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このアイテムの引用には次の識別子を使用してください:
http://hdl.handle.net/10119/7830
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タイトル: | 必至問題を解くプログラムとその評価 |
著者: | 橋本, 剛 作田, 誠 飯田, 弘之 |
キーワード: | computer shogi brinkmate search tsumeshogi proof-number search |
発行日: | 2002-02-28 |
出版者: | 人工知能学会 |
誌名: | 人工知能学会論文誌 |
巻: | 16 |
号: | 6 |
開始ページ: | 539 |
終了ページ: | 547 |
DOI: | 10.1527/tjsai.16.539 |
抄録: | Brinkmate (hisshi in Japanese) is an important notion of accessing to the opponent’s King in shogi. This is essentially the same as conventional chess mating problems, where all moves are considered. However, in shogi the problem is much more difficult, as the possibilities for delivering check or threatmate, and the number of defenses are much greater.The defending side may have 200 or 300 possible defensive moves to consider. Brinkmate search is resolved into an AND/OR-tree search based on the concept of threat sequence proposedby Iida. The cost of brinkmate search is by far more expensive than mating (tsumeshogi) to find a solution. Since not much is known about brinkmate itself or brinkmate search, we first explain it by giving the definition of brinkmate. In an AND/OR tree of brinkmate search, to determine effective branches (i.e., legal moves) at any internal node is often a time-consuming task. This paper proposes a new search algorithm, denoted by SPH, for an AND/OR-tree search. The algorithm is implemented in a shogi-hisshi (Japanese-chess brinkmate-problem) program, and evaluated by testing it on difficult hisshi problems. Moreover, it is enhanced by several methods including a new idea, denoted by TDSS. The experimental results are compared with those of other programs. The program with TDSS shows the best results for solving short-step problems, while the SPH program in general outperforms the other programs in solving long-step problems. |
Rights: | Copyright (C) 2002 人工知能学会. 橋本剛, 作田誠, 飯田弘之, 人工知能学会論文誌, 16(6), 2002, 539-547. |
URI: | http://hdl.handle.net/10119/7830 |
資料タイプ: | publisher |
出現コレクション: | b10-1. 雑誌掲載論文 (Journal Articles)
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A6484.pdf | | 362Kb | Adobe PDF | 見る/開く |
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