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Retrograde Analysis of the KGK Endgame in Shogi: Its Implications for Ancient Heian Shogi

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Computers and Games (CG 1998)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 1558))

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Abstract

This paper explores evolutionary changes of Shogi (Japanese chess) using game-theoretic analyses by computer. Heian Shogi is an ancient game only briefly described in the literature. Therefore, it is impossible to know exactly how it was played. Through game-theoretic analyses of rules, we estimate the historical changes of this ancient game. Our method provides a new innovative approach to guess logically how these ancient games actually have been played. This paper focuses upon the game results of the KGK endgame on NxN boards, applying game-programming methods. Then it determines the size of the boards in which the side of King and Gold always wins except trivially drawn cases with the Gold being captured. Based on the analyses, we discuss the rules of Heian Shogi. We specifically provide a logical interpretation of the shift from the 8×8 board to the 9×9 board in the evolutionary history of Shogi.

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References

  1. J. Fairbairn. Shogi for Beginners. The Shogi Association, Ltd., London, 1984.

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© 1999 Springer-Verlag Berlin Heidelberg

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Iida, H., Yoshimura, J., Morita, K., Uiterwijk, J.W.H.M. (1999). Retrograde Analysis of the KGK Endgame in Shogi: Its Implications for Ancient Heian Shogi. In: van den Herik, H.J., Iida, H. (eds) Computers and Games. CG 1998. Lecture Notes in Computer Science, vol 1558. Springer, Berlin, Heidelberg. https://doi.org/10.1007/3-540-48957-6_21

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  • DOI: https://doi.org/10.1007/3-540-48957-6_21

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  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-65766-8

  • Online ISBN: 978-3-540-48957-3

  • eBook Packages: Springer Book Archive

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