Plausible Move Generation Using Move Merit Analysis in Shogi Reijer Grimbergen (Electrotechnical Laboratory) Hitoshi Matsubara (Future University Hakodate) Full-width Search and Plausible Move Generation Full-width search World championship level programs in chess, checkers and Othello. Plausible Move Generation Important in the early days of chess research. Good alternative in domains where full-width search can not search deep enough: Large average number of legal moves (e.g. Go, Shogi). Single agent search problems with extremely long solution sequences (e.g. Sokoban). Interesting for cognitive science. Why Plausible Move Generation in Shogi? High average branching factor (80) compared to chess (35). Average branching factor increases as the game progresses. Time constraints are strict. Legal Moves in Shogi 250 Legal Move Avg 200 Highest Legal Move Number Average Legal Move Number Lowest Legal Move Number 150 100 50 0 0 10 20 30 40 50 60 70 80 90 00 10 20 30 40 50 1 1 1 1 1 1 Move Number Plausible Move Generator Set for Shogi PMG-Goal Capture Material Promote Piece PMG-Th Check Attack king Attack material Discovered attack Threaten promotion PMG-DefTh Defend checks Defend king Defend material Defend discovered attacks Defend against promotion PMG-Pim Defend pins Tie improvement Defend undefended pieces Defend against exchange Cover squares in own camp Develop pieces PMG-DefPIm Pin piece Cover squares in enemy camp Avoid development Move Merit Analysis In our approach it is possible that moves are generated by more than one PMG. Knowledge about which PMGs generated a move is used for analyzing the merit of a move. Move Merit Analysis: Every PMG gives a value to the generated move based on the importance of the PMG. E.g.: Winning a rook is more important than improving the position. Possible performance improvements: Move ordering is improved, aiding alpha-beta search. Additional cuts are possible: discard all moves with a negative MMA value. Experimental Results We compared the behavior of: PMG-All: Generate all moves from the plausible move generator set. PMG-MMA: Generate all moves with a positive MMA value. Four experiments: 1. 2. 3. 4. Plausible move generation test. Move ordering test. Search comparison test. Self play experiment. Experimental Results (1) Plausible Move Generation Test 70 60 50 40 30 20 10 0 Game Number 10 0 90 80 70 60 50 40 30 20 PMG-ALL PMG-MMA 10 0 Save Percentage Savings of PMG-ALL and PMG-MMA in 100 Test Games (12097 positions) Experimental Results (1) Plausible Move Generation Test Savings and accuracy of PMG-All and PMG-MMA in 100 test games: Version Not Accuracy Savings Generated (%) (%) PMG-ALL 81 99.4% 23.7% PMG-MMA 144 98.8% 46.5% PMG-MMA: savings much better and only slightly less accuracy Experimental Results (2) Move Ordering Test 100 90 80 70 60 50 40 30 20 10 0 10 0 90 80 70 60 50 40 30 20 Cumulative Absolute 10 0 Percentage Move Ordering Results Rank in Move Ordering Only very few moves are ordered low by MMA Experimental Results (3) Search Comparison Test Performance in 298 tactical shogi problems from Shukan Shogi: Cat Total Pos Full Width PMG-ALL PMG-MMA 1 50 17 21 22 2 50 9 8 13 3 50 10 10 11 4 50 9 7 8 5 50 5 4 4 6 48 4 5 6 Tot 298 54 55 64 Only for PMG-MMA there is a significant improvement Experimental Results (4) Self Play Experiment We played 20 game matches between shogi programs that use PMG-MMA, PMG-All and Full-width search: No Version 1 2 3 Result 1 PMG-MMA X 15-5 (75%) 20-0 (100%) 35-5 (87.5%) 2 PMG-ALL 5-15 (25%) X 16-4 (80%) 21-19 (52.5%) 3 Full-width 0-20 (0%) 4-16 (20%) X 4-36 (10.0%) PMG-MMA outplays PMG-All and Full-width search Conclusions Plausible move generation deserves further investigation. Plausible Move Generation with Move Merit Analysis gives important improvements of the search performance in shogi. Move Merit Analysis is vital for our method of plausible move generation.
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