Plausible Move Generation Using Move Merit Analysis with Cut-Off Thresholds in Shogi
Abstract
In games where the number of legal moves is too high, it is not possible to do full-width search to a depth sufficient for good play. Plausible move generation (PMG) is an important search alternative in such domains. In this paper we propose a new method for plausible move generation in shogi. During move generation, Move Merit Analysis (MMA) gives a value to each move based on the plausible move generator(s) that generated the move. These values can be used for different cut-off schemes. We investigate the following alternatives: 1) Keep all moves with a positive MMA value; 2) Order the moves according to their MMA value and use cut-off thresholds to keep the best N moves. PMG with MMA and cut-off thresholds can save between 46% and 68% of the total number of legal moves with an accuracy between 99% and 93%. Tests show that all versions of shogi programs using PMG with MMA outperform an equivalent shogi program using full-width search. It is also shown that MMA is vital for our approach. Plausible move generation with MMA performs much better than plausible move generation without MMA. Cut-off thresholds improve the performance for N = 20 or N = 30.
Keywords
Plausible move generation move merit analysis cut-off thresholds shogiPreview
Unable to display preview. Download preview PDF.
References
- 1.T. Anantharaman, M.S. Campbell, and F. Hsu. Singular Extensions: Adding Selectivity to Brute-Force Searching. Artificial Intelligence, 43:99–109, 1990.CrossRefGoogle Scholar
- 2.D. Beal. Experiments with the Null Move. In D. Beal, editor, Advances in Computer Chess 5, pages 65–79. Elsevier Science Publishers: The Netherlands, 1989.Google Scholar
- 3.D. Beal. A Generalised Quiescence Search Algorithm. Artificial Intelligence, 43:85–98, 1990.CrossRefGoogle Scholar
- 4.A. Bernstein and M. de V. Roberts. Computer v Chess-Player. Scientific American, 198:96–105, 1958.Google Scholar
- 5.M. Buro. The Othello Match of the Year: Takeshi Murakami vs. Logistello. ICCA Journal, 20(3):189–193, September 1997.Google Scholar
- 6.K. Chen. Some Practical Techniques for Global Search in Go. ICGA Journal, 23(2):67–74, June 2000.Google Scholar
- 7.R. Greenblatt, D. Eastlake III, and S. Crocker. The Greenblatt Chess Program. In Proceedings of the Fall Joint Computer Conference, pages 801–810, 1967.Google Scholar
- 8.E. Heinz. Extended Futility Pruning. ICCA Journal, 21(2):75–83, June 1998.MathSciNetGoogle Scholar
- 9.Japanese Shogi Federation. Heisei 10 Nenban Shogi Nenkan. Nihon Shogi Renmei, 1999.Google Scholar
- 10.A. Junghanns and J. Schaeffer. Domain-Dependent Single-Agent Search Enhancements. In Proceedings of the Sixteenth International Joint Conference on Artificial Intelligence (IJCAI-99), pages 570–575, 1999.Google Scholar
- 11.G. Kakinoki. The Search Algorithm of the Shogi Program K3.0. In H. Matsubara, editor, Computer Shogi Progress, pages 1–23. Tokyo: Kyoritsu Shuppan Co, 1996. ISBN 4-320-02799-X. (In Japanese).Google Scholar
- 12.S. Kanazawa. The Kanazawa Shogi Algorithm. In H. Matsubara, editor, Computer Shogi Progress 3, pages 15–26. Tokyo: Kyoritsu Shuppan Co, 2000. ISBN 4-320-02956-9. (In Japanese).Google Scholar
- 13.H. Matsubara and K. Handa. Some Properties of Shogi as a Game. Proceedings of Artificial Intelligence, 96(3):21–30, 1994. (In Japanese).Google Scholar
- 14.H. Matsubara, H. Iida, and R. Grimbergen. Natural developments in game research: From Chess to Shogi to Go. ICCA Journal, 19(2):103–112, June 1996.Google Scholar
- 15.A. Newell, C. Shaw, and H. Simon. Chess Playing Programs and the Problem of Complexity. IBM Journal of Research and Development, 2:320–335, 1958.MathSciNetCrossRefGoogle Scholar
- 16.J. Pearl. Heuristics: Intelligent Search Strategies for Computer Problem Solving. Addison Wesley Publishing Company: Reading, Massachusetts, 1984. ISBN 0-201-05594-5.Google Scholar
- 17.B. Pell. A Strategic Metagame Player for General Chess-like Games. Computational Intelligence, 12(2):177–198, 1996.CrossRefGoogle Scholar
- 18.J. Schaeffer. The History Heuristic and Alpha-Beta Search Enhancements in Practice. IEEE Transactions on Pattern Analysis and Machine Intelligence, 11(11):1203–1212, 1989.CrossRefGoogle Scholar
- 19.J. Schaeffer. One Jump Ahead: Challenging Human Supremacy in Checkers. Springer-Verlag NewYork, Inc., 1997. ISBN 0-387-94930-5.Google Scholar
- 20.J. Schaeffer and A. Plaat. KasparovVersus Deep Blue: The Rematch. ICCA Journal, 20(2):95–101, June 1997.Google Scholar
- 21.M. Seo. The C* Algorithm for AND/OR Tree Search and its Application to a Tsume-Shogi Program. Master’s thesis, Faculty of Science, University of Tokyo, 1995.Google Scholar
- 22.M. Seo. On Effective Utilization of Dominance Relations in Tsume-Shogi Solving Algorithms. In Game Programming Workshop in Japan’ 99, pages 129–136, Kanagawa, Japan, 1999. (In Japanese).Google Scholar
- 23.D. Slate and L. Atkin. Chess 4.5: The Northwestern University Chess Program. In P. Rey, editor, Chess Skill in Man and Machine, pages 82–118. Springer Verlag, NewYork, 1977.Google Scholar
- 24.Y. Tanase. The IS Shogi Algorithm. In H. Matsubara, editor, Computer Shogi Progress 3, pages 1–14. Tokyo: Kyoritsu Shuppan Co, 2000. ISBN 4-320-02956-9. (In Japanese).Google Scholar
- 25.K. Thompson. 6-Piece Endgames. ICCA Journal, 19(4):215–226, December 1996.Google Scholar
- 26.H. Yamashita. YSS: About its Datastructures and Algorithm. In H. Matsubara, editor, Computer Shogi Progress 2, pages 112–142. Tokyo: Kyoritsu Shuppan Co, 1998. ISBN 4-320-02799-X. (In Japanese).Google Scholar