Pattern Recognition for Candidate Generation in the game of Shogi
Grimbergen, R. and Matsubara, H. (1997)
Proceedings of the Workshop on Computer Games (W31) at IJCAI-97, pp. 7--12, Nagoya, Japan
Abstract
Chess has been an important research area in Artificial Intelligence for
decades. It seems that the strongest programs will soon play better than
the best experts, so it is time to look at other game domains as possible test
domains
for AI research. We feel that shogi is well suited for this, because it is
similar to chess, yet significantly different.
In this paper we give the main differences between chess and shogi and
possible solutions for problems arising from these differences. It is our
assumption that all problems can be solved using pattern recognition. We
describe a method for pattern recognition to do this and give some preliminary
results for candidate generation using pattern recognition. For candidate
generation, our pattern recognition program currently reduces the number
of candidates generated by at least 77\% and generates the optimal move in
more than 75\% of the test positions, using about 5,000 patterns. To play shogi
at a high level these numbers need to be improved upon, but as a preliminary
result this is encouraging.