Shogi notation

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Game record of a shogi game ISF6 final.jpg
Game record of a shogi game

Shogi notation is the set of various abbreviatory notational systems used to describe the piece movements of a shogi game record or the positions of pieces on a shogi board.

Contents

A game record is called a 棋譜 kifu in Japanese.

Recording moves

Western notation

The system used in English language texts to express shogi moves was established by George Hodges and Glyndon Townhill in 1976 by the second issue of Shogi magazine. [1] [lower-alpha 1] A slightly modified version was used in Hosking (1996). It is derived from the algebraic notation used for chess, but differs in several respects. [2] [3] A typical move might be notated P86 or P-8f. The notation format has the following 5 part structure:

12345
piece(origin)movementdestination(promotion)

An example using all 5 parts is S72x83+ or S7bx8c+. All parts are obligatory except for the origin and promotion parts. (Thus, most notation strings only contain 3 parts.) The origin part is only indicated when needed to resolve ambiguity. The promotion part is only needed when there is the possibility of promotion.

Western notation is not used in Japanese language texts, as it is no more concise than traditional notation with Japanese characters ( kanji ) and two ciphers which originated in the Edo period.

Piece

The first letter represents the piece moved. For instance, P is for Pawn. Below are the abbreviations used.

AbbreviationEnglish TermJapanese
Ppawn
Llance
Nknight
Ssilver
Ggold
Bbishop
Rrook
Kking/

Promoted pieces are indicated by a + preceding the letter. For example, +P is a promoted pawn (tokin), +R is a promoted rook (that is, a dragon ).

Some Japanese websites (such as 81Dojo) and Japanese authors use two different abbreviations for the promoted rook and promoted bishop in a way more similar to Japanese notation. Thus, D (for dragon) instead of +R and H (for horse) instead of +B. Additionally, a promoted pawn can be encountered as T (for tokin) instead of +P.

Ambiguity resolution: Origin coordinates

In cases where the moving piece is ambiguous, the starting square is added after the letter for the piece but before the movement indication.

For example, in diagrams below, Black has three golds which can move to square 78. Thus, simply notating G-78 is not enough to indicate the move. The three possible moves are distinguished via the origin specification as G77-78, G68-78, or G79-78.

Movement type

Following the abbreviation for the piece is a symbol for the type of move. There are 3 different indications:

Notation SymbolMovement Type
-simple movement
xcapture (opponent's piece)
* or drop (your own piece)

As examples, P-24 indicates moving one's pawn to the 2d square (without capture), Px24 indicates moving one's pawn to the 24 square and capturing the opponent's piece that was on 24, and P*24 indicates dropping one's pawn in hand to the previously empty 24 square. (Note the x indication is a significant departure from Japanese notation, which has no way of signaling whether a piece was captured.)

There is some variation for the drop symbol. A * (asterisk) is often used, but some books (e.g. Hosking (1996) use a (apostrophe) instead. Thus, Hosking B’56 is equivalent to Hodges B*5f. [lower-alpha 2]

The simple movement indication (the hyphen -) is not used by Hosking (1996) who does not use a movement symbol. Thus, Hosking P26 is equivalent to Hodges P-2f.

Destination coordinates

After the movement piece indication is the square on which the piece lands. This is indicated by a numeral for the file (1–9) and the rank (1–9), with 11 being the top right corner from Black's perspective and 99 being the bottom left corner. This is based on Japanese notation conventions.

Hosking differs from Hodges in that Hosking uses numerals for the rank notation whereas Hodges uses letters (a–i) for the rank.

Promotion status

If a move entitles the player to promote, then a + is added to the end if the promotion was taken or an = if it was declined. For example, Nx73= indicates an unpromoted knight capturing on 73 without promoting while Nx73+ indicates an unpromoted knight capturing on 73 and promoting. The promotion status is always omitted in situations where promotion is not possible. When promotion is possible, then the promotion status is obligatorily notated.

Other conventions

Game moves in western notation are always numbered (unlike Japanese game records). Additionally, what is numbered are pairs of two moves – the first move by Black, the second by White – instead of numbering each move by each player. This also differs from the Japanese system. For instance, three pairs of moves (or six individual moves) are numbered as 1.P-76 P-34 2.P-26 P-44 3.S-48 S-32. However, in the British Shogi magazine of the 1970s and 1980s, the pair number convention was not used for tsumeshogi problems, in which case the each player's move is number just as in the Japanese notation conventions.

Following western chess conventions, omitted moves are indicated with an ... ellipsis. As a consequence of the way moves are numbered in the western system, all moves by White are notated with an ellipsis prefix in texts. For example, ...P-55 indicates a move by White while P-55 indicates a move by Black. In handicap games, White plays first, so Black's first move is replaced by an ellipsis. For example, 1...G-32 2.P-76 G-72.

Unlike western chess, game states like check or checkmate are not typically notated. However, the use of question marks and exclamation points to indicate questionable and good moves, respectively, are occasionally used.

Japanese notation

Japanese notation (shown on the left, listed vertically) accompanying a 15-move checkmate (tsume) problem. Note the lack of numbered moves and the lack of both explicit dropped piece notation and capture notation. From the book Jie muyaJie mazaruya
(Tsumu ya tsumazaru ya) (1975) by Yi Teng Zong Kan 
(Sokan Ito) [1706-1761], a shogi Meijin of the Edo period, and Men Xie Fang Xiong 
(Yoshio Kadowaki). ShogiJapaneseNotationInTsume.png
Japanese notation (shown on the left, listed vertically) accompanying a 15-move checkmate ( tsume ) problem. Note the lack of numbered moves and the lack of both explicit dropped piece notation and capture notation. From the book 詰むや詰まざるや (Tsumu ya tsumazaru ya) (1975) by 伊藤宗看 (Sōkan Itō) [1706–1761], a shogi Meijin of the Edo period, and 門脇芳雄 (Yoshio Kadowaki).

The earliest way to indicate game records in Japan during the Edo period was to use descriptive sentences such as Open the bishop's diagonal, push the rook's pawn, close the bishop's diagonal and the like. Soon afterward, a notational system was developed which is mostly the same as what is used in the present day in Japan. [4]

Current standard

In Japanese notation, the notation string has the following five-part format: [5] [6] [7]

12345
(player side)destinationpiece(movement)(promotion)

A typical move is indicated like 8六歩 (equivalent to western P-86). An example that uses all five parts is ☗8三銀引成 (which could be either S72-83+ or S72x83+ in western notation). The player's side information is optional and the movement and promotion indications are only used in order to resolve ambiguity.

Player's side

It is common for the White (gote) and Black (sente) player to be indicated at the beginning of the notation string with either black and white triangles (▲/△) or shogi-piece-shaped pentagons (☗/☖), such as ▲7六歩△3四歩▲2六歩△3二金 or ☗7六歩☖3四歩☗2六歩☖3二金. However, this is not obligatory: several books notate shogi moves without explicit indication of which player is making the moves. (See the adjacent image for an example.) In such cases, knowing which player the move refers to can be determined by the context in the book. This white/black convention is more common when the moves are not numbered (which is also optional to notate).

Destination coordinates

For the board's coordinates, the file is indicated with an Arabic numeral followed by the rank indicated with a Japanese numeral (instead of an Arabic number or letter like in the western system). For example, square 23 in Japanese notation is 2三.

Japanese numeralJapanese pronunciationArabic equivalent
ichi
ni
san
yon
go
roku
nana
hachi
kyū
or onajikusame

Earlier (for instance, in the Edo period), only Japanese numerals were used for both file and rank coordinate.

There is also an abbreviatory convention: when a piece moves to the same coordinates as the previous move's piece (as in a capture), the position is simply indicated with (which is pronounced or onajiku) instead of the file-rank coordinate numbers. For example, if Black's pawn moved to a square in which White's pawn captured Black's pawn and then both players' bishops recaptured followed by a rook recapture, this could be notated as ☗2四歩 ☖同歩 ☗同角 ☖同角 ☗同飛 which would be equivalent to the western notation sequence 1.P-24 Px24 2.Bx24 Bx24 3.Rx24. always implies a capture (although not all captures will use , of course). In some cases where the coordinates may be forgotten by the reader (for instance, if its antecedent is separated by a page turn or several paragraphs of text), then the number coordinates will precede to aid the reader like this: ☖2四同歩. An alternate symbol is used instead of in older books. [8] [lower-alpha 3]

It is also possible to encounter Arabic numerals for both the file and rank coordinates, such as ☗24歩 instead of ☗2四歩.

Also, since Japanese is often written vertically from top to bottom, the notation may be written vertically as well with the top number indicating the file and rank number below the file number. Finally, in older books of the Edo period, the notation may be written from right to left (as is the case with traditional vertical writing) even when the notation is written horizontally. However, this older practice is not used in the modern period, where horizontally writing is read from left to right following European language traditions. (See the 1839 game record image below for such an example.)

Piece

Pieces are indicated with kanji (instead of letters as in the western system). The piece's kanji follows the piece's board coordinates. The following symbols are used.

JapaneseWesternJapaneseWestern
P+P
L成香+L
N成桂+N
S成銀+S
B+B
R or +R
GK

Promoted pieces are indicated with a prefix except for the promoted pawn, promoted bishop, and promoted rook, which are , , , respectively.

The character for dragon can also be encountered as its shinjitai form as well.

is used instead of in some older texts. [9]

In tsumeshogi, the character is used essentially as a variable that represents a piece of any value. It is used to indicate to an interposing piece (of any kind) that is placed between the king and the opponent's checking piece.

Ambiguity resolution: Movement description

When there is ambiguity in piece movement, there is a complex system of movement description using the symbols below. The movement descriptors consist of (a) a dropped piece indicator, (b) movement indicators, and (c) relative piece origin indicators.

Movement notationJapanese PronunciationMeaning
utsudropped
agaruupward
hikudownward
yoruhorizontally
soguvertical forward (gold/silver only)
or upward (dragon/horse only; rare)
Piece origin notationJapanese PronunciationMeaning
migiright-hand side (going leftwards)
hidarileft-hand side (going rightwards)

The symbol for a dropped piece is following the piece's character. In the usual course of a game, most dropped pieces will probably be unambiguous. In these unambiguous cases, explicit notation for the dropped piece is not required and usually omitted (unlike in western notation where the drop notation is obligatory). For example, a western notation such as P*23 will be notated simply as 2三歩 instead of 2三歩打. In other situations, there is a possibility that either a piece that is already in play on the board can move to a certain square or a piece of the same kind that is held in hand can be dropped to that square. In this case, when the piece on the board moves to that square, the notation simply notates the move as usual with no drop indication. However, when the piece in hand is dropped to that location, then the drop indication must be present in the notation in order to resolve the ambiguity. In other words, is only used when the following two conditions are met: (i) a piece is dropped and (ii) there is ambiguity with another piece on the board.

For ambiguity resolution with pieces on the board, the main notation symbols are for downward movement, for horizontal movement, and for upward movement. Note that these three indicators describe movement toward their destination square.

In the example below, three golds can move to the 7八 square. The gold that originates on 7七 and moves down is notated as 7八金引 (= G77-78). The other two possibilities are notated as 7八金寄 (= G68-78) and 7八金上 (= G79-78).

The and indicate downward and upward movement, respectively, that can be both vertical as well as diagonal.

Unofficially, in some literature there exist two alternate symbols that are used instead of : and . However, these alternate symbols are reserved for indicating only the two most powerful promoted dragon and horse pieces. [6] Thus, 5五龍行 or 5五龍入 instead of 5五龍上, but not 5五金行 or 5五金入.

In certain situations, an indication of movement toward the destination square (that is, with , , ) is not sufficient to resolve ambiguity. In these cases, the origin square of the piece is notated with a relative positional indicator. These are for a piece moving from the right (and thus moving leftward) and for a piece moving from the left (rightward). For silvers, golds, and promoted pieces with gold-like movements (成銀, 成桂, 成香, と), if there is ambiguity and the pieces are side-by-side, then a piece moving straight forward is indicated by .

This positional information is relative to each player's directions. Thus, △5二金右 (literally: "white 5-2 gold right") refers to the gold general on the right from White's perspective (which would be on the left from Black's perspective).

If there are three or more identical pieces, it is possible that an origin indicator ( or ) followed by a movement indicator ( or ) will be needed.

Additionally, the indicator tends to always be used for vertical movement even when simply using ("right") and ("left") would suffice. Relatedly, is not recommended to be used for dragons and horses. [6] [7]

Promotion

A piece that promotes is indicated with (naru) following the piece's character, such as 7三桂成 (N-73+). If a piece does not promote, this is indicated with 不成 (narazu) following the piece's character, such as 7三桂不成 (N-73=).

There is an alternate symbol for non-promotion: is sometimes used instead of 不成 – for instance, 7三桂生 instead of 7三桂不成.

Numbering

Unlike western notation, numbering Japanese game records is not obligatory. Although players' moves often are not numbered, shogi moves are always counted per player's move. This is commonly seen in checkmate problems where a 3-move (3手) checkmate problem would mean a move sequence of black-white-black. This is unlike western chess which counts each pair of moves as one move. (In western notation for shogi, the move numbering tends to follow western chess notation conventions.)

Game end

Shogi games are officially over when a player formally resigns. The resignation is notated as 投了tōryō. Other possible endings include rare 千日手 draw by repetition, 反則手 illegal move, and the very rare 持将棋 draw by impasse.

Other conventions

Unlike western notation, a capture of a piece is never explicitly notated in the Japanese system since the capture can be understood in the context of the game. However, when is used, it always implies a capture. So, in this sense is a notated capture. But, other captures of pieces that do not have the same coordinates as the preceding move are simply not indicated in the notation system.

Shorthand
A game record from an 1839 Right Lance handicap game between Kenko Ishimoto (Shi Ben Jian Xiao 
) who is Black (shitate) and Ryusetsu Ohashi (Da Qiao Liu Xue 
) who is White. The game record uses shorthand notation. For example, the first move indicated is Qi Liu Zhu 
with the numerals read from right-to-left. This would be written in the standard notation as 7Liu Bu 
. However, typically, White is notated as the top player these days, so this would be notated more typically as ^3Si Bu 
with the western equivalent as 1. ...P-34. OldShogiGameRecord.png
A game record from an 1839 Right Lance handicap game between Kenko Ishimoto (石本検校) who is Black (shitate) and Ryusetsu Ohashi (大橋柳雪) who is White. The game record uses shorthand notation. For example, the first move indicated is 七六丶 with the numerals read from right-to-left. This would be written in the standard notation as 7六歩. However, typically, White is notated as the top player these days, so this would be notated more typically as △3四歩 with the western equivalent as 1. ...P-34.

In addition to the usual kanji symbols, there are also shorthand versions of piece symbols that can be written very quickly. [10] [11] For several of the symbols, there is variation in what shorthand symbol is used – the ones listed here may not be exhaustive of all the alternatives used in Japan.

Regular symbolShorthand
, , ,
, ,
,
,
,
, ,
不成フナ, 不ナ
, 𠔼,

Iroha notation

A notation used in older times was the iroha notation. [4] It used the syllables of the Japanese poem Iroha (いろは歌) (as well as other Japanese characters) to label each square on the shogi board.

Iroha coordinate labels
987654321 
a
b
c
d
e
f
g
h
i

For example, the 23 square was indicated by the symbol . Tokugawa Ieharu (the tenth shōgun 1760–1786) favored this notational system. Therefore, it was used for all castle game records during his reign.

Kitao–Kawasaki notation

The Kitao–Kawasaki notation is a hybrid notation introduced by the Nekomado publishing company in English translations of shogi books by Madoka Kitao and Takashi Kaneko. [12] The system incorporates elements of both the western and the Japanese notation systems.

The order of elements is the same as the western system except that a player's side argument is added.

123456
player's sidepiece(origin)movement(destination)(promotion)

A typical move is indicated like ☗歩-86 (western equivalent: P-86). An example that uses all 6 parts is ☗銀(72)x83+ (S72x83+ in western notation).

  1. Player's side. Like the Japanese system, the black and white shogi pieces and are used.
  2. Piece. Like the Japanese system, the characters for the shogi pieces are used. For promoted pieces, pieces that are notated with in Japanese notation are notated with the western symbol + instead. However, unlike the western system, this convention is not used for the pawn, bishop, or rook. The convention of using kanji overlooks the issue of non-Japanese handwritten records.
Kitao–KawasakiEnglish TermWesternJapanese
promoted pawn+P
+香promoted lance+L成香
+桂promoted knight+N成桂
+銀promoted silver+S成銀
promoted bishop+B
promoted rook+R


  1. Ambiguity resolution: origin coordinates. In cases where the moving piece is ambiguous, the starting square coordinates enclosed in parentheses are added to the string. This is only indicated when needed to resolve ambiguity. Thus, following the example used above, 金(77)-78 is equivalent to western G77-78 and Japanese 7八金引, 金(68)-78 equivalent to G68-78 and 7八金寄, and 金(79)-78 equivalent to G79-78 and 7八金上.
  2. Movement type. The three movement types (-, x, *) are the same as in the western system. Thus: 歩-24, 歩x, 歩*24. Like the western system (but unlike the Japanese system), this movement indication is obligatory in all contexts.
  3. Destination coordinates. Indicates which square a piece is moved to. Like the Japanese system, rank (row) coordinates are indicated with a numeral (and not a letter). However, Arabic numerals are used instead of Japanese numerals. For example, 76 is equivalent to Japanese 7六. When a piece is moved to the same location as the preceding piece (in a capture), the designation coordinates are omitted. This is similar to the use of in the Japanese system. For example, the sequence ☗歩-24 ☖歩x ☗角x ☖角x ☗飛x would be equivalent to western 1. P-24 Px24, 2. Bx24 Bx24, 3. Rx24 and Japanese ☗2四歩☖同歩☗同角☖同角☗同飛.
  4. Other conventions. Like the Japanese system, the numbering of moves is not obligatory. The ellipsis (...) notation for White's moves in the western system is not needed (as is used instead).

Comparison examples

Notation Example 1
Board after 44 moves
 
Gote/White
Pieces-in-hand: 銀歩歩歩歩
987654321
Shogi lg22.svg Shogi ng22.svg Shogi 22.svg Shogi gg22.svg Shogi kg22.svg Shogi 22.svg Shogi 22.svg Shogi ng22.svg Shogi lg22.svg a
Shogi 22.svg Shogi rg22.svg Shogi 22.svg Shogi 22.svg Shogi 22.svg Shogi 22.svg Shogi gg22.svg Shogi 22.svg Shogi 22.svg b
Shogi pg22.svg Shogi sg22.svg Shogi 22.svg Shogi 22.svg Shogi pg22.svg Shogi pg22.svg Shogi 22.svg Shogi pg22.svg Shogi pg22.svg c
Shogi 22.svg Shogi 22.svg Shogi 22.svg Shogi pg22.svg Shogi 22.svg Shogi 22.svg Shogi 22.svg Shogi 22.svg Shogi hgl22.svg d
Shogi 22.svg Shogi 22.svg Shogi pg22.svg Shogi 22.svg Shogi 22.svg Shogi 22.svg Shogi 22.svg Shogi 22.svg Shogi 22.svg e
Shogi 22.svg Shogi 22.svg Shogi ps22.svg Shogi 22.svg Shogi 22.svg Shogi 22.svg Shogi 22.svg Shogi rs22.svg Shogi 22.svg f
Shogi ps22.svg Shogi 22.svg Shogi ns22.svg Shogi ps22.svg Shogi ps22.svg Shogi 22.svg Shogi 22.svg Shogi 22.svg Shogi ps22.svg g
Shogi 22.svg Shogi ss22.svg Shogi gs22.svg Shogi ks22.svg Shogi 22.svg Shogi 22.svg Shogi 22.svg Shogi 22.svg Shogi hs22.svg h
Shogi ls22.svg Shogi 22.svg Shogi 22.svg Shogi 22.svg Shogi 22.svg Shogi 22.svg Shogi 22.svg Shogi ns22.svg Shogi ls22.svg i
Sente/Black
Pieces-in-hand: 銀歩歩

As an example, a Tempo Loss Bishop Exchange game might proceed and be notated like this: [lower-alpha 4]

Notation Example 1
Western-style NotationJapanese-style Notation
1. P-76 P-34
2. P-26 G-32
3. G-78 P-84
4. P-25 Bx88+
5. Sx88 S-22
6. S-38 S-33
7. P-36 S-72
8. K-68 P-64
9. S-37 P-85
10. S-46 P-86
11. Px86 Rx86
12. P-24 Px24
13. N-77 R-82
14. P-35 Px35
15. Sx35 P-74
16. Sx24 Sx24
17. Rx24 P*23
18. R-26 P-75
19. P*83 Sx83
20. B*63 B*74
21. B-18+ Bx47+
22. G-58 +B-14
1. 7六歩(7-6 P) 2. 3四歩(3-4 P)
3. 2六歩(2-6 P) 4. 3二金(3-2 G)
5. 7八金(7-8 G) 6. 8四歩(8-4 P)
7. 2五歩(2-5 P) 8. 8八角成(8-8 B promote)
9. 同 銀(same S) 10. 2二銀(2-2 S)
11. 3八銀(3-8 S) 12. 3三銀(3-3 S)
13. 3六歩(3-6 P) 14. 7二銀(7-2 S)
15. 6八玉(6-8 K) 16. 6四歩(6-4 P)
17. 3七銀(3-7 S) 18. 8五歩(8-5 P)
19. 4六銀(4-6 S) 20. 8六歩(8-6 P)
21. 同歩(same P) 22. 同飛(same R)
23. 2四歩(2-4 P) 24. 同歩(same P)
25. 7七桂(7-7 N) 26. 8二飛(8-2 R)
27. 3五歩(3-5 P) 28. 同歩(same P)
29. 同 銀(same S) 30. 7四歩(7-4 P)
31. 2四銀(2-4 S) 32. 同銀(same S)
33. 同飛(same R) 34. 2三歩打(2-3 P drop)
35. 2六飛(2-6 R) 36. 7五歩(7-5 P)
37. 8三歩打(8-3 P drop) 38. 同銀(same S)
39. 6三角打(6-3 B drop) 40. 7四角打(7-4 B drop)
41. 1八角成(1-8 B promote) 42. 4七角成(4-7 B promote)
43. 5八金(5-8 G) 44. 1四馬(1-4 +B)
Notation Example 2
Board after 37 moves
 
Gote/White
Pieces-in-hand: 銀歩
987654321
Shogi lg22.svg Shogi ng22.svg Shogi kg22.svg Shogi gg22.svg Shogi 22.svg Shogi rg22.svg Shogi 22.svg Shogi ng22.svg Shogi lg22.svg a
Shogi 22.svg Shogi 22.svg Shogi sg22.svg Shogi 22.svg Shogi gg22.svg Shogi 22.svg Shogi 22.svg Shogi bg22.svg Shogi 22.svg b
Shogi pg22.svg Shogi pg22.svg Shogi pg22.svg Shogi 22.svg Shogi pg22.svg Shogi 22.svg Shogi 22.svg Shogi ssl22.svg Shogi 22.svg c
Shogi 22.svg Shogi 22.svg Shogi 22.svg Shogi pg22.svg Shogi 22.svg Shogi 22.svg Shogi 22.svg Shogi 22.svg Shogi pg22.svg d
Shogi 22.svg Shogi 22.svg Shogi ps22.svg Shogi 22.svg Shogi 22.svg Shogi 22.svg Shogi pg22.svg Shogi 22.svg Shogi 22.svg e
Shogi ps22.svg Shogi 22.svg Shogi 22.svg Shogi ps22.svg Shogi 22.svg Shogi 22.svg Shogi 22.svg Shogi 22.svg Shogi ps22.svg f
Shogi 22.svg Shogi ps22.svg Shogi 22.svg Shogi 22.svg Shogi ps22.svg Shogi gs22.svg Shogi ps22.svg Shogi ps22.svg Shogi 22.svg g
Shogi 22.svg Shogi bs22.svg Shogi rs22.svg Shogi 22.svg Shogi 22.svg Shogi 22.svg Shogi ss22.svg Shogi 22.svg Shogi 22.svg h
Shogi ls22.svg Shogi ns22.svg Shogi 22.svg Shogi 22.svg Shogi 22.svg Shogi gs22.svg Shogi ks22.svg Shogi ns22.svg Shogi ls22.svg i
Sente/Black
Pieces-in-hand: 歩歩

Below is another notated game (Ishida opening) showing the more typical Japanese notation where moves are not numbered, dropped pieces are not indicated, and white/black turns are marked. [lower-alpha 5] It also shows an example of ambiguity resolution (G69-58/5八金左) and a piece entering a promotion zone that remains unpromoted (Sx23=/2三銀不成).

Notation Example 2
Western (Hosking)Western (Hodges)JapaneseKitao–Kawasaki
1. P76 P34
2. P75 P35
3. R78 R32
4. G69-58 G41-52
5. K48 P14
6. P16 K62
7. P46 P64
8. G47 S72
9. S38 K71
10. K39 S42
11. P96 P44
12. S68 S43
13. P66 S54
14. S67 R42
15. S56 P45
16. Px45 Sx45
17. Sx45 Rx45
18. S’34 R41
19. Sx23= 
1. P-7f P-3d
2. P-7e P-3e
3. R-7h R-3b
4. G6i-5h G4a-5b
5. K-4h P-1d
6. P-1f K-6b
7. P-4f P-6d
8. G-4g S-7b
9. S-3h K-7a
10. K-3i S-4b
11. P-9f P-4d
12. S-6h S-4c
13. P-6f S-5d
14. S-6g R-4b
15. S-5f P-4e
16. Px4e Sx4e
17. Sx4e Rx4e
18. S*3d R-4a
19. Sx2c= 
☗7六歩☖3四歩
☗7五歩☖3五歩
☗7八飛☖3二飛
☗5八金左☖5二金左
☗4八玉☖1四歩
☗1六歩☖6二王
☗4六歩☖6四歩
☗4七金☖7二銀
☗3八銀☖7一王
☗3九玉☖4二銀
☗9六歩☖4四歩
☗6八銀☖4三銀
☗6六歩☖5四銀
☗6七銀☖4二飛
☗5六銀☖4五歩
☗同歩☖同銀
☗同銀☖同飛
☗3四銀☖4一飛
☗2三銀不成
☗歩-76☖歩-34
☗歩-75☖歩-35
☗飛-78☖飛-32
☗金(69)-58☖金(41)-52
☗玉-48☖歩-14
☗歩-16☖王-62
☗歩-46☖歩-64
☗金-47☖銀-72
☗銀-38☖玉-71
☗玉-39☖銀-42
☗歩-96☖歩-44
☗銀-68☖銀-43
☗歩-66☖銀-54
☗銀-67☖飛-42
☗銀-58☖歩-45
☗歩x☖銀x
☗銀x☖飛x
☗銀*34☖飛-41
☗銀x23=

Recording games and positions

SFEN

SFEN is an extension of Forsyth–Edwards Notation (FEN) used for describing board positions of shogi games. [15]

Formally, an SFEN is a text string of ASCII characters. It has four fields that are separated by a space. The fields:

  1. Piece placement on the board from Black's perspective
  2. Who has the next move
  3. Pieces in hand
  4. Move count (optional)
Corresponding board
☖ pieces in hand:
987654321 
  1
      2
  3
       4
        5
        6
  7
      8
  9
☗ pieces in hand:

The following is an example (from a Tempo Loss Bishop Exchange opening)

lnsgk2nl/1r4gs1/p1pppp1pp/1p4p2/7P1/2P6/PP1PPPP1P/1SG4R1/LN2KGSNL b Bb

In this example, the first field is lnsgk2nl/1r4gs1/p1pppp1pp/1p4p2/7P1/2P6/PP1PPPP1P/1SG4R1/LN2KGSNL, the second is b, and the third is Bb. The fourth field is omitted, which is allowed.

For the first field, each piece is represented with a single letter. Gote's pieces are lowercase letters while Sente's pieces are uppercase letters. The set of letters used are the same as the ones used in western notation (p, +p, l, +l, n, +n, s, +s, g, b, +b, r, +r, k). Each rank is separated by a forward slash (/). The listing of ranks is from top (rank 1) to bottom (rank 9), and the order to pieces is from file 9 to file 1 (in other words, from left to right as viewed on typical shogi diagram with gote as the top player and sente as the bottom player). Empty squares are indicated with numeral corresponding to the number of adjacent empty squares on the same rank. In the example, rank 1 is lnsgk2nl which indicates sequence of lance, knight, silver, gold, king followed by two empty squares to the right of the king and a sequence of knight and lance.

The second field can be either b for Black's turn to play or w for White's turn to play. In the example, b indicates that Black has the next move.

The third field contains all of the pieces in hand held by each player. Black's pieces in hand use capital letters while White's pieces in hand use lowercase. In the example, the Bb indicates that Black has one bishop in hand (B), and White also has one bishop in hand (b). In SFEN holdings, if there are more than one piece of a type in hand, it is preceded by the piece count, e.g. 3P for three pawns in hand.

The fourth field is a integer representing the current move of the game. Moves are counted under shogi convention, meaning the move count is incremented with a single player's action. This field is specified as optional, but a program may require it for reading SFENs; for that reason, most programs will include the move count field when exporting positions.

Below is another example showing the board position for Yoshiharu Habu's famous 52 silver drop in an NHK game (Bishop Exchange Climbing Silver opening) with Hifumi Katoh.

Corresponding board
☖ pieces in hand: 桂 歩
987654321 
      1
      2
    3
       4
        5
        6
7
     8
     9
☗ pieces in hand: 角 金 銀 香 歩
ln1g5/1r2S1k2/p2pppn2/2ps2p2/1p7/2P6/PPSPPPPLP/2G2K1pr/LN4G1b w BGSLPnp 62

KIF

The KIF file format is used for saving full games of shogi. Internally, it uses Japanese notation in the UTF-8 text encoding, and each move is disambiguated with an origin square.

KI2

The KI2 file format is similar to the KIF format but more compact. Moves are only disambiguated with the standard Japanese relative direction kanji.

CSA

Another format for saving positions and games of shogi, which only uses ASCII internally. Mostly used in the computer shogi arena.

PSN

Portable Shogi Notation is a derivative of the Portable Game Notation used in chess, expanded to specify shogi pieces and drops. It uses the Hodges coordinate system. It has little support outside of GNU Shogi.

GNU Shogi also uses EPD instead of SFEN: the same board description, but with holdings appended in square brackets. Each held piece is listed, e.g. PPP for three pawns in hand. The following field for player to move has colors reversed from SFEN: w for sente, and b for gote.

See also

Notes

  1. The notation system used by Hodges in the first issue of Shogi differs in a few aspects. Rather than indicate the destination square coordinates in captures, the piece being captured was indicated. For example, PxP indicated 'pawn captures pawn.' In ambiguity resolution, the origin square was enclosed in parentheses. For example, S(3c)-2b instead of S3c-2b. Moreover, since captures were notated with the captured piece, ambiguity resolution is required when multiple pieces of the same type are possible. Therefore, RxP(2f) or RxP(1e) would be required as the RxP notation would be ambiguous. Finally, promoted pieces were indicated with + suffixed to the piece initial enclosed in parentheses. For example, R(+)-7h instead of +R-7h. Changes were made to the first system in order to make it simpler and to avoid notation strings which were felt to be 'clumsy'. The first system also overlooked the need for an unpromotion indication.
  2. For comparison, the chess variant crazyhouse uses yet another symbol for dropped piece notation: the @ symbol.
  3. The character is also sometimes used as an abbreviatory symbol for a promoted lance. See Shogi§Equipment.
  4. These are the first 44 moves of an Asahi Trophy Open game by Akira Inaba and Mamoru Hatakeyama on 2008 November 13. [13]
  5. These are the first 37 moves of an Mynavi Women's Open by Saori Shimai and Haruko Saida on 2009 October 21. [14]

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.

Tsume shogi or tsume (詰め) is the Japanese term for a shogi miniature problem in which the goal is to checkmate the opponent's king. Tsume problems usually present a situation that might occur in a shogi game, and the solver must find out how to achieve checkmate. It is similar to a mate-in-n chess problem.

A shogi opening is the sequence of initial moves of a shogi game before the middle game. The more general Japanese term for the beginning of the game is joban (序盤).

In shogi, Double Wing Attack or simply Wing Attack or Centre Game is a Double Static Rook opening in which both sides directly advance their rook pawns forward on the second and eighth files toward their opponent's bishop often with the first several moves on each side being identical or very similar.

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

In shogi, Opposing Rook is a class of Ranging Rook openings in which the player's rook swings over to the second file if played by White or the eighth file if played by Black.

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 Three Pawns handicap in shogi is used to teach novice players the vulnerability of bishops and the threat of dropped pawns.

In shogi, Retreating Rook is a variant of the Double Wing Attack opening and joseki in which Black's rook retreats all the way back to their camp after a pawn exchange in the eighth file allowing White to also exchange rook pawns.

In shogi, Floating Rook is a variation of the Double Wing Attack opening in which Black's rook falls back to rank 6 (R-26) aiming to protect this rank and prevent White from exchanging pawns on the eighth file to get a pawn in hand.

In shogi, Side Pawn Capture is a Double Static Rook opening.

<span class="mw-page-title-main">Fortress castle</span>

Fortress or Yagura is a castle used in shogi. It is considered by many to be the strongest defensive position in shogi in Double Static Rook games.

The Wrong Diagonal Bishop or Parallel-Diagonal Bishop is a shogi opening characterized by a bishop trade followed by dropping the bishop in hand on the 45 square if played by Black or the 65 square if played by White.

In shogi, Bishop Exchange Reclining Silver or Reclining Silver With Bishops Off or Bishop Exchange Sitting Silver is a Bishop Exchange opening that uses a Reclining Silver attacking formation.

In shogi, Side Pawn Capture Bishop-33 is a set of variations stemming from the Side Pawn Capture opening, in which White first trades pawns on the eighth file and then blocks Black from trading bishops by moving White's bishop to the 33 square.

In shogi, Side Pawn Capture, Bishop*45 variation or Side Pawn B*4e is a Rapid Attack Side Pawn Capture variation in which White drops their bishop on the 45 square after the bishops are traded attacking Black's rook.

Side Pawn Capture Rapid Attack Bishop*33 is a variation stemming from the Side Pawn Capture opening, in which White drops their bishop to 33 after they first trade pawns on the eighth file and then trade the bishops after Black takes White's side pawn.

Many basic tactics of shogi are similar to those of chess tactics, involving forks, pins, removing the defender and other techniques, all of which are considered very strong when used effectively.

No Guard is a Double Static Rook shogi opening that is a subvariation of a Double Wing Attack opening with mutually open bishop diagonals. The opening gets its name from White omitting their defensive left gold development (...G-32) and instead opting for an early bishop trade in order to initiate a quick attack line with their bishop in hand. The missing defensive gold leaves White lacking a 'guard.'

Double Static Rook positions are shogi openings in which both players use a Static Rook position.

References

  1. Hodges 1976b.
  2. Fairbairn 1986, p. 13–18.
  3. Hosking 1996, p. 20–21.
  4. 1 2 Fairbairn 1980.
  5. Hosking 1996, p. 263–265.
  6. 1 2 3 "Notation System - 81Dojo Docs". 81Dojo.com. Retrieved 2017-04-11.
  7. 1 2 "棋譜の表記方法|よくある質問|日本将棋連盟". Shogi.or.jp. Retrieved 2017-04-11.
  8. NDL Digital Collections - 指将棋定跡集
  9. "NDL Digital Collections - 指将棋定跡集". NDL.go.jp. Retrieved 2017-04-11.
  10. Fairbairn 1981.
  11. "棋譜の取り方". Ameblo.jp. Retrieved 2017-04-11.
  12. Kaneko, Takashi. 2013. Storming the Mino castle. R Sams (transl.). Tokyo: Nekomado.
  13. "2008年11月13日 畠山 鎮七段 - 稲葉 陽四段". Asahi archives. Retrieved 2016-04-30.
  14. "マイナビ女子オープン" . Retrieved 2016-05-09.
  15. Romstad, Tord. "The Universal Shogi Interface, draft 1 (2007-01-24)". Archived from the original on 2015-05-25. Retrieved 2024-10-28.

Sources