Game State Retrieval with Keyword Queries
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Including ACG8, ACG9, Games in AI Research, ACG10 T/M P. 18) Version: 20 June 2007
REFERENCE DATABASE 1 Updated till Vol. 29. No. 2 (including ACG8, ACG9, Games in AI Research, ACG10 t/m p. 18) Version: 20 June 2007 AAAI (1988). Proceedings of the AAAI Spring Symposium: Computer Game Playing. AAAI Press. Abramson, B. (1990). Expected-outcome: a general model of static evaluation. IEEE Transactions on Pattern Analysis and Machine Intelligence, Vol. 12, No.2, pp. 182-193. ACF (1990), American Checkers Federation. http://www.acfcheckers.com/. Adelson-Velskiy, G.M., Arlazarov, V.L., Bitman, A.R., Zhivotovsky, A.A., and Uskov, A.V. (1970). Programming a Computer to Play Chess. Russian Mathematical Surveys, Vol. 25, pp. 221-262. Adelson-Velskiy, M., Arlazarov, V.L., and Donskoy, M.V. (1975). Some Methods of Controlling the Tree Search in Chess Programs. Artificial Ingelligence, Vol. 6, No. 4, pp. 361-371. ISSN 0004-3702. Adelson-Velskiy, G.M., Arlazarov, V. and Donskoy, M. (1977). On the Structure of an Important Class of Exhaustive Problems and Methods of Search Reduction for them. Advances in Computer Chess 1 (ed. M.R.B. Clarke), pp. 1-6. Edinburgh University Press, Edinburgh. ISBN 0-85224-292-1. Adelson-Velskiy, G.M., Arlazarov, V.L. and Donskoy, M.V. (1988). Algorithms for Games. Springer-Verlag, New York, NY. ISBN 3-540-96629-3. Adleman, L. (1994). Molecular Computation of Solutions to Combinatorial Problems. Science, Vol. 266. p. 1021. American Association for the Advancement of Science, Washington. ISSN 0036-8075. Ahlswede, R. and Wegener, I. (1979). Suchprobleme. Teubner-Verlag, Stuttgart. Aichholzer, O., Aurenhammer, F., and Werner, T. (2002). Algorithmic Fun: Abalone. Technical report, Institut for Theoretical Computer Science, Graz University of Technology. -
Computer Shogi 2000 Through 2004
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by DSpace at Waseda University 195 Computer Shogi 2000 through 2004 Takenobu Takizawa Since the first computer shogi program was developed by the author in 1974, thirty years has passed. During that time,shogi programming has attracted both researchers and commercial programmers and playing strength has improved steadily. Currently, the best programs have a level that is comparable to that of a very strong amateur player (about 5-dan). In the near future, a good program will beat a professional player. The basic structure of strong shogi programs is similar to that of chess programs. However, the differences between chess and shogi have led to the development of some shogi-specific methods. In this paper the author will give an overview of the history of computer shogi, summarize the most successful techniques and give some ideas for future directions of research in computer shogi. 1 . Introduction Shogi, or Japanese chess, is a two-player complete information game similar to chess. As in chess, the goal of the game is to capture the opponent’s king. However, there are a number of differences be- tween chess and shogi: the shogi board is slightly bigger than the chess board (9x9 instead of 8x8), there are different pieces that are relatively weak compared to the pieces in chess (no queens, but gold generals, sil- ver generals and lances) and the number of pieces in shogi is larger (40 instead of 32). But the most important difference between chess and shogi is the possibility to re-use captured pieces. -
A Japanese Chess Commentary Corpus
A Japanese Chess Commentary Corpus Shinsuke Mori1 John Richardson2 Atsushi Ushiku3 Tetsuro Sasada4 Hirotaka Kameko5 Yoshimasa Tsuruoka6 1;4Academic Center for Computing and Media Studies, Kyoto University 2;3Graduate School of Informatics, Kyoto University 5;6Graduate School of Engineering, The University of Tokyo 1;2;3;4Yoshidahonmachi, Sakyo-ku, Kyoto, Japan 5;6Hongo, Bunkyo-ku, Tokyo, Japan [email protected], [email protected], [email protected], [email protected], [email protected], [email protected] Abstract In recent years there has been a surge of interest in the natural language prosessing related to the real world, such as symbol grounding, language generation, and nonlinguistic data search by natural language queries. In order to concentrate on language ambiguities, we propose to use a well-defined “real world,” that is game states. We built a corpus consisting of pairs of sentences and a game state. The game we focus on is shogi (Japanese chess). We collected 742,286 commentary sentences in Japanese. They are spontaneously generated contrary to natural language annotations in many image datasets provided by human workers on Amazon Mechanical Turk. We defined domain specific named entities and we segmented 2,508 sentences into words manually and annotated each word with a named entity tag. We describe a detailed definition of named entities and show some statistics of our game commentary corpus. We also show the results of the experiments of word segmentation and named entity recognition. -
Excerpt of EDICT2
## Excerpt of EDICT, EDICT_SUB(P), EDICT2 Japanese-English Electronic Dictionary Files ## Copyright Electronic Dictionary Research & Development Group - 2011 ## Created: 2011-06-16 ## Only the (P) words were included to keep the file size small ## You can use the search function of iBook on an iPad to search this document. 1000円(P);千円 せんえん (n) 1000 yen 100円ショップ ひゃくえんショップ (n) hundred-yen store 100均(P);百均 ひゃっきん (n) 100 yen shop 110番 ひゃくとおばん (n,vs) police emergency tel. no. (in Japan) 1割(P);一割 いちわり (n) ten percent 1等(P);一等 いっとう (n,adj-no) first-class; first-rank; A1; the most; the best 3次元(P);三次元 さんじげん (n) three dimensions; three dimensional; 3D; 3-D AIDS エイズ (n) (uk) acquired immune deficiency syndrome; AIDS ATM エーティーエム (n) (1) automatic teller machine; ATM; automated teller machine; (2) asynchronous transfer mode; ATM; (3) anti-tank missile; ATM BGM ビージーエム (n) background music; BGM CDプレーヤー(P);CDプレイヤー シーディープレーヤー(CDプレーヤー)(P);シーディープレイヤー(CDプレ イヤー) (n) CD player CM シーエム (n) CM; commercial message DVDプレーヤー ディーブイディープレーヤー (n) DVD player FM エフエム (n) FM; frequency modulation GUI ジーユーアイ (n) graphical user interface; GUI H;h エッチ(P);エイチ (n) (1) H; h; (adj-na,n) (2) (uk) (from 変態) (See 変態・へんたい・2) indecent; lewd; frisky; sexy; (vs) (3) (uk) to have sex JAS ジャス (n) Japanese Agricultural Standard; JAS JETRO ジェトロ (n) Japanese External Trade Organization (Organisation); JETRO JIS ジス (n) {comp} Japanese Industrial Standard; JIS JR ジェーアール (n) (See 日本国有鉄道) Japan Railways; JR MiG ミグ (n) (uk) Mig (Russian aeroplane, airplane); MIG MP3 エムピースリー (n) {comp} MP3 MP3プレーヤー エムピースリープレーヤー (n) {comp} MP3 player OK;おk オッケー(P);オーケー(P) (n) (col) OK ROM ロム (n) (1) read-only memory; ROM; (2) (See ロムる) lurker (on a forum); read-only member S エス (n) (1) (abbr) letter "S" (abbr. -
Virginia Chess Federation
VIRGINIA CHESS Newsletter The bimonthly publication of the Virginia Chess Federation 2009 - #2 VIRGINIA CHESS Newsletter 2009 - Issue #2 Editor: Circulation: Macon Shibut Ernie Schlich 8234 Citadel Place 1370 South Braden Crescent Vienna VA 22180 Norfolk VA 23502 [email protected] [email protected] k w r Virginia Chess is published six times per year by the Virginia Chess Federation. Membership benefits (dues: $10/yr adult; $5/yr junior under 18) include a subscription to Virginia Chess. Send material for publication to the editor. Send dues, address changes, etc to Circulation. The Virginia Chess Federation (VCF) is a non-profit organization for the use of its members. Dues for regular adult membership are $10/yr. Junior memberships are $5/yr. President: Mike Hoffpauir, 405 Hounds Chase, Yorktown VA 23693, mhoffpauir@ aol.com Treasurer: Ernie Schlich, 1370 South Braden Crescent, Norfolk VA 23502, [email protected] Secretary: Helen Hinshaw, 3430 Musket Dr, Midlothian VA 23113, jallenhinshaw@comcast. net Scholastics Coordinator: Mike Hoffpauir, 405 Hounds Chase, Yorktown VA 23693, [email protected] VCF Inc. Directors: Helen Hinshaw (Chairman), Rob Getty, John Farrell, Mike Hoffpauir, Ernie Schlich. otjnwlkqbhrp 2009 - #2 1 otjnwlkqbhrp Four-time stat champion Geoff McKenna, of Alexandria, writes in to share recent adventures in the DC Chess League. Geoffrey McKenna - Alan Savage French Notes by Geoff McKenna 1 e4 [The listlessness of my recent efforts against the King’s Indian prompted me to try a right-handed game.] 1...e6 2 d4 d5 3 Nd2 [On a whim, abandoning my pregame plan of playing the obnoxious Exchange variation.] 3...b6 4 c3 [The text prevents ...Ba6 because of the threat of Qa4+, but I think 4 Nf3 would have been a better move.] 4...dŒe4 5 NŒe4 Bb7 [Here I used up a bunch of time looking at fantastic variations that begin with 6 Bd3 f5. -
Introduction to Shogi
Front Cover A Brief Introduction to Shogi Roger Hare January 2021 This is work in progress and will be updated periodically. For the current version, please see Eric Cheymol's Shogi page, or contact me at [email protected] Please also feel free to send feed-back to [email protected] As far as I am aware, no copyright material is included here without permission. If you think that someone's copyright has been infringed, please let me know. The document is 'protected'. Please do not attempt to edit or take extracts from the document – thank you. This document is free and may be freely shared on a no-cost basis. If you have paid for this document, you have been ripped-off!! This release (January 2021) contains additional material about 'Shogi Etiquette' (p. 61). Footnote has been updated to record another sad bastard offering a badly out-of-date copy of the file (p. 6). Change Log and Download information added (currently not visible to raders). Table of Contents [4] Acknowledgments. [6] Editing and Copying [7] Foreword. [12] Introduction to Shogi. [19] The Shogi Board and Pieces. [34] Shogi Diagrams. [39] Moves of the Pieces. [44] Shogi Notation. [55] The Rules of Shogi. [63] Shogi Openings and Castles. [72] Shape, Tesuji, Forks, Pins and Skewers. [88] Shogi Problems. [101] Shogi Proverbs. [104] A Game for Beginners. [133] 10 Shogi Maxims. [134] More about Shogi Notation. [138] Some More Sample Games. [159] Shogi Variants. [165] Glossary of Shogi Terms. [171] Computer Shogi. [183] Shogi Equipment. [187] Bibliography and other Shogi Resources. -
JAIST Repository
JAIST Repository https://dspace.jaist.ac.jp/ Title 名人を目指すコンピュータ将棋 Author(s) 長嶋, 淳 Citation Issue Date 2007-03 Type Thesis or Dissertation Text version author URL http://hdl.handle.net/10119/3565 Rights Description Supervisor:飯田 弘之, 情報科学研究科, 博士 Japan Advanced Institute of Science and Technology Towards master-level play of Shogi by JUN NAGASHIMA submitted to Japan Advanced Institute of Science and Technology in partial fulfillment of the requirements for the degree of Doctor of Philosophy Supervisor: Professor Hiroyuki Iida School of Information Science Japan Advanced Institute of Science and Technology March, 2007 Abstract This thesis presents our research that aims at defeating the human champion by com- puter Shogi Tacos we develop. The challenges to make a computer play games have been attempted since computers were invented. After the computer Chess machine defeated the human World Chess Champion in 1997, the interest of researches changed to more complex games such as Amazons, Shogi and Go. We have chosen Shogi for our subject because of the complexity. Moreover, we can expect big impact if a computer defeats the human champion since Shogi is the most popular board game in Japan. In this study, we especially focus on the drawbacks of computer Shogi in the opening. Although the long-term view is required for planning a strategy in opening game, it is hard to implement such an idea on a computer. In complex games, a computer prepares an opening database (so-called opening book) that contains thousands moves often played by masters, and using that database a computer can play the master-level opening. -
Introduction to Shogi (.Pdf)
Introduction to Shogi Will Maynard South Bay Shogi Club Introduction to Shogi Introduction Shogi (将 棋) is the Japanese variant of chess. Western chess and shogi share a common ancestor from India, Chaturanga. Consequently, shogi shares many of the game mechanics of Western chess.One unique feature of shogi allows captured pieces to return to the board: the drop rule. This key difference means that a material advantage is less impactful than in chess; trading a powerful piece for a weaker one may be advantageous for a player. The drop rule became a core component of shogi in the 16th century and marks the last major change to the game. Since its addition, the outcome of a match is more likely to be uncertain until the endgame. Setup Board, Pieces, and Accessories Players sit on opposite sides of a board of 9 ranks (rows) and 9 files (columns), resulting in an 81-space area. Unlike chess, pieces are not identified by color but rather by their orientation. Each piece has a pointed pentagonal shape aimed away from its owner. Each player has 20 pieces. Listed by ascending value, these are: 9 pawns, 2 lances, 2 knights, 2 silver generals, 2 gold generals, 1 bishop, 1 rook, and 1 king. A small stand (“k omadai ”) sits next to the board on each player’s right side to hold captured pieces. In casual games, players often use the wooden box that stores the shogi pieces instead. Initial Board State 1 Introduction to Shogi Figure 1. Representation of the board before the game starts. -
Supporting Interface for Beginners Watching Japanese
Proceedings of the International MultiConference of Engineers and Computer Scientists 2019 IMECS 2019, March 13-15, 2019, Hong Kong Supporting Interface for Beginners Watching Japanese Chess Games: Visualization of Putting Timing of Captured Piece and Value of Player’s Action Daisuke Shimizu, Yoko Nishihara, Member, IAENG, and Ryosuke Yamanishi, Member, IAENG, Abstract—This paper proposes a supporting interface for game board. Experimental results for the interface showed beginners of Japanese Chess. Japanese Chess players move their that the participants with the interface could understand the pieces to check mate each opponent king. The players make positions of games more. However, there may be any items predictions of the future situations of game. The predictions are hard to think up for beginners of Japanese Chess. Especially, to be evaluated and visualized for the beginners. Some of the the beginners do not understand why a player moves the piece participants mentioned that the putting timing of a captured to the square. They often fail to understand the situations of piece is unclear and the value of player’s action is also games. If such blind information is visualized for the beginners, unclear even if they use the interface. They also mentioned they may understand the situations of games smoothly and they that player’s tactics are also unclear. We found that the three may be able to predict the next action by players. This research improves the interface that have proposed in the previous study items should be visualized for the beginners. for supporting the beginners watching Japanese Chess games. This paper proposes a new supporting interface for the We add new visualized items to the previous interface. -
Using Castle and Assault Maps for Guiding Opening and Middle Game
Using Castle and Assault Maps for Guiding Op ening and Middle Game PlayinShogi Reijer Grimb ergen Department of Information Science, Saga University Honjo-machi 1, Saga-shi, 840-8502 Japan E-mail: grimb [email protected] Je Rollason Oxford Softworks 198 The Hill, Burford, Oxfordshire, OX18 4HX, England E-mail: [email protected] Abstract Shogi programs still have a lot of ro om for improvement in the op ening and early middle game, which usually is a strategic stage in shogi. The planning of long-term strategies is required, whichisknown to b e hard to program in games. This pap er presents a new metho d for guiding op ening and middle game play in shogi. Board maps for castle formations and assault formations are used to evaluate the strategic value of a p osition. These maps have imp ortantly improved the playing strength of the shogi programs Spear and Shotest. 1 Intro duction The strength of shogi programs has improved considerably in the last couple of years. In the nal stage of the game, the tsume shogi search, shogi programs have outp erformed human exp erts [13]. Even in the endgame phase just b efore mating, shogi programs can outplay strong amateur players. Based on these observations, the strength of shogi programs is estimated to b e at least 3-dan. Despite these accomplishments, there is still a lot of work to b e done b efore a shogi program can b eat the b est players in the world. One of the problems lies in the early stage of the game. -
Improving Strategic Play in Shogi by Using Move Sequence Trees
Improving Strategic Play in Shogi by Using Move Sequence Trees Reijer Grimbergen Department of Informatics, Yamagata University Jonan 4-3-16, Yonezawa-shi, 992-8510 Japan E-mail: [email protected] Abstract The main weakness of shogi programs is considered to be in the opening and the middle game. Deep search is not enough to cover the lack of strategic understanding, so most strong shogi programs use a hill-climbing approach to build castle and assault formations. The problem of a hill-climbing approach is that if the final result of two different paths is the same, then the final score will also be the same. In shogi, this leads to high priority moves being pushed down the principal variation and in extreme cases such moves will never be actually played. To solve this problem, move sequence trees are proposed, which guide the program through the right order of moves. This approach was tested in the yagura opening. A preliminary self-play experiment shows that using move sequence trees could be an enhancement of hill-climbing approaches for strategic play in shogi. Keywords: Move sequence trees, otoshiana method, hill-climbing, strategic play, computer shogi. 1 Introduction to take the final steps to beating the best profes- sional shogi players. The strategic deficiencies of game programs are expected to be explored by the In recent years, shogi programs have become strong top players. Therefore, this is one of the most im- enough to beat all but the strongest human shogi portant topics in computer shogi. If the opening players. -
Annotating Modality Expressions and Event Factuality for a Japanese Chess Commentary Corpus
Annotating Modality Expressions and Event Factuality for a Japanese Chess Commentary Corpus Suguru Matsuyoshi1, Hirotaka Kameko2, Yugo Murawaki3, Shinsuke Mori4 1Graduate School of Informatics and Engineering, The University of Electro-Communications 2Graduate School of Engineering, The University of Tokyo 3Graduate School of Informatics, Kyoto University 4Academic Center for Computing and Media Studies, Kyoto University 1Chofugaoka, Chofu, Tokyo, Japan 2Hongo, Bunkyo-ku, Tokyo, Japan 3;4Yoshida-honmachi, Sakyo-ku, Kyoto, Japan [email protected], [email protected], [email protected], [email protected] Abstract In recent years, there has been a surge of interest in the natural language processing related to the real world, such as symbol grounding, language generation, and nonlinguistic data search by natural language queries. We argue that shogi (Japanese chess) commentaries, which are accompanied by game states, are an interesting testbed for these tasks. A commentator refers not only to the current board state but to past and future moves, and yet such references can be grounded in the game tree, possibly with the help of modern game-tree search algorithms. For this reason, we previously collected shogi commentaries together with board states and have been developing a game commentary generator. In this paper, we augment the corpus with manual annotation of modality expressions and event factuality. The annotated corpus includes 1,622 modality expressions, 5,014 event class tags and 3,092 factuality tags. It can be used to train a computer to identify words and phrases that signal factuality and to determine events with the said factuality, paving the way for grounding possible and counterfactual states.