Sato, Y., Takahashi, D. and Grimbergen, R. (2010). A Shogi Program Based on Monte-Carlo Tree Search.
ICGA Journal, Vol.33, no.2, pp. 80--92.
[ Abstract ]
[ PDF file (406,646 bytes) ]
Grimbergen, R. (2009). On the Relation between Perception and Recognition in Shogi.
ICGA Journal, Vol.32, no.1, pp. 12--22.
[ Abstract ]
[ PDF file (262,144 bytes) ] NB: This is a revised version of the CG2008 paper below.
Grimbergen, R. (2007). Building the Society of Games.
Journal of the Game Amusement Society, Vol.1, no.1, pp. 44--50.
[ Abstract ]
[ PDF file (163,840 bytes) ]
Grimbergen, R. (2007). Using Bitboards for Move Generation in Shogi.
ICGA Journal, Vol.30, no.1, pp. 25--34.
[ Abstract ]
[ PDF file (147,456 bytes) ] NB: This is a revised version of the GPW paper below.
Ito, T., Matsubara, H. and Grimbergen, R. (2004). 将棋の認知科学的研究(2)−次の一手実験からの考察.
情報処理学会論文誌, 第45巻、第5号別刷、pp. 1481-1492. (In Japanese)
Ito, T., Matsubara, H. and Grimbergen, R. (2002). Cognitive Science Approach to Shogi Playing Processes (1) - Some Results on Memory Experiments.
Journal of the Information Processing Society of Japan, Vol.43, No. 10, pp. 2998--3011. (In Japanese)
[ PDF file (1,322,408 bytes) ]
Grimbergen, R. and Matsubara, H. (2001). Plausible Move Generation in Two-Player Complete Information Games Using Static Evaluation.
Transactions of the Japanese Society for Artificial Intelligence, Vol.16, pp. 55--62.
[ Abstract ]
[ PDF file (373,490 bytes) ]
Walczak, S. and Grimbergen, R. (2000). Pattern Analysis and Analogy in Shogi: Predicting Shogi Moves from Prior Experience.
Knowledge and Information Systems Vol. 2, No. 2, pp. 185--200.
Conference papers
Grimbergen, R. (2008). Cognitive Modeling of Knowledge-Guided Information Acquisition in Games.
In: Van den Herik, H.J., Xu, X., Ma, Z. and Winands, M.H.M. (Eds.),
Computers and Games, 6th International Conference, CG2008, Beijing, China, September/October 2008, LNCS 5131,
pp. 169--179.
[ Abstract ]
[ PDF file (266,240 bytes) ]
Higashiuchi, Y. and Grimbergen, R. (2005). Enhancing Search Efficiency by Using Move Categorization Based on Game Progress in Amazons.
In: Van den Herik, H., Hsu, S-C., Hsu, T. and Donkers, H.H.L.M. (Eds.),
Advances in Computer Games, 11th International Conference, ACG2005, Taipei, Taiwan, September 2005, LNCS 4250,
pp. 73--87.
[ Abstract ]
[ PDF file (510,523 bytes) ]
Ito, T., Matsubara, H. and Grimbergen, R. (2005). A Cognitive Science Approach to Shogi Playing Processes - Some Results on Next Move Test Experiments -.
In: Van den Herik, H., Hsu, S-C., Hsu, T. and Donkers, H.H.L.M. (Eds.),
Advances in Computer Games, 11th International Conference, ACG2005, Taipei, Taiwan, September 2005, LNCS 4250,
pp. 140--154.
[ Word file (537,600 bytes) ]
Grimbergen, R. and Rollason, J. (2002). Board Maps and Hill-climbing for Opening and Middle Game Play in Shogi.
In: J.Schaeffer, M.Müller and Y.Björnsson (Eds.), Computer and Games, Third International Conference, CG 2002, Edmonton, Canada, July 2002, LNCS 2883, pp. 171--187.
[ Abstract ]
[ PDF file (231,485 bytes) ]
Grimbergen, R. (2002). Threat Stacks to Guide Pruning and Search Extensions in Shogi.
in: R.Nakatsu and J.Hoshino (Eds.), Entertainment Computing, Technologies and Applications (IWEC2002), Kluwer Academic Publishers, USA, pp.73--80.
[ Abstract ]
[ PDF file (149,525 bytes) ]
Ito, T., Matsubara, H. and Grimbergen, R. (2001). The Use of Memory and Causal Chunking in the Game of Shogi.
Proceedings of the Third International Conference on Cognitive Science (ICCS2001), Beijing, China, pp. 134--140.
[ PDF file (59,347 bytes) ]
Grimbergen, R. (1999). Candidate Relevance Analysis for Selective Search in Shogi.
In: H.J.van den Herik and B.Monien (eds.), Advances in Computer Games 9, Van Spijk, Venlo, The Netherlands, pp. 233--246
[ Abstract ]
[ Postscript file (377,382 bytes) ]
[ PDF file (150,357 bytes) ]
Iwasaki, R. and Grimbergen, R. (2012). ブロックスとN人囚人のジレンマとの関係の研究.
in: The 17th Game Programming Workshop in Japan (GPW2012),
pp. 148--150, Kanagawa, Japan. (In Japanese)
[ Abstract ]
[ PDF file (456,615 bytes) ]
Xun, J. and Grimbergen, R. (2012). Efficient Time Control in Chinese Chess with Alternating Search.
in: The 17th Game Programming Workshop in Japan (GPW2012),
pp. 141--143, Kanagawa, Japan.
[ Abstract ]
[ PDF file (371,251 bytes) ]
Li, Y. and Grimbergen, R. (2012). 評価特徴によるプレイヤーベル合わせるゲームAI.
in: The 17th Game Programming Workshop in Japan (GPW2012),
pp. 134--136, Kanagawa, Japan. (In Japanese)
[ Abstract ]
[ PDF file (548,470 bytes) ]
Grimbergen, R. and Nakamura, A. (2009). Analysis of the Behavior of People Solving Sudoku Puzzles.
in: The 14th Game Programming Workshop in Japan (GPW2009),
pp. 79--82, Kanagawa, Japan.
[ Abstract ]
[ PDF file (161,629 bytes) ]
Grimbergen, R. (2008). A Reproduction Experiment Concerning the Relation Between Perceptual Features and Memory in Shogi.
in: The 13th Game Programming Workshop in Japan (GPW2008),
pp. 120--123, Kanagawa, Japan.
[ Abstract ]
[ PDF file (89,157 bytes) ]
大島 安簡、Grimbergen, R. (2008). 対局経験を利用した相手の手の予測システム.
in: The 13th Game Programming Workshop in Japan (GPW2008),
pp. 80--86, Kanagawa, Japan. (in Japanese)
[ Abstract ]
[ PDF file (215,952 bytes) ]
Grimbergen, R. (2008). On the Relation Between Perception, Memory and Cognition in Games.
Information Processing Society of Japan Report 2008-GI-19, pp. 17--24.
[ Abstract ]
[ PDF file (647,168 bytes) ]
Grimbergen, R. (2007). Improving Strategic Play in Shogi by Using Move Sequence Trees.
in: The 12th Game Programming Workshop in Japan (GPW2007),
pp. 156--163, Kanagawa, Japan.
[ Abstract ]
[ PDF file (135,168 bytes) ]
太田 喜裕、Grimbergen, R. (2007). TD法を用いたAmazonsの優位距離の学習.
in: The 12th Game Programming Workshop in Japan (GPW2007),
pp. 84--90, Kanagawa, Japan. (in Japanese)
武田 知之、Grimbergen, R. (2007). 将棋の中盤データベースの作成.
in: The 12th Game Programming Workshop in Japan (GPW2007),
pp. 132--135, Kanagawa, Japan. (in Japanese)
片寄 裕、Grimbergen, R. (2007). チェスに似たゲームにおける評価関数の共通性.
in: The 12th Game Programming Workshop in Japan (GPW2007),
pp. 164--171, Kanagawa, Japan. (in Japanese)
Grimbergen, R. (2006). Using Bitboards for Move Generation in Shogi.
in: The 11th Game Programming Workshop in Japan (GPW2006),
pp. 70--77, Kanagawa, Japan.
[ Abstract ]
[ PDF file (131,072 bytes) ] NB: This is a revised version of the original GPW paper, as a number of errors were pointed out to me by
Bruno Lucas, for which I am very grateful.
Grimbergen, R. (2006). The Society of Shogi - A research agenda - .
Information Processing Society of Japan Report 2006-GI-16, pp. 37--44.
[ Abstract ]
[ PDF file (123,217 bytes) ]
Ito, T., Matsubara, H. and Grimbergen, R. (2005). 将棋の認知科学的研究.
In: H. Matsubara (Ed.), アマトップクラスに迫る:コンピュータ将棋の進歩5, pp. 113--159.
Higashiuchi, Y. and Grimbergen, R. (2005). Enhancing Search Efficiency by Using Move Categorization Based on Various Game Progress Values in Amazons.
in: The 10th Game Programming Workshop in Japan (GPW2005),
pp. 97--103, Kanagawa, Japan.
[ Abstract ]
[ PDF file (196,608 bytes) ]
Grimbergen, R. and Muraoka, T. (2004). What Shogi Programs Still Cannot Do - A New Test Set for Shogi -.
in: The 9th Game Programming Workshop in Japan (GPW2004),
pp. 40--47, Kanagawa, Japan.
[ Abstract ]
[ PDF file (182,811 bytes) ]
Grimbergen, R., Hadano, K. and Suetsugu, M. (2003). Using Partial Order Bounding in Shogi.
in: The 8th Game Programming Workshop in Japan (GPW2003),
pp. 52--58, Kanagawa, Japan.
[ Abstract ]
[ PDF file (144,410 bytes) ]
Hori, Y., Grimbergen, R. and Maruyama, T. (2003). Field-Programmable Gate Arrayによる将棋専用プロセッサの開発.
In: H. Matsubara (Ed.), アマ4段を超える:コンピュータ将棋の進歩4, pp. 41--67.
Grimbergen, R. (2002). A Neural Network for Evaluating King Danger in Shogi.
in: The 7th Game Programming Workshop in Japan (GPW2002),
pp. 36--43, Kanagawa, Japan.
[ Abstract ]
[ PDF file (167,313 bytes) ]
Ito, T., Matsubara, H. and Grimbergen, R. (2002). On the Relation Between the Ability to Calculate Moves and Playing Strength in Shogi.
Information Processing Society of Japan Report 2002-GI-8, pp. 37--44.
[ PDF file (204,574 bytes) ]
Ito, T., Matsubara, H. and Grimbergen, R. (2002). Search depth and width of shogi players with different playing strength.
Information Processing Society of Japan Report 2002-GI-7, pp. 41--47. (In Japanese)
[ PDF file (58,518 bytes) ]
Grimbergen, R. (2002). Threat Analysis to Reduce the Effects of the Horizon Problem in Shogi.
in: The Pan-Yellow-Sea International Workshop on Information Technologies for the Network Era (PYIWIT2002),
pp. 180--185, Saga, Japan.
[ Abstract ]
[ PDF file (154,347 bytes) ]
Ito, T., Matsubara, H. and Grimbergen, R. (2001). From Spatial Chunking to Causal Chunking.
in: The 6th Game Programming Workshop (GPW2001),
pp. 132--139, Kanagawa, Japan. (In Japanese)
[ PDF file (228,743 bytes) ]
Grimbergen, R. and Rollason, J. (2001). Using Castle and Assault Maps for Guiding Opening and Middle Game Play in Shogi.
in: The 6th Game Programming Workshop (GPW2001),
pp. 102--109, Kanagawa, Japan.
[ Abstract ]
[ PDF file (147,906 bytes) ]
Ito, T., Matsubara, H. and Grimbergen, R. (2001). 棋力の違いによる将棋プレーヤーの認知過程の比較.
日本認知科学会第18回大会論文集, Hakodate, Japan. pp. 154--155. (In Japanese)
[ MsWord file ]
Ito, T., Matsubara, H. and Grimbergen, R. (2000). A Cognitive Science Approach to Shogi Playing Processes.
Information Processing Society of Japan Report 2000-GI-4, pp. 29--35.
[ Abstract ]
[ Postscript file (170,146 bytes) ]
[ MsWord file ]
Matsubara, H., Ito, T. and Grimbergen, R. (2000). A Cognitive Science Approach to Shogi Playing Processes.
Proceedings of the 14th Annual Conference of JSAI, 2000, pp. 115--116. (In Japanese)
Grimbergen, R. and Matsubara, H. (2000). 二人完全情報ゲームにおける見込みの高い候補手の生成.
17th Annual Meeting of the Japanese Cognitive Science Society (JCSS2000),
Shizuoka, pp. 112--113. (In Japanese)
Grimbergen, R. and Matsubara, H. (2000). Pattern Recognition for Candidate Generation in the game of Shogi.
In: H.J.van den Herik, H.Iida (eds.), Games in AI Research,
Van Spijk, Venlo, The Netherlands, pp. 97--108. Note: Revised version of the IJCAI-97 workshop paper.
Grimbergen, R. and Matsubara, H. (1997). Pattern Recognition for Candidate Generation in the game of
Shogi.
Proceedings of the Workshop on Computer Games (W31) at
IJCAI-97,
pp. 7--12, Nagoya, Japan.
[ Abstract ]
[ Postscript file (333,736 bytes) ]
[ PDF file (131,019 bytes) ]
Matsubara, H. and Grimbergen, R. (1997). Differences between shogi and western chess from a
computational point of view.
Proceedings: Board Games in Academia, an interdisciplinary approach,
Leiden, The Netherlands.
[ Abstract ]
[ Postscript file (445,467 bytes) ]
[ PDF file (177,652 bytes) ]
Grimbergen, R. (2009). Report on the 19th CSA World Computer Shogi Championships.
ICGA Journal, Vol.32, No.2, pp. 121--125.
[ PDF file (47,310 bytes) ]
Grimbergen, R. (2008). Report on the 18th CSA World Computer Shogi Championships.
ICGA Journal, Vol.31, No.2, pp. 121--125.
[ PDF file (49,152 bytes) ]
Grimbergen, R. (2007). Report on the 17th CSA World Computer Shogi Championships.
ICGA Journal, Vol.30, No.3, pp. 167--170.
[ PDF file (431,791 bytes) ]
Grimbergen, R. (2006). Report on the 11th Game Programming Workshop in Japan (2006).
ICGA Journal, Vol.29, No.4, pp. 222--224.
[ PDF file (15,781 bytes) ]
Grimbergen, R. (2006). Report on the 16th CSA World Computer Shogi Championships.
ICGA Journal, Vol.29, No.3, pp. 172--175.
[ PDF file (337,631 bytes) ]
Grimbergen, R. (2005). Report on the 15th CSA World Computer Shogi Championships.
ICGA Journal, Vol.28, No.2, pp. 119--122.
[ PDF file (30,951 bytes) ]
Grimbergen, R. (2004). Report on the 9th Game Programming Workshop in Japan (2004).
ICGA Journal, Vol.27, No.4, pp. 243--245.
[ PDF file (13,021 bytes) ]
Grimbergen, R. (2004). Report on the 14th CSA World Computer Shogi Championships.
ICGA Journal, Vol.27, No.2, pp. 112--115.
[ PDF file (42,835 bytes) ]
Grimbergen, R. (2003). Report on the 13th CSA World Computer Shogi Championships.
ICGA Journal, Vol.26, No.2, pp. 120--125.
[ PDF file (40,833 bytes) ]
Grimbergen, R. (2002). Report on the 12th CSA World Computer Shogi Championships.
ICGA Journal, Vol.25, No.2, pp. 116--121.
[ PDF file (98,939 bytes) ]