Computer shogi

Short description: Field of artificial intelligence

Computer shogi is a field of artificial intelligence concerned with the creation of computer programs which can play shogi. The research and development of shogi software has been carried out mainly by freelance programmers, university research groups and private companies. By 2017, the strongest programs were outperforming the strongest human players.

## Contents

* 1 Game complexity
* 2 Components
* 3 Computers versus humans
* 3.1 Bonanza versus Watanabe (2007)
* 3.2 Annual CSA tournament exhibition games (2003–2009)
* 3.3 Akara versus Shimizu (2010)
* 3.4 Computers Bonanza and Akara beat amateurs Kosaku and Shinoda (2011)
* 3.5 Bonkras versus Yonenaga (2011–2012)
* 3.6 Denou-sen (2013)
* 3.6.1 Miura versus GPS Shogi
* 3.6.2 Funae versus Tsutsukana (revenge match)
* 3.7 Denou-sen 3 (2014)
* 3.7.1 Computer restrictions
* 3.7.1.1 Yashiki versus Ponanza
* 3.7.2 Denou-sen 3.1: Sugai versus Shueso (revenge match)
* 4 Programmer tools
* 4.1 Shogidokoro
* 4.2 XBoard/WinBoard
* 4.3 Shogi Browser Q
* 4.4 BCMShogi
* 4.5 Floodgate
* 5 World Computer Shogi Championship
* 6 Video game systems
* 7 Restrictions
* 8 Milestones
* 9 See also
* 10 References
* 11 External links

## Game complexity

Shogi has the distinctive feature of reusing captured pieces. Therefore, shogi has a higher branching factor than other chess variants. The computer has more positions to examine because each piece in hand can be dropped on many squares. This gives shogi the highest number of legal positions and the highest number of possible games of all the popular chess variants. The higher numbers for shogi mean it is harder to reach the highest levels of play. The number of legal positions and the number of possible games are two measures of shogi's game complexity.

The complexity of Go can be found at Go and mathematics. More information on the complexity of Chess can be found at Shannon number.

Game  | Board Size  | Number of Pieces  | Number of
Different Pieces
Per Side  | Legal Positions  | Possible Games  | Average Game
Length

|
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|
|
|
|

Chess | 64 | 32 | 6 | 1047 | 10123 | 70
Xiangqi | 90 | 32 | 7 | 1040 | 10150 | 95
Janggi | 90 | 32 | 7 | 1044 | 10160 | 100
Shogi | 81 | 40 | 8 | 1071 | 10226 | 115[1]
Go / Baduk / Weiqi | 361 | Up to 361 | 1 | 10170 | 10360[2] | 150

## Components

The primary components of a computer shogi program are the opening book, the search algorithm and the endgame. The "opening book" helps put the program in a good position and saves time. Shogi professionals, however, do not always follow an opening sequence as in chess, but make different moves to create good formation of pieces. The "search algorithm" looks ahead more deeply in a sequence of moves and allows the program to better evaluate a move. The search is harder in shogi than in chess because of the larger number of possible moves. A program will stop searching when it reaches a stable position. The problem is many positions are unstable because of the drop move. Finally, the "endgame" starts when the king is attacked and ends when the game is won. In chess, there are fewer pieces which leads to perfect play by endgame databases; However, pieces can be dropped in shogi so there are no endgame databases. A tsumeshogi solver is used to quickly find mating moves.

## Computers versus humans

In the 1980s, due to the immaturity of the technology in such fields as programming, CPUs and memory, computer shogi programs took a long time to think, and often made moves for which there was no apparent justification. These programs had the level of an amateur of kyu rank.

In particular, computers are most suited to brute-force calculation, and far outperform humans at the task of finding ways of checkmating from a given position, which involves many fewer possibilities. In games with time limits of 10 seconds from the first move, computers are becoming a tough challenge for even professional shogi players. The past steady progress of computer shogi is a guide for the future. In 1996 Habu predicted a computer would beat him in 2015.[3] Akira Watanabe gave an interview to the newspaper Asahi Shimbun in 2012. He estimated the computer played at the 4 dan professional level. Watanabe also said the computer sometimes found moves for him.[4]

On 23 October 2005, at the 3rd International Shogi Forum, the Japan Shogi Association permitted Toshiyuki Moriuchi, 2005 Meijin, to play computer shogi program YSS. Toshiyuki Moriuchi won the game playing 30 seconds per move with a Bishop handicap.[5] In 2012, a retired professional lost a match with computer publicly first,[6] and in 2013, active shogi professionals too.

### Bonanza versus Watanabe (2007)

The Japan Shogi Association (JSA) gave reigning Ryuo Champion Watanabe permission to compete against the reigning World Computer Shogi Champion Bonanza on 21 March 2007. Daiwa Securities sponsored the match. Hoki Kunihito wrote Bonanza. The computer was an Intel Xeon 2.66 GHz 8 core with 8 gigabytes of memory and 160-gigabyte hard drive. The game was played with 2 hours each and 1 minute byo-yomi per move after that. Those conditions favor Watanabe because longer time limits mean there are fewer mistakes from time pressure. Longer playing time also means human players can make long-term plans beyond the computer's calculating horizon. The 2 players were not at the same playing level. Watanabe was the 2006 Ryuo Champion and he gave Bonanza a rating equivalent to first or third dan.[7] Bonanza was a little stronger than before due to program improvements and a faster computer. Watanabe prepared for a weaker Bonanza as Watanabe studied old Bonanza game records.

Bonanza moved first and played Fourth File Rook Bear-in-the-hole as Watanabe expected. Watanabe thought some of Bonanza's moves were inferior. However, Watanabe deeply analyzed these moves thinking that maybe the computer saw something that Watanabe did not see. Watanabe commented after the game that he could have lost if Bonanza had played defensive moves before entering the endgame. But the computer choose to attack immediately instead of taking its time (and using its impressive endgame strategies) which cost it the match. Bonanza resigned after move 112.[8]

After Bonanza's loss Watanabe commented on computers in his blog, "I thought they still had quite a way to go, but now we have to recognize that they've reached the point where they are getting to be a match for professionals." Watanabe further clarified his position on computers playing shogi in the Yomiuri Shimbun on 27 June 2008 when he said "I think I'll be able to defeat shogi software for the next 10 years".{{citation needed|date=July 2014|reason=Direct quotes should be cited, even if they come from foreign sources} the May 2007 World Computer Shogi Championship. Bonanza lost to the 2007 World Computer Shogi Champion YSS. Then YSS lost to amateur Yukio Kato in a 15-minute game.

### Annual CSA tournament exhibition games (2003–2009)

The winners of CSA tournaments played exhibition games with strong players. These exhibition games started in 2003.[9]

Year | Program | Human | Handicap | Time | Byoyomi | Winner

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2003 | IS Shogi | Pro 5 Dan Katsumata | 2 Piece Handicap | 25 Min | None | Computer
2004 | YSS | Pro 5 Dan Katsumata | Rook | 25 Min | None | Computer
2005 | Gekisashi | Pro 5 Dan Katsumata | Bishop | 25 Min | None | Computer
2006 | Bonanza | Yukio Kato | None | 15 Min | 30 Sec | Human
2007 | YSS | Yukio Kato | None | 15 Min | 30 Sec | Human
2008 | Tanase Shogi | Yukio Kato | None | 15 Min | 30 Sec | Computer
2008 | Gekisashi | Toru Shimizugami | None | 15 Min | 30 Sec | Computer
2009 | GPS Shogi | Amateur champion | None | 1 hour | 1 min | Canceled

In each succeeding year, the human competition was stronger to match the stronger programs. Yukio Kato was the Asahi Amateur Meijin champion. Toru Shimizugami was the Amateur Meijin champion. Eiki Ito, the creator of Bonkras, said in 2011, at present, top Shogi programs like Bonkras are currently at a level of lower- to middle-class professional players.[10]

### Akara versus Shimizu (2010)

The computer program Akara defeated the women's Osho champion Ichiyo Shimizu. Akara contained 4 computer engines: Gekisashi, GPS Shogi, Bonanza, and YSS. Akara ran on a network of 169 computers. The 4 engines voted on the best moves. Akara selects the move with the most votes. If there is a tie vote then Akara selects Gekisashi's move. Researchers at the University of Tokyo and the University of Electro-Communications developed Akara.

Shimizu moved first and resigned in 86 moves after 6 hours and 3 minutes. Shimizu said she was trying to play her best as if she was facing a human player. She played at the University of Tokyo on 11 October 2010. The allotted thinking time per player is 3 hours and 60 seconds byoyomi. 750 fans attended the event. This is the third time since 2005 that the Japan Shogi Association granted permission to a professional to play a computer, and the first victory against a female professional.

Akara aggressively pursued Shimizu from the start of the game. Akara played with a ranging rook strategy and offered an exchange of bishops. Shimizu made a questionable move partway though the game, and Akara went on to win.[11] Ryuo champion, Akira Watanabe, criticized Shimizu's game. On 19 November 2010, the Daily Yomiuri quoted Watanabe. Watanabe said, "Ms. Shimizu had plenty of chances to win".[12]

### Computers Bonanza and Akara beat amateurs Kosaku and Shinoda (2011)

On 24 July 2011, there was a two-game amateur versus computer match. Two computer shogi programs beat a team of two amateurs. One amateur, Mr. Kosaku, was a Shoreikai three Dan player. The other amateur, Mr. Shinoda, was the 1999 Amateur Ryuo. The allotted time for the amateurs was main time 1 hour and then 3 minutes per move. The allotted time for the computer was main time 25 minutes and then 10 seconds per move.[13] [14] [15]

Game | Computer | Sente (first) | Gote (second) | Moves | Computer Time | Amateur Time | Hardware | Winner

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1 | Bonanza | Kosaku & Shinoda | Bonanza | 93 | 24 min 41 sec | 2 hours 2 min | 17 processors, 132 cores, 300 GB | Bonanza
2 | Akara | Akara | Kosaku & Shinoda | 150 | 25 min 54 sec | 1 hour 42 min | Intel Xeon W3680 with 6 cores | Akara

### Bonkras versus Yonenaga (2011–2012)

On 21 December 2011, computer program Bonkras crushed retired 68-year-old Kunio Yonenaga, the 1993 Meijin. They played 85 moves in 1 hour, 3 minutes 39 seconds on Shogi Club 24. Each player started with 15 minute time limit and an additional 60 seconds are added to each player's time limit per move. Yonenaga was gote (white) and played 2. K-62. This move was to confuse the computer by playing a move not in Bonkras's joseki (opening book). On 14 January 2012, Bonkras again defeated Yonenaga. This match is the first Denou-sen match. The game had 113 moves. Time allowed was 3 hours and then 1 minute per move. Bonkras moved first and used a ranging rook opening. Yonenaga made the same second move, K-6b, as in the previous game he lost. Bonkras ran on a Fujitsu Primergy BX400 with 6 blade servers to search 18,000,000 moves per second. Yonenaga used 2 hours 33 minutes. Bonkras used 1 hour 55 minutes.[6] Bonkras evaluated its game with Yonenaga in January 2012.[16]

### Denou-sen (2013)

Denou-sen was a shogi competition where humans faced off against machines. The second Denou-sen match was a five-game match sponsored by Niconico in which five professional shogi players played against five computers. The winners of the previous World Computer Shogi Championship played against professional shogi players. The primary time control was of 4 hours, and the secondary time control was 1 move in 60 seconds. Niconico broadcast the games live with commentary.[17] {| class="wikitable" |+Shogi professionals |- !Name!!Dan!!Jun'isen class!!Age!!JSA number |- | Kōru Abe ||4||C2||18||283 |- | Shin'ichi Satō ||4||C2||31||271 |- | Kōhei Funae ||5||C1||26||281 |- | Yasuaki Tsukada ||9||C1||48||148 |- | Hiroyuki Miura ||8||A||39||204 |}

Programs  Program | Programmers | Hardware | Positions/second | Moves deep | Programmer's First Tournament

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Shueso | Akira Takeuchi | 2 CPUs/8 cores | 10,000,000 | 18~ | 2008
Ponanza | Issei Yamamoto | 10 CPUs | 30,000,000 | 30~ | 2009
Tsutsukana | Takanori Ichimaru | 1 CPU |  |  | 2010
Puella alpha | Eikyu Ito | 3 CPUs/16 cores | 4,000,000 | 20~ | 1999
GPS Shogi | Tanaka Tetsuro, GPS team | 667 CPUs | 280,000,000 | 22 | 2001
Games  Date | Black | White | Moves | Professional time | Computer time | Winner

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23 March | Kōru Abe | Shueso | 113 | 3 hours, 1 minute | 3 hours, 15 minutes | Human
30 March | Ponanza | Shin'ichi Satō | 141 | 3 hours, 59 minutes | 3 hours, 31 minutes | Computer
6 April | Kōhei Funae | Tsutsukana | 184 | 3 hours, 59 minutes | 3 hours, 27 minutes | Computer
13 April | Puella Alpha | Yasuaki Tsukada | 230 | 3 hours, 29 minutes | 2 hours, 19 minutes | Draw
20 April | Hiroyuki Miura | GPS Shogi[18] | 102 | 3 hours, 59 minutes | 2 hours, 7 minutes | Computer

#### Miura versus GPS Shogi

Template:Shogi diagram

Hiroyuki Miura said before his game he would play with "all his heart and soul". Miura decided to use trusted opening theory instead of an anti-computer strategy. The computer played book moves and they castled symmetrically to defend their kings. The computer attacked quickly and Miura counterattacked with a drop move. More than 8 hours later Miura resigned. After the game, Miura said that "he should not have prepared for the game the way he did. He should have prepared for the game with a genuine sense of urgency, if only he knew, the computer was so strong."[19] Miura expressed disappointment and said he had yet to figure out where he went wrong.[20] The evaluation of the game by GPS is on the GPS Shogi web site.[21]

#### Funae versus Tsutsukana (revenge match)

On 31 December 2013, Funae and Tsutsukana played a second game. Tsutsukana was the same version that beat Funae on 6 April 2013. The computer was one Intel processor with 6 cores. Funae won.[22]

### Denou-sen 3 (2014)

In 2013, the Japan Shogi Association announced that five professional shogi players would play five computers from 15 March to 12 April 2014.[23] On 7 October 2013, the Japan Shogi Association picked the five players.[24]

Professional Shogi Players  Name | Dan | Jun'isen | JSA number | Age

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Tatsuya Sugai | 5 | C1 | 278 | 22
Shinya Satō | 6 | C1 | 224 | 36
Masayuki Toyoshima | 7 | B1 | 264 | 24
Taku Morishita | 9 | B2 | 161 | 47
Nobuyuki Yashiki | 9 | A | 189 | 42

The professional shogi players played the winners of a preliminary computer tournament. The preliminary computer tournament was held 2–4 November 2013.[25]

Winners of the Preliminary Computer Tournament  Programmers | Program | Rank | Positions/second

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Akira Takeuchi | Shueso | 5 |
Motohiro Isozaki | YaneuraOu | 4 | 4,000,000
Hiroshi Yamashita | YSS | 3 | 4,000,000
Takanori Ichimaru | Tsutsukana | 2 |
Issei Yamamoto | Ponanza | 1 | 3,000,000

#### Computer restrictions

* Each shogi program ran on a single Intel processor with 6 cores. No multiple processor systems were allowed.[26]
* No changes were allowed to the shogi programs after the preliminary computer tournament.
* Professional shogi players trained with the shogi programs after the preliminary computer tournament.

Tournament[27] Date | Black | White | Moves | Professional time | Computer time | Winner

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15 March | Tatsuya Sugai | Shueso | 98[28] | 4 hours, 39 minute | 4 hours, 1 minutes | Computer
22 March | YaneuraOu | Shinya Satō | 95[29] | 5 hours, 0 minutes | 3 hours, 27 minutes | Computer
29 March | Masayuki Toyoshima | YSS | 83[30] | 2 hours, 8 minutes | 3 hours, 15 minutes | Professional
5 April | Tsutsukana | Taku Morishita | 135[31] | 4 hours, 48 minutes | 3 hours, 56 minutes | Computer
12 April | Nobuyuki Yashiki | Ponanza | 130[32] | 5 hours, 0 minutes | 4 hours, 51 minutes | Computer

Each player started with 5 hours at 10 am. After the 5 hours, the player must complete each move in 1 minute. There was a 1 hour lunch break at 12:00 and a half hour dinner break at 5 pm.[33] Niconico is broadcasting the games live with commentary.[34] Japanese auto parts maker Denso developed a robotic arm to move the pieces for the computer.[35]

##### Yashiki versus Ponanza

Ōshō and Kiō champion Akira Watanabe wrote in his blog that "a human cannot think of some of Ponanza's moves such as 60.L*16 and 88.S*79. I am not sure they were the best moves or not right now, but I feel like I'm watching something incredible."[36] Kisei, Ōi and Ōza champion Yoshiharu Habu told The Asahi Shimbun, "I felt the machines were extraordinarily strong when I saw their games this time."[37]

#### Denou-sen 3.1: Sugai versus Shueso (revenge match)

On Saturday 19 July 2014, Tatsuya Sugai once again got the chance to play against Shueso in what was billed as the "Shogi Denou-sen Revenge Match". Sugai had already been beaten by Shueso four months earlier in game one of Denou-sen 3, so this was seen as his chance to gain revenge for that loss. The game was sponsored by both the Japan Shogi Association and the telecommunications and media company Dwango and was held at the Tokyo Shogi Kaikan (the Japan Shogi Association's head office). Although the playing site was closed to the public, the game was streamed live via Niconico Live with commentary being provided by various shogi professionals and women's professionals. Shuesho's moves were made by Denso's robotic arm. The initial time control for each player was eight hours which was then followed by a 1-minute byoyomi. In addition, four 1-hour breaks were scheduled throughout the playing session to allow both sides time to eat and rest. The game lasted through the night and into the next day and finally finished almost 20 hours after it started when Sugai resigned after Shueso's 144 move.[38][39]

## Programmer tools

### Shogidokoro

Screenshot of 将棋所 in English with analysis window as run on a Mac

Shogidokoro (将棋所) is a Windows graphical user interface (GUI) that calls a program to play shogi and displays the moves on a board.[40] Shogidokoro was created in 2007. Shogidokoro uses the Universal Shogi Interface (USI). The USI is an open communication protocol that shogi programs use to communicate with a user interface. USI was designed by Norwegian computer chess programmer Tord Romstad in 2007. Tord Romstad based USI on Universal Chess Interface (UCI). UCI was designed by computer chess programmer Stefan Meyer-Kahlen in 2000. Shogidokoro can automatically run a tournament between two programs. This helps programmers to write shogi programs faster because they can skip writing the user interface part. It is also useful for testing changes to a program. Shogidokoro can be used to play shogi by adding a shogi engine to Shogidokoro. Some engines that will run under Shogidokoro are the following:

* Suisho(水匠)[41]
* Sojo(奏乗)[42]
* Apery[43]
* aperypaq (Apery SDT5 + Qhapaq SDT5)[44][45]
* BlunderXX[46]
* Bonanza[47]
* elmo[48]
* eloqhappa (elmo WCSC27 + Qhapaq WCSC27)[45]
* Gikou (技巧)[49]
* GPS Shogi[50]
* Laramie
* Lesserkai[51]
* Lightning
* Ponanza Quartet
* Qhapaq[52]
* relmo (elmo WCSC27 + rezero8),[53]
* rezero[54][55]
* Silent Majority[56]
* Spear
* SSP
* Tanuki (ナイツ・オブ・タヌキ WCSC27, 平成将棋合戦ぽんぽこ SDT5)[57]
* TJshogi
* Ukamuse (浮かむ瀬 – the 2016 release of Apery)[58]
* YaneuraOu (やねうら王)[55]
* Yomita (読み太)[59]

The interface can also use tsumeshogi solver-only engines like SeoTsume (脊尾詰).[60] The software's menus have both Japanese and English language options available.

### XBoard/WinBoard

screenshot of XBoard (shogi version)

XBoard/WinBoard is another GUI that supports shogi and other chess variants including western chess and xiangqi. Shogi support was added to WinBoard in 2007 by H.G. Muller. WinBoard uses its own protocol (Chess Engine Communication Protocol) to communicate with engines, but can connect to USI engines through the UCI2WB adapter. Engines that can natively support WinBoard protocol are Shokidoki, TJshogi, GNU Shogi and Bonanza.[61] Unlike Shogidokoro, WinBoard is free/libre and open source, and also available for the X Window System as XBoard (for Linux and Mac systems).

A number of Shogi variants, such as chu shogi and dai shogi, are playable against AI using a forked version of Winboard. Included engines are: Shokidoki, which can play the smaller variants with drops (i.e. Minishogi); and HaChu, a large Shogi variant engine designed for playing chu shogi that has improved in strength over time.[62]

### Shogi Browser Q

screenshot of 将棋ぶらうざQ

将棋ぶらうざQ (Shogi Browser Q) is a free cross-platform (Java) GUI, that can run USI engines and compete on Floodgate.[63] Since v3.7 both Japanese and English languages are available.

### BCMShogi

BCMShogi[64] is an English language graphical user interface for the USI protocol and the WinBoard shogi protocol. It is no longer developed and currently is unavailable from the author's website.

### Floodgate

Floodgate is a computer shogi server for computers to compete and receive ratings.[65] Programs running under Shogidokoro can connect to Floodgate. The GPS team created Floodgate. Floodgate started operating continuously in 2008. The most active players have played 4,000 games. From 2008 to 2010, 167 players played 28,000 games on Floodgate. Humans are welcome to play on Floodgate. The time limit is 15 minutes per player, sudden death. From 2011 to 2018, the Floodgate's number one program increased by 1184 points, an average of 169 points per year. Template:Div flex row

Floodgate Annual Highest Rating  Date | Program | Rating

|
|

23 May 2011 | Bonanza_expt | 3054
23 May 2012 | PonanzaCluster | 3080
23 May 2013 | Ponanza_expt | 3113
23 May 2014 | NineDayFever_XeonE5-2690_16c | 3252
18 May 2015 | Ponanza_expt | 3626
23 May 2016 | Ponanza-990XEE | 3715
23 May 2017 | monkeymagic | 3998
23 May 2018 | Pulsation | 4238

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## World Computer Shogi Championship

The annual computer vs computer world shogi championship is organized by the Computer Shogi Association (CSA) of Japan.[66] The computers play automated games through a server. Each program has 25 minutes to complete a game. The first championship was in 1990 with six programs. In 2001, it grew to 55 programs. The championship is broadcast on the Internet. At the 19th annual CSA tournament, four programs (GPS Shogi, Otsuki Shogi, Monju and KCC Shogi) that had never won a CSA tournament defeated three of the previous year's strongest programs (Bonanza, Gekisashi and YSS).[67] The top three winners of the 2010 CSA tournament are Gekisashi, Shueso and GPS Shogi.[68]

In 2011, Bonkras won the CSA tournament with five wins out of seven games. Bonkras ran on a computer with three processors containing 16 cores and six gigabytes of memory. Bonanza won second place on a computer with 17 processors containing 132 cores and 300 gigabytes of memory. Shueso won third place. The 2010 CSA winner, Gekisashi, won fourth place. Ponanza won fifth place. GPS Shogi won sixth place on a computer with 263 processors containing 832 cores and 1486 gigabytes of memory.[69][70] In 2012, GPS Shogi searched 280,000,000 moves per second and the average search depth was 22.2 moves ahead. Hiroshi Yamashita, the author of YSS, maintains a list of all shogi programs that played in World Computer Shogi Championship by year and winning rank.[71]

CSA World Computer Shogi Championship Winners  | Year | Developer | Program | Score wins/total | Computer | Clock | Processors | Cores | Memory | Language

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1 | 1990 | Nobuhiro Yoshimura | Eisei Meijin | 5/5 | NEC PC-9801RA21 | 20 MHz | i80386 |  |  |
2 | 1991 | Kazurou Morita | Morita Shogi 3 | 7/8 | NEC PC-H98S | 25 MHz | i80486 |  |  | ASM
3 | 1992 | Log corp. | Kiwame | 5/7 | 486DX2 | 66 MHz |  |  |  | C
4 | 1993 | Log corp. | Kiwame II | 7/7 | Pentium | 60 MHz |  |  |  | C
5 | 1994 | Shinichirou Kanazawa | Kiwame 2.1 | 6/7 | Pentium | 90 MHz |  |  |  | C
6 | 1996 | Shinichirou Kanazawa | Kanazawa Shogi | 7/7 | Alpha AXP | 300 MHz |  |  |  | C
7 | 1997 | Hiroshi Yamashita | YSS 7.0 | 7/7 | Alpha | 500 MHz |  |  |  | C
8 | 1998 | Yasushi Tanase | IS Shogi | 6/7 | Pentium II | 300 MHz |  |  |  | C
9 | 1999 | Shinichirou Kanazawa | Kanazawa Shogi | 6/7 | Pentium III | 500 MHz |  |  |  | C
10 | 2000 | Yasushi Tanase | IS Shogi | 5/7 | Athlon | 800 MHz |  |  |  | C
11 | 2001 | Yasushi Tanase | IS Shogi | 9/9 | Athlon | 1.2 GHz |  |  |  | C
12 | 2002 | University of Tokyo | Gekisashi | 6/7 | Athlon MP *2 | 2000+ |  |  |  | C++
13 | 2003 | Yasushi Tanase | IS Shogi | 6/7 | Pentium 4 | 3.00 GHz |  |  |  | C++
14 | 2004 | Hiroshi Yamashita | YSS 7.0 | 6/7 | Opteron 248 *2 | 2.2 GHz |  |  |  | C++
15 | 2005 | Gekisashi Team | Gekisashi | 7/7 | Opteron *2 | 2.6 GHz |  |  |  | C++
16 | 2006 | Kunihito Hoki | Bonanza | 6/7 | CoreDuo T2600 | 2.16 GHz |  |  |  | C
17 | 2007 | Hiroshi Yamashita | YSS 7.0 | 6/7 | Xeon X5355 | 2.66 GHz | 2 | 8 |  | C++
18 | 2008 | Gekisashi Team | Gekisashi | 6/7 | Xeon X5482 | 3.2 GHz | 2 | 8 |  | C++
19 | 2009 | GPS Team | GPS Shogi | 6/7 | Xeon X5570 | 2.93 GHz | 2 | 8 |  | C++
20 | 2010 | Gekisashi Team | Gekisashi | 6/7 | Xeon W5590 | 3.33 GHz | 2 | 8 |  | C++
21 | 2011 | Eikyu Ito | Bonkras | 5/7 | Core i7-980, Core i7-2600K, PhenomIIX6 1100T | 3.4 GHz 3.4 GHz 3.33 GHz | 3 | 16 | 6 GB | C, C++
22 | 2012 | GPS Team | GPS Shogi | 6/7 | Cluster 797 computers |  | 804 | 3224 | 3272 GB | C++
23 | 2013 | Kunihito Hoki | Bonanza | 5/7 | Xeon (Multi) |  | 31 | 388 |  | C, Perl
24 | 2014 | Osaka City University Mathematical Engineering Laboratory | Apery | 5/7 | Core i7 3930K | OC 4.3 GHz | 1 | 6 | 32GB | C++
25 | 2015 | Issei Yamamoto | Ponanza | 7/7 | Xeon E5-2666 v3 | 2.90 GHz | 4 | 64 | 240GB | C++
26 | 2016 | Issei Yamamoto | Ponanza | 7/7 | Xeon E5-2650 v3 x 4 |  | 4 | 20 x 4 | 16GB×4
8GB×2 | C++ C#
27 | 2017 | Makoto Takizawa | elmo | 7/7 | Xeon E 5-2686 v 4 (AWS EC 2 m 4.16 xlarge) | 2.7 GHz (Full Core Turbo Boost) | 2 | 32 | 256GB | C++
28 | 2018 | Barrel house | Hefeweizen | 6/7 | Amazon EC2 m5.24xlarge x 5 + laptop |  |  |  | 386GB×5
\+ laptop | C++, main is Python
29  | 2019  | Motohiro Isozaki  | YaneuraOu | 5/7 (1D)  |  |  |  |  |  |
30  | 2020  | Hiraoka Takuya  | suisho  |  |  |  |  |  |  |
31  | 2021  | Makoto Takizawa  | elmo  | 5/7 (1D)  |  |  |  |  |  |
32  | 2022  |  | dlshogi with HEROZ  |  |  |  |  |  |  |
33  | 2023  |  | dlshogi with HEROZ  |  |  |  |  |  |  |
34  | 2024  |  | Won't you become a CSA member?  |  |  |  |  |  |  |

## Video game systems

Some commercial game software which play shogi are Habu Meijin no Omoshiro Shōgi for Super Famicom, Clubhouse Games for Nintendo DS and Shotest Shogi for Xbox.

## Restrictions

On 18 September 2005 a Japan Shogi Association professional 5 dan played shogi against a computer. The game was played at the 29th Hokkoku Osho-Cup Shogi Tournament in Komatsu, Japan. The Matsue National College of Technology developed the computer program Tacos. Tacos played first and chose the static rook line in the opening. Professional Hashimoto followed the opening line while changing his bishop with the bishop of Tacos. Tacos had a good development with some advantages in the opening and middle game even until move 80. Many amateur players expected Tacos to win. However, professional Hashimoto defended and Tacos played strange moves. Tacos lost.[72]

On 14 October 2005, the Japan Shogi Association banned professional shogi players from competing against a computer.[73] The Japan Shogi Association said the rule is to preserve the dignity of its professionals, and to make the most of computer shogi as a potential business opportunity. The ban prevents the rating of computers relative to professional players.

From 2008 to 2012, the Japan Shogi Association (with Kunio Yonenaga as president) did not permit any games between a professional and a computer.

## Milestones

* 2005: at the Amateur Ryuo tournament, program Gekisashi defeated Eiji Ogawa in a 40-minute game of the first knockout round.
* 2005: Program Gekisashi defeated amateur 6-dan Masato Shinoda in a 40-minute exhibition game.
* 2007: highest rating for a computer on Shogi Club 24 is 2744 for YSS.[74]
* 2008: May, computer program Tanase Shogi beat Asahi Amateur Meijin title holder Yukio Kato. 75 moves played in a 15-minute exhibition game.
* 2008: May, computer program Gekisashi beat Amateur Meijin Toru Shimizugami. 100 moves played in a 15-minute exhibition game.[75]
* 2008: November, Gekisashi beat Amateur Meijin Shimizugami in a 1-hour game with 1-minute byoyomi.[76]
* 2010: October, first time a computer beat a shogi champion. Akara beat the women's Osho champion Shimizu in 6 hours and 3 minutes.
* 2012: January, Bonkras defeated the 1993 Meijin Yonenaga. They played 113 moves with main time 3 hours and then 1 minute per move.[6]
* 2013: 20 April, GPS Shogi defeated Hiroyuki Miura, ranked 15. Game was 102 moves with main time 4 hours then 1 minute per move.[77]
* 2014: 12 April, Ponanza defeated Yashiki Nobuyuki, ranked 12. Game was 130 moves with main time 5 hours then 1 minute per move.[78]
* 2016: 10 April, Ponanza defeated Takayuki Yamasaki, 8-dan. Game was 85 moves. Takayuki used 7 hours 9 minutes.[79]
* 2017: 20 May, Ponanza defeated Meijin Amahiko Satō in 2 games.[80][81]
* 2017: Google DeepMind's AlphaZero convincingly defeats 2017 World Computer Shogi Champion program elmo[82][83]
* 2018: Yu Nasu publishes a paper on Efficiently updatable neural networks (NNUE), a technique which quickly leads to a jump in strength in the top shogi programs, and cross-pollinates to computer chess a few years later.

## See also

* List of shogi software
* Shogi variant
* Computer Chess
* Chess engine
* Chess opening book (computers)

## References

1. ↑ Xiaohong Wan, Daisuke Takano, Takeshi Asamizuya; et al. (2012). "Developing intuition: Neural correlates of cognitive-skill learning in caudate nucleus". Journal of Neuroscience 28: 17492–17501.
2. ↑ Allis 1994 * Victor Allis (1994). Searching for Solutions in Games and Artificial Intelligence. Ph.D. Thesis, University of Limburg, Maastricht, The Netherlands. ISBN 90-900748-8-0. http://fragrieu.free.fr/SearchingForSolutions.pdf.
3. ↑ Takizawa, Takenobu; Reijer Grimbergen (2001). T. Anthony Marsland. ed. Computers and games: Second International Conference, CG 2000, Hamamatsu, Japan, October 26-28, 2000 (illustrated ed.). Berlin: Springer. p. 440. ISBN 3-540-43080-6. https://archive.org/details/springer_10.1007-3-540-45579-5. Retrieved 15 December 2011. "When asked in 1996 when he(Habu) thought a computer would beat him, his clear answer was "2015""
4. ↑ Murase, Shinya (September 23, 2012). "Defeat the human! The computer game plan". Asahi Shimbun. http://ajw.asahi.com/article/globe/feature/board/AJ201209230026.
5. ↑ Junichi Takada. "Computer versus Human Shogi Games" (in ja). https://www.junichi-takada.jp/computer_shogi/comvshuman.html.
6. ↑ 6.0 6.1 6.2 "Fujitsu's Shogi Software Tops Former Shogi Champion Kunio Yonenaga". Fujitsu. January 16, 2012. https://www.fujitsu.com/global/news/pr/archives/month/2012/20120116-02.html. Retrieved 22 January 2012.
7. ↑ 渡辺 明 (2010-09-15). "コンピュータ戦迫る。". 渡辺明ブログ. http://blog.goo.ne.jp/kishi-akira/e/988d26811dfd08023a490e2d3ed5e23d. Retrieved 2013-05-08.
8. ↑ "【渡辺明vsボナンザの棋譜解説】運命の一手で竜王の勝ちになった将棋". 23 December 2020. https://shogi-oute.com/bonanzakifu/. Retrieved 2023-02-26.
9. ↑ Reijer Grimbergen. "Report on the Annual Computer Shogi Championships". http://www.teu.ac.jp/gamelab/SHOGI/articlesmain.html.
10. ↑ Otake, Tomoko (November 2, 2011). "Shogi showdown for supercomputer". The Japan Times. https://www.japantimes.co.jp/text/nc20111102a1.html. Retrieved 23 November 2011.
11. ↑ "Shogi computer beats female champ Shimizu". The Mainichi Newspapers. 12 October 2010. http://blog.chess.com/view/shogi-computer-beats-female-champ-shimizu.
12. ↑ "Will shogi software beat male pros?". The Daily Yomiuri. 19 November 2010. http://www.yomiuri.co.jp/dy/national/T101118005564.htm.
13. ↑ "The University of Electro-Communications" (in ja). 3 August 2011. https://entcog.c.ooco.jp/entcog/event/event2011_comvshum.html.
14. ↑ "Shogi programs crush Amateurs" (in ja). The Asahi Shimbun. 2 August 2011. http://www.asahi.com/shougi/topics/TKY201108020334.html.
15. ↑ "Museum of Abstract Strategy Games" (in ja). 3 August 2011. http://www.nakajim.net/index.php?将棋-戦略的なアマトップ合議はコンピュータに勝てるか.
16. ↑ Ito, Eikyu. "Bonkras evaluated its game with Yonenaga in January 2012". https://aleag.cocolog-nifty.com/.shared/image.html?/photos/uncategorized/2012/01/18/denougraphsmall.jpg. Retrieved 3 February 2012.
17. ↑ Niconico. "Shogi Electronic Kings Battle channel" (in ja). https://ch.nicovideo.jp/denousen. Retrieved 17 February 2013.
18. ↑ "GPS Shogi". Graduate School of Arts and Sciences. University of Tokyo. https://gps.tanaka.ecc.u-tokyo.ac.jp/gpsshogi/index.php?GPSshogi.
19. ↑ Iijima (22 April 2013). "Dainisen Shōgi Denōsen Saishūkyoku wa GPS Shōgi ga Shōrishi, Konpyūtā ga Seisu! (Kansenki)" (in ja). Weekly ASCII (Kadokawa Corporation). https://weekly.ascii.jp/elem/000/000/140/140034/. Retrieved 18 December 2014. "準備はしていたのですが, GPS将棋がこれほど強いとわかっていれば, もっと危機感を持って, より前からやっていればよかったと反省していますし, 悔いが残るところです。".
20. ↑ "Computer Beats Man In Shogi Board Game". House Of Japan. 22 April 2013. http://www.houseofjapan.com/local/computer-beats-man-in-shogi-board-game.
21. ↑ "Evaluation of the game Miura Hiroyuki vs GPS Shogi by GPS Shogi" (in ja). http://wdoor.c.u-tokyo.ac.jp/shogi/view/index.cgi?csa=http://gps.tanaka.ecc.u-tokyo.ac.jp/cgi-bin/viewvc.cgi/trunk/gpsshogi/data/gpsshogi/denou2/miura-gpsshogi.csa?view=co&root;=gpsshogi&go_last=on&move_to=32. Retrieved 27 January 2014.
22. ↑ "Funae Tsutsukana Revenge" (in ja). 電王戦リベンジマッチ | ニコニコ動画. Niwango Inc.. http://ex.nicovideo.jp/denou/revenge/. Retrieved 31 December 2013.
23. ↑ "'Daisankai Shōgi Denōsen' Kisha Happyōkai no Moyō" (in ja). Japan Shogi Association. 21 August 2013. http://www.shogi.or.jp/topics/2013/08/post-806.html.
24. ↑ "'Daisankai Shōgi Denōsen' Shutsujō Kishi Kettei!" (in ja). Japan Shogi Association. 10 October 2013. http://www.shogi.or.jp/topics/2013/10/post-847.html.
25. ↑ "Shōgi Denō Tōnamento Repōto" (in ja). Japan Shogi Association. 8 November 2013. http://www.shogi.or.jp/topics/2013/11/post-867.html.
26. ↑ "Shōgi Denō Tōnamento Rūru" (in ja). http://info.nicovideo.jp/denou/denou_tournament_rule.pdf. Retrieved 25 May 2015.
27. ↑ "Den War" (in ja). Niwango, Inc.. http://ex.nicovideo.jp/denou/. Retrieved 31 December 2013.
28. ↑ "Game Sugai Tatsuya Shueso" (in ja). http://wiki.optus.nu/shogi/index.php?cmd=kif&cmds=display&kid=78741. Retrieved 16 March 2014.
29. ↑ "Game Yaneuraou Sato Shinya" (in ja). http://wiki.optus.nu/shogi/index.php?cmd=kif&cmds=displaytxt&kid=78780. Retrieved 23 March 2014.
30. ↑ "Game Toyoshima Masayuki YSS" (in ja). http://wiki.optus.nu/shogi/index.php?cmd=kif&cmds=displaytxt&kid=78848. Retrieved 31 March 2014.
31. ↑ "Game Tsutsukana Morishita Taku" (in ja). http://wiki.optus.nu/shogi/index.php?cmd=kif&cmds=displaytxt&kid=78960. Retrieved 6 April 2014.
32. ↑ "Game Yashiki Nobuyuki Ponanza" (in ja). http://wiki.optus.nu/shogi/index.php?cmd=kif&cmds=displaytxt&kid=79077. Retrieved 13 April 2014.
33. ↑ "Denousen 3 Time Limits" (in ja). Niconico. Niwango, inc.. http://ex.nicovideo.jp/denou/about.html. Retrieved 9 January 2014.
34. ↑ "Denousen 3 Broadcast" (in ja). Niconico. Niwango, inc. http://ex.nicovideo.jp/denou/live3.html. Retrieved 9 January 2014.
35. ↑ Osamu, Inoue. "Denso's shogi-playing robot to match wits with masters". Asian Review. Nikkei. http://asia.nikkei.com/Business/Companies/Denso-s-shogi-playing-robot-to-match-wits-with-masters. Retrieved 16 March 2014.
36. ↑ "Akira Watanabe official blog" (in ja). Nobuyuki Yashiki vs Ponanza. 2014-04-12. http://blog.goo.ne.jp/kishi-akira/e/99e307b61391f3e833b31c2735dfd72e. Retrieved 6 May 2014.
37. ↑ "Nobuyuki Yashiki vs Ponanza" (in ja). The Asahi Shimbun. April 15, 2014. http://digital.asahi.com/articles/DA3S11084614.html?iref=comkiji_txt_end_s_kjid_DA3S11084614. Retrieved 6 May 2014.
38. ↑ "Shōgi Denōsen Ribennjimacchi Gekitō Nijūsan Jikan Sugai Tatsuya Godan vs Shueso, Shueso no Shōri" (in ja). Tokyo, Japan: Japan Shogi Association. 22 July 2014. https://www.shogi.or.jp/topics/event/2014/07/_23_vs.html. Retrieved 24 July 2014.
39. ↑ Iijima (18 July 2014). "Sugai Tatsuya Godan vs Sueso no Gekitō Futatabi・Shōgi Denōsen Ribenjimacchi Jūkyū Nichi Kaisailanguage=ja". Tokyo, Japan: ASCII Media Works. https://weekly.ascii.jp/elem/000/000/239/239024/. Retrieved 24 July 2014.
40. ↑ "Shogidokoro Shogi Graphical User Interface" (in ja). http://www.geocities.jp/shogidokoro/index.html.
41. ↑ the most popular shogi AI
42. ↑ One of the strongest Shogi AI currently on sale
43. ↑ "HiraokaTakuya/Apery". 16 June 2021. https://github.com/HiraokaTakuya/apery.
44. ↑ "Apery-qhapaq評価関数(apery sdt5比でR+50くらい？)を公開します". 28 November 2017. https://qhapaq.hatenablog.com/entry/2017/11/28/195426.
45. ↑ 45.0 45.1 "Release Qhapaq collaboration evaluation function (Qhapaq+) · qhapaq-49/Qhapaq-bin". https://github.com/qhapaq-49/qhapaq-bin/releases/tag/eloqhappa.
46. ↑ "物置". https://ak110.github.io/.
47. ↑ Bonanza requires USI (u2b) adapter.
48. ↑ "Mk-takizawa/Elmo_for_learn". 11 June 2021. https://github.com/mk-takizawa/elmo_for_learn.
49. ↑ "Gikou-official/Gikou". 5 June 2021. https://github.com/gikou-official/Gikou.
50. ↑ "GPSshogi - PukiWiki". https://gps.tanaka.ecc.u-tokyo.ac.jp/gpsshogi/pukiwiki.php.
51. ↑ This weaker engine comes bundled with Shogidokoro itself.
52. ↑ "Release qhapaqの評価関数群 · qhapaq-49/Qhapaq-bin". https://github.com/qhapaq-49/qhapaq-bin/releases/tag/tagtest.
53. ↑ "relmoの世界 | やねうら王 公式サイト". July 5, 2017. https://yaneuraou.yaneu.com/2017/07/05/relmoの世界/.
54. ↑ "人間の棋譜を用いずに評価関数の学習に成功 | やねうら王 公式サイト". June 12, 2017. https://yaneuraou.yaneu.com/2017/06/12/人間の棋譜を用いずに評価関数の学習に成功/.
55. ↑ 55.0 55.1 "Yaneurao/YaneuraOu". 23 June 2021. https://github.com/yaneurao/YaneuraOu.
56. ↑ "Jangja/Silent_majority". https://github.com/Jangja/silent_majority/tree/1.2.
57. ↑ "Nodchip/Tanuki-". 4 July 2021. https://github.com/nodchip/hakubishin-.
58. ↑ "Release SDT4 · HiraokaTakuya/Apery". https://github.com/HiraokaTakuya/apery/releases/tag/SDT4.
59. ↑ "TukamotoRyuzo/Yomita". 10 June 2021. https://github.com/TukamotoRyuzo/Yomita.
60. ↑ "脊尾詰ダウンロード". http://panashogi.web.fc2.com/seotsume.html.
61. ↑ Muller, Harm Geert. "WinBoard for Shogi". https://home.hccnet.nl/h.g.muller/shokidoki.html.
62. ↑ "Shogi Variants". http://hgm.nubati.net/ShogiVars.html.
63. ↑ "SBrowserQ". https://www.sbrowser-q.com/en/index.html.
64. ↑ Maerz, Bernhard. "BCMShogi Shogi Graphical User Interface". http://home.arcor.de/Bernhard.Maerz/BCMGames/index.htm.
65. ↑ "Konpyūta Shōgi Renzoku Taikyoku Basho" (in ja). University of Tokyo. http://wdoor.c.u-tokyo.ac.jp/shogi/floodgate.html. Retrieved 25 May 2015.
66. ↑ "Computer Shogi Association". http://www.computer-shogi.org/index_e.html.
67. ↑ Reijer Grimbergen. "Upset at the 19th CSA Computer Shogi Championship". http://www.teu.ac.jp/gamelab/SHOGI/CSA2009/19csa.html.
68. ↑ "Winners of 2010 CSA tournament". Computer Shogi Association. http://www.computer-shogi.org/wcsc20/index_e.html.
69. ↑ "Winners of 2011 CSA tournament". Computer Shogi Association. http://www.computer-shogi.org/wcsc21/index_e.html.
70. ↑ "Teams in 2011 CSA tournament" (in ja). Computer Shogi Association. http://www.computer-shogi.org/wcsc21/team.html.
71. ↑ Yamashita, Hiroshi. "World Computer Shogi Championship Players Ordered by rank". http://www.yss-aya.com/csa_all.html.
72. ↑ "Hashimoto vs Tacos in 2005". Japan Advanced Institute of Science and Technology. https://www.jaist.ac.jp/rccg/menu/topic.htm.
73. ↑ "Shogi pros warned not to play computers". The Japan Times. Oct 16, 2005. https://www.japantimes.co.jp/text/nn20051016a4.html. Retrieved 28 November 2011.
74. ↑ Hiroshi Yamashita. "Computer Shogi Program YSS On Shogi Club 24" (in ja). http://www32.ocn.ne.jp/~yss/24rating.html.
75. ↑ Reijer Grimbergen. "Exhibition Games at the 18th CSA Computer Shogi Championships". http://www.teu.ac.jp/gamelab/SHOGI/CSA2008/18csa.html.
76. ↑ "Gekisashi beat Amateur Meijin Champion in a 1 hour game". Computer Shogi Association. http://www.computer-shogi.org/kifu/gpw2008/vs_shimizugami.sjis.csa.
77. ↑ "GPS Shogi defeated Miura Hiroyuki Video" (in ja). Niwango. 20 April 2013. https://live.nicovideo.jp/watch/lv118757933. Retrieved 22 April 2013.
78. ↑ "Ponanza defeated Yashiki Nobuyuki" (in ja). Niwango, Inc.. http://ex.nicovideo.jp/denou/3rd/match.html.
79. ↑ Shinji, Fukamatsu. "AI beats top shogi player in first match of tournament final：The Asahi Shimbun". The Asahi Shimbun. http://www.asahi.com/ajw/articles/AJ201604110029.html. Retrieved 17 May 2016.
80. ↑ "Ponanza VS Meijin Satoh game 1". DWANGO Co., Ltd.. https://denou.jp/2017/kifu/20170401.html. Retrieved 23 May 2017.
81. ↑ "Ponanza VS Meijin Satoh game 2". DWANGO Co., Ltd.. https://denou.jp/2017/kifu/20170520.html. Retrieved 23 May 2017.
82. ↑ David Silver; Thomas Hubert; Julian Schrittwieser; Ioannis Antonoglou; Matthew Lai; Arthur Guez; Marc Lanctot; Laurent Sifre; Dharshan Kumaran; Thore Graepel; Timothy Lillicrap; Karen Simonyan; Demis Hassabis (5 December 2017). "Mastering Chess and Shogi by Self-Play with a General Reinforcement Learning Algorithm". arXiv:1712.01815 [cs.AI].
83. ↑ "AlphaZero: Shedding new light on the grand games of chess, shogi and Go". Deep Mind. https://deepmind.com/blog/alphazero-shedding-new-light-grand-games-chess-shogi-and-go/. Retrieved 6 December 2018.

## External links

* Computer versus Human Shogi Events in Japanese
* コンピュータ将棋 まとめサイト:
* How to start computer Shogi (Japanese Chess)
* Current ratings for development versions of shogi engines
* 将棋フリーソフト:
* Installation instruction shogi engine (v.2019 May)
* Instructions to set-up and play with shogi engines
* How to install the Yaneuraou engine with third party evaluation files/opening books and the Gikou2 engine
* Nederlandse Shogi Bond: How to analyze your games using a shogi engine
* Spear a shogi engine

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