisei Meijin5/5NEC PC-9801RA2120 MHzi80386
21991Kazurou MoritaMorita Shogi 37/8NEC PC-H98S25 MHzi80486ASM
31992Log corp.Kiwame5/7486DX266 MHzC
41993Log corp.Kiwame II7/7Pentium60 MHzC
51994Shinichirou KanazawaKiwame 2.16/7Pentium90 MHzC
61996Shinichirou KanazawaKanazawa Shogi7/7Alpha AXP300 MHzC
71997Hiroshi YamashitaYSS 7.07/7Alpha500 MHzC
81998Yasushi TanaseIS Shogi6/7Pentium II300 MHzC
91999Shinichirou KanazawaKanazawa Shogi6/7Pentium III500 MHzC
102000Yasushi TanaseIS Shogi5/7Athlon800 MHzC
112001Yasushi TanaseIS Shogi9/9Athlon1.2 GHzC
122002University of TokyoGekisashi6/7Athlon MP *22000+C++
132003Yasushi TanaseIS Shogi6/7Pentium 43.00 GHzC++
142004Hiroshi YamashitaYSS 7.06/7Opteron 248 *22.2 GHzC++
152005Gekisashi TeamGekisashi7/7Opteron *22.6 GHzC++
162006Kunihito HokiBonanza6/7CoreDuo T26002.16 GHzC
172007Hiroshi YamashitaYSS 7.06/7Xeon X53552.66 GHz28C++
182008Gekisashi TeamGekisashi6/7Xeon X54823.2 GHz28C++
192009GPS TeamGPS Shogi6/7Xeon X55702.93 GHz28C++
202010Gekisashi TeamGekisashi6/7Xeon W55903.33 GHz28C++
212011Eikyu ItoBonkras5/7Core i7-980, Core i7-2600K, PhenomIIX6 1100T3.4 GHz 3.4 GHz 3.33 GHz3166 GBC, C++
222012GPS TeamGPS Shogi6/7Cluster 797 computers80432243272 GBC++
232013Kunihito HokiBonanza5/7Xeon (Multi)31388C, Perl
242014Osaka City University Mathematical Engineering LaboratoryApery5/7Core i7 3930KOC 4.3 GHz1632GBC++
252015Issei YamamotoPonanza7/7Xeon E5-2666 v32.90 GHz464240GBC++
262016Issei YamamotoPonanza7/7Xeon E5-2650 v3 x 4420 x 416GB×4
8GB×2
C++ C#
272017Makoto Takizawa elmo 7/7Xeon E 5-2686 v 4 (AWS EC 2 m 4.16 xlarge)2.7 GHz (Full Core Turbo Boost)232256GBC++
282018Barrel houseHefeweizen6/7Amazon EC2 m5.24xlarge x 5 + laptop386GB×5
+ laptop
C++, main is Python

Video game systems

Some commercial game software which play shogi are Habu Meijin no Omoshiro Shōgi for Super Famicom, Clubhouse Games for Nintendo DS and Shotest Shogi for Xbox.

Restrictions

On 18 September 2005 a Japan Shogi Association professional 5 dan played shogi against a computer. The game was played at the 29th Hokkoku Osho-Cup Shogi Tournament in Komatsu, Japan. The Matsue National College of Technology developed the computer program Tacos. Tacos played first and chose the static rook line in the opening. Professional Hashimoto followed the opening line while changing his bishop with the bishop of Tacos. Tacos had a good development with some advantages in the opening and middle game even until move 80. Many amateur players expected Tacos to win. However, professional Hashimoto defended and Tacos played strange moves. Tacos lost. [71]

On 14 October 2005, the Japan Shogi Association banned professional shogi players from competing against a computer. [72] The Japan Shogi Association said the rule is to preserve the dignity of its professionals, and to make the most of computer shogi as a potential business opportunity. The ban prevents the rating of computers relative to professional players.

From 2008 to 2012, the Japan Shogi Association (with Kunio Yonenaga as president) did not permit any games between a professional and a computer.

Milestones

See also

Related Research Articles

<span class="mw-page-title-main">Shogi</span> Japanese strategy board game

Shogi, also known as Japanese chess, is a strategy board game for two players. It is one of the most popular board games in Japan and is in the same family of games as Western chess, chaturanga, xiangqi, Indian chess, and janggi. Shōgi means general's board game.

Kunio Yonenaga was a Japanese professional shogi player and president of Japan Shogi Association . He received an honorary title Lifetime Kisei due to his remarkable results in the Kisei title tournament. He is a former Meijin and 10-dan.

<span class="mw-page-title-main">Meijin (shogi)</span> One of the eight titles in Japanese professional shogi

Meijin (名人) is one of the eight titles in Japanese professional shogi, and is the most prestigious title, along with Ryūō. The word meijin refers to a highly skilled master of a certain field.

Shogi is a two-player strategy board game in the same family as Western chess, chaturanga, and Chinese xiangqi, and is the most popular of a family of chess variants native to Japan.

The NHK Cup, officially the NHK Cup TV Shogi Tournament, is a professional shogi tournament organized by the Japan Shogi Association and sponsored by Japan's public broadcaster NHK.

The 61st NHK Cup, or as it is officially known the 61st NHK Cup TV Shogi Tournament was a professional shogi tournament organized by the Japan Shogi Association and sponsored by Japan's public broadcaster NHK. Play began on April 3, 2011, and ended on March 18, 2012. The 50-player single elimination tournament was won by Yoshiharu Habu. All of the tournament games were shown each Sunday morning on NHK-E. The host during the NHK-E broadcasts was female professional Rieko Yauchi.

In shogi, castles are strong defensive configurations of pieces that protect the king.

In shogi, a handicap game is a game setup used between players of disparate strengths, in which one or more pieces are removed from the stronger player's side.

The Double Fortress is a shogi opening in which both players construct Fortress formations.

Amahiko Satō is a Japanese professional shogi player, ranked 9-dan. He is a former Meijin title holder.

Tatsuya Sugai is a Japanese professional shogi player ranked 8-dan. He is a former holder of the Ōi title.

<span class="mw-page-title-main">Akira Watanabe (shogi)</span> Japanese shogi player

Akira Watanabe is a Japanese professional shogi player ranked 9-dan. He is a former holder of the Meijin, Kisei, Ōshō, Ōza, Kiō and Ryūō titles. He is also a Lifetime Kiō and a Lifetime Ryūō title holder.

<span class="mw-page-title-main">Professional shogi player</span> A person who plays shogi professionally

A professional shogi player is a shogi player who is usually a member of a professional guild of shogi players.

<span class="mw-page-title-main">Hiroyuki Miura (shogi)</span> Japanese shogi player

Hiroyuki Miura is a Japanese professional shogi player, ranked 9-dan. He is a former Kisei title holder and became the first active Class A professional to lose to a computer when he lost to the GPS Shogi program in April 2013.

Yasuaki Murayama is a Japanese professional shogi player ranked 8-dan.

Elmo is a computer shogi evaluation function and book file (joseki) created by Makoto Takizawa (瀧澤誠). It is designed to be used with a third-party shogi alpha–beta search engine.

The Eiō (叡王) is one of the eight major titles of professional shogi cosponsored by Fujiya Co. and the Japan Shogi Association (JSA). The tournament initially started out as a non-title tournament in 2015, but was upgraded to major title status in May 2017. The current Eiō title holder is Takumi Itō.

The Ladies Professional Shogi-players' Association of Japan or LPSA is a guild of women's professional shogi players headquartered in Minato, Tokyo, Japan. The organization was established in May 2007 when a number of women's shogi professionals decided to leave the Japan Shogi Association (JSA) due to disagreements over various matters. The current representative director of the organization is Hiromi Nakakura.

References

  1. Xiaohong Wan, Daisuke Takano, Takeshi Asamizuya; et al. (2012). "Developing intuition: Neural correlates of cognitive-skill learning in caudate nucleus". Journal of Neuroscience 28: 17492–17501.
  2. Allis 1994 * Victor Allis (1994). Searching for Solutions in Games and Artificial Intelligence (PDF). Ph.D. Thesis, University of Limburg, Maastricht, The Netherlands. ISBN   90-900748-8-0.
  3. Takizawa, Takenobu; Reijer Grimbergen (2001). T. Anthony Marsland (ed.). Computers and games: Second International Conference, CG 2000, Hamamatsu, Japan, October 26-28, 2000 (illustrated ed.). Berlin: Springer. p.  440. ISBN   3-540-43080-6 . Retrieved 15 December 2011. When asked in 1996 when he(Habu) thought a computer would beat him, his clear answer was "2015"
  4. Murase, Shinya (September 23, 2012). "Defeat the human! The computer game plan". Asahi Shimbun. Archived from the original on 1 November 2012. Retrieved 10 December 2012.
  5. Junichi Takada. "Computer versus Human Shogi Games" (in Japanese).
  6. 1 2 3 "Fujitsu's Shogi Software Tops Former Shogi Champion Kunio Yonenaga". Fujitsu. January 16, 2012. Retrieved 22 January 2012.
  7. 渡辺 明 (2010-09-15). "コンピュータ戦迫る。". 渡辺明ブログ. Retrieved 2013-05-08.
  8. "【渡辺明vsボナンザの棋譜解説】運命の一手で竜王の勝ちになった将棋". 23 December 2020. Retrieved 2023-02-26.
  9. Reijer Grimbergen. "Report on the Annual Computer Shogi Championships". Archived from the original on 2009-07-01.
  10. Otake, Tomoko (November 2, 2011). "Shogi showdown for supercomputer". The Japan Times. Retrieved 23 November 2011.
  11. "Shogi computer beats female champ Shimizu". The Mainichi Newspapers. 12 October 2010. Archived from the original on 8 July 2011. Retrieved 25 November 2010.
  12. "Will shogi software beat male pros?". The Daily Yomiuri. 19 November 2010.
  13. "The University of Electro-Communications" (in Japanese). 3 August 2011.
  14. "Shogi programs crush Amateurs". The Asahi Shimbun (in Japanese). 2 August 2011.
  15. "Museum of Abstract Strategy Games" (in Japanese). 3 August 2011. Archived from the original on 6 September 2012.
  16. Ito, Eikyu. "Bonkras evaluated its game with Yonenaga in January 2012" . Retrieved 3 February 2012.
  17. Niconico. "Shogi Electronic Kings Battle channel" (in Japanese). Retrieved 17 February 2013.
  18. "GPS Shogi" . Graduate School of Arts and Sciences. University of Tokyo.
  19. "三浦弘行 vs. Gps将棋 第2回電王戦第5局".
  20. Iijima (22 April 2013). "Dainisen Shōgi Denōsen Saishūkyoku wa GPS Shōgi ga Shōrishi, Konpyūtā ga Seisu! (Kansenki)" 第2回将棋電王戦最終局はGPS将棋が勝利しコンピューターが征す!(観戦記) [Final Game of the 2nd Denou-sen: GPS Shogi wins and the computers dominate! (Match Report)]. Weekly ASCII (in Japanese). Kadokawa Corporation . Retrieved 18 December 2014. 準備はしていたのですが, GPS将棋がこれほど強いとわかっていれば, もっと危機感を持って, より前からやっていればよかったと反省していますし, 悔いが残るところです。
  21. "Computer Beats Man In Shogi Board Game". House Of Japan. 22 April 2013. Archived from the original on 1 February 2014. Retrieved 27 January 2014.
  22. "Evaluation of the game Miura Hiroyuki vs GPS Shogi by GPS Shogi" (in Japanese). Retrieved 27 January 2014.
  23. "Funae Tsutsukana Revenge" (in Japanese). Niwango Inc. Retrieved 31 December 2013.
  24. "'Daisankai Shōgi Denōsen' Kisha Happyōkai no Moyō" 「第3回将棋電王戦」記者発表会の模様 ["3rd Denou-sen" Press Conference] (in Japanese). Japan Shogi Association. 21 August 2013. Archived from the original on 1 January 2014. Retrieved 31 December 2013.
  25. "'Daisankai Shōgi Denōsen' Shutsujō Kishi Kettei!" 「第3回将棋電王戦」出場棋士決定! ["3rd Denou-sen" Participating Shogi Professional Decided] (in Japanese). Japan Shogi Association. 10 October 2013. Archived from the original on 18 December 2014. Retrieved 18 December 2014.
  26. "Shōgi Denō Tōnamento Repōto" 将棋電王トーナメントレポート [JSA Winners of the Preliminary Computer Tournament announcement] (in Japanese). Japan Shogi Association. 8 November 2013. Archived from the original on 2 April 2015. Retrieved 25 May 2015.
  27. "Shōgi Denō Tōnamento Rūru" 将棋電王トーナメント ルール [Shogi Denou Tournament Rules](PDF). Niconico (in Japanese). Retrieved 25 May 2015.
  28. "Den War" (in Japanese). Niwango, Inc. Retrieved 31 December 2013.
  29. "Game Sugai Tatsuya Shueso" (in Japanese). Retrieved 16 March 2014.
  30. "Game Yaneuraou Sato Shinya" (in Japanese). Retrieved 23 March 2014.
  31. "Game Toyoshima Masayuki YSS" (in Japanese). Retrieved 31 March 2014.
  32. "Game Tsutsukana Morishita Taku" (in Japanese). Retrieved 6 April 2014.
  33. "Game Yashiki Nobuyuki Ponanza" (in Japanese). Retrieved 13 April 2014.
  34. "Denousen 3 Time Limits". Niconico (in Japanese). Niwango, inc. Archived from the original on 2 January 2014. Retrieved 9 January 2014.
  35. "Denousen 3 Broadcast". Niconico (in Japanese). Niwango, inc. Archived from the original on 2 January 2014. Retrieved 9 January 2014.
  36. Osamu, Inoue. "Denso's shogi-playing robot to match wits with masters". Asian Review. Nikkei. Retrieved 16 March 2014.
  37. "Akira Watanabe official blog". Nobuyuki Yashiki vs Ponanza (in Japanese). 2014-04-12. Retrieved 6 May 2014.
  38. "Nobuyuki Yashiki vs Ponanza". The Asahi Shimbun (in Japanese). April 15, 2014. Archived from the original on May 6, 2014. Retrieved 6 May 2014.
  39. "Shōgi Denōsen Ribennjimacchi Gekitō Nijūsan Jikan Sugai Tatsuya Godan vs Shueso, Shueso no Shōri" 将棋電王戦リベンジマッチ 激闘23時間 菅井竜也五段 vs 習甦、習甦の勝利 ["Shogi Denou-sen Revenge Match: The 23 Hour Fierce Struggle Tatsuya Sugai 5 dan vs. Shueso", Shueso wins] (in Japanese). Tokyo, Japan: Japan Shogi Association. 22 July 2014. Retrieved 24 July 2014.
  40. Iijima (18 July 2014). "Sugai Tatsuya Godan vs Sueso no Gekitō Futatabi・Shōgi Denōsen Ribenjimacchi Jūkyū Nichi Kaisailanguage=ja" 菅井竜也五段vs習甦の激闘再び・将棋電王戦リベンジマッチ19日開催 [Tatsuya Sugai 5 dan vs. Shueso battle again - Shogi Denou-sen Revenge Match takes place on the 19th]. Shuasu Plus. Tokyo, Japan: ASCII Media Works . Retrieved 24 July 2014.
  41. "Shogidokoro Shogi Graphical User Interface" (in Japanese). Archived from the original on 2009-02-01.
  42. "HiraokaTakuya/Apery". GitHub . 16 June 2021.
  43. "Apery-qhapaq評価関数(apery sdt5比でR+50くらい?)を公開します". 28 November 2017.
  44. 1 2 "Release Qhapaq collaboration evaluation function (Qhapaq+) · qhapaq-49/Qhapaq-bin". GitHub .
  45. "物置". ak110.github.io.
  46. Bonanza requires USI (u2b) adapter.
  47. "Mk-takizawa/Elmo_for_learn". GitHub . 11 June 2021.
  48. "Gikou-official/Gikou". GitHub . 5 June 2021.
  49. "GPSshogi - PukiWiki". gps.tanaka.ecc.u-tokyo.ac.jp.
  50. This weaker engine comes bundled with Shogidokoro itself.
  51. "Release qhapaqの評価関数群 · qhapaq-49/Qhapaq-bin". GitHub .
  52. "relmoの世界 | やねうら王 公式サイト". July 5, 2017.
  53. "人間の棋譜を用いずに評価関数の学習に成功 | やねうら王 公式サイト". June 12, 2017.
  54. 1 2 "Yaneurao/YaneuraOu". GitHub . 23 June 2021.
  55. "Jangja/Silent_majority". GitHub .
  56. "Nodchip/Tanuki-". GitHub . 4 July 2021.
  57. "Release SDT4 · HiraokaTakuya/Apery". GitHub .
  58. "TukamotoRyuzo/Yomita". GitHub . 10 June 2021.
  59. "脊尾詰ダウンロード". panashogi.web.fc2.com.
  60. Muller, Harm Geert. "WinBoard for Shogi".
  61. "Shogi Variants". hgm.nubati.net.
  62. "SBrowserQ".
  63. Maerz, Bernhard. "BCMShogi Shogi Graphical User Interface".
  64. "Konpyūta Shōgi Renzoku Taikyoku Basho" コンピュータ将棋連続対局場所 (floodgate) [Computer Shogi Consecutive Game Site] (in Japanese). University of Tokyo. Retrieved 25 May 2015.
  65. "Computer Shogi Association". Archived from the original on 2008-10-28.
  66. Reijer Grimbergen. "Upset at the 19th CSA Computer Shogi Championship". Archived from the original on 2009-11-03.
  67. "Winners of 2010 CSA tournament". Computer Shogi Association. Archived from the original on 2010-05-09.
  68. "Winners of 2011 CSA tournament". Computer Shogi Association. Archived from the original on 2011-05-06. Retrieved 2011-05-06.
  69. "Teams in 2011 CSA tournament" (in Japanese). Computer Shogi Association. Archived from the original on 2011-05-04. Retrieved 2011-05-06.
  70. Yamashita, Hiroshi. "World Computer Shogi Championship Players Ordered by rank" . Retrieved 23 May 2018.
  71. "Hashimoto vs Tacos in 2005". Japan Advanced Institute of Science and Technology.
  72. "Shogi pros warned not to play computers". The Japan Times. Oct 16, 2005. Archived from the original on 11 April 2020. Retrieved 28 November 2011.
  73. Hiroshi Yamashita. "Computer Shogi Program YSS On Shogi Club 24" (in Japanese). Archived from the original on 2009-12-27. Retrieved 2010-02-12.
  74. Reijer Grimbergen. "Exhibition Games at the 18th CSA Computer Shogi Championships". Archived from the original on 2009-11-04.
  75. "Gekisashi beat Amateur Meijin Champion in a 1 hour game". Computer Shogi Association. Archived from the original on 2009-12-16.
  76. "GPS Shogi defeated Miura Hiroyuki Video" (in Japanese). Niwango. 20 April 2013. Retrieved 22 April 2013.
  77. "Ponanza defeated Yashiki Nobuyuki" (in Japanese). Niwango, Inc. Archived from the original on 18 March 2014. Retrieved 13 April 2014.
  78. Shinji, Fukamatsu. "AI beats top shogi player in first match of tournament final:The Asahi Shimbun". The Asahi Shimbun. Archived from the original on 16 May 2016. Retrieved 17 May 2016.
  79. "Ponanza VS Meijin Satoh game 1". Niconico. DWANGO Co., Ltd. Retrieved 23 May 2017.
  80. "Ponanza VS Meijin Satoh game 2". Niconico. DWANGO Co., Ltd. Retrieved 23 May 2017.
  81. David Silver; Thomas Hubert; Julian Schrittwieser; Ioannis Antonoglou; Matthew Lai; Arthur Guez; Marc Lanctot; Laurent Sifre; Dharshan Kumaran; Thore Graepel; Timothy Lillicrap; Karen Simonyan; Demis Hassabis (5 December 2017). "Mastering Chess and Shogi by Self-Play with a General Reinforcement Learning Algorithm". arXiv: 1712.01815 [cs.AI].
  82. David Silver; Thomas Hubert; Julian Schrittwieser; Demis Hassabis. "AlphaZero: Shedding new light on the grand games of chess, shogi and Go". Deep Mind News & Blog. Deep Mind. Archived from the original on 2018-12-06. Retrieved 6 December 2018.