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Artificial Intelligence
How computers play chess
Artificial Intelligence
A Survey of Tsume-Shogi Programs Using Variable-Depth Search
CG '98 Proceedings of the First International Conference on Computers and Games
Plausible Move Generation Using Move Merit Analysis with Cut-Off Thresholds in Shogi
CG '00 Revised Papers from the Second International Conference on Computers and Games
SUPER-SOMA - Solving Tactical Exchanges in Shogi without Tree Searching
CG '00 Revised Papers from the Second International Conference on Computers and Games
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Since the first computer shogi program was developed by the first author in 1974, more than a quarter century 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 strong amateur player (about 4-dan), but the level of experts is still beyond the horizon. The basic structure of strong shogi programs is similar to chess programs. However, the differences between chess and shogi have led to the development of some shogi-specific methods. In this paper we will give an overview of the computer shogi history, summarise the most successful techniques and give some ideas for the future directions of research in computer shogi.