Puella α is former Bonkras. It has changed its name since this tournament. I don't know why exactly.
The below is the game between Gekisash and GPS in the first round. I am surprised to see GPS's left gold moves. I cannot believe the side which moved one of his Gold too far from the castle like this win. If Sente chose Px2d instead of B-2b at the 47th move, P*6f G7i-7h B*4i would be sever since Sente could not defend Gote's Rook's breakthrough on the sixth file.
http://homepage.mac.com/junichi_takada/ ... K_GPS.html
Another game that surpise me is this. It's a game of GPS and YSS in theAt the 29th move, GPS moves his right Silver to 4f and neglects YSS's N-8e threatening to take the Silver on 7g in the next move to start attacking with P-3e. It's amazing GPS allows materially-disadvantageous-kNight-Silver trade in this early stage and overwhelmes YSS from that onwards.
http://homepage.mac.com/junichi_takada/ ... S_YSS.html
The third one is a game of Tsutsukasa and GPS in the fifth round. GPS does not follow many texbook theories. At the 30th move, he neglects Sente's previous pawn push to allow him to capture the Pawn on 3d for nothing for a while. He leaves his King staying on the initial square. He offers Bishop exchange without hesitating to get his left Gold in bad shape. How freely he plays!
http://homepage.mac.com/junichi_takada/ ... K_GPS.html
The final one is GPS vs ponanza in the final round. GPS wins this game to decide the victory of the tornament. Everybody is astonished the Bishop sacrifice at the 19th move.
http://homepage.mac.com/junichi_takada/ ... PS_PON.htm
World Shogi Computer Championship games Analysis............
Moderator: Ras
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pichy
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pichy
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Re: World Shogi Computer Championship games Analysis........
White: OtsukaSoufu 5 Dan Versus Black Ponanza
#KIF version=2.0 encoding=UTF-8
開始日時:2012/05/09
場所:81-Dojo (ver.2012/04/08)
手合割:平手
先手:PONANZA
後手:OtsukaSoufu
手数----指手---------消費時間--
1 2六歩(27) ( 0:22/)
2 3四歩(33) ( 0:5/)
3 7六歩(77) ( 0:2/)
4 4四歩(43) ( 0:5/)
5 4八銀(39) ( 0:2/)
6 4二飛(82) ( 0:7/)
7 5六歩(57) ( 0:2/)
8 9四歩(93) ( 0:14/)
9 6八玉(59) ( 0:2/)
10 7二銀(71) ( 0:4/)
11 7八玉(68) ( 0:2/)
12 3二銀(31) ( 0:5/)
13 7七角(88) ( 0:20/)
14 4三銀(32) ( 0:5/)
15 5七銀(48) ( 0:2/)
16 6四歩(63) ( 0:5/)
17 8八玉(78) ( 0:12/)
18 7四歩(73) ( 0:6/)
19 6六歩(67) ( 0:31/)
20 6二玉(51) ( 0:7/)
21 9八香(99) ( 0:16/)
22 5二金(41) ( 0:14/)
23 9九玉(88) ( 0:16/)
24 7一玉(62) ( 0:6/)
25 8八銀(79) ( 0:16/)
26 8二玉(71) ( 0:7/)
27 2五歩(26) ( 0:12/)
28 3三角(22) ( 0:6/)
29 5八金(49) ( 0:18/)
30 8四歩(83) ( 0:5/)
31 3六歩(37) ( 0:17/)
32 9五歩(94) ( 0:4/)
33 7九金(69) ( 0:10/)
34 6三金(52) ( 0:10/)
35 6七金(58) ( 0:15/)
36 7三桂(81) ( 0:5/)
37 1六歩(17) ( 0:15/)
38 1四歩(13) ( 0:5/)
39 3八飛(28) ( 0:13/)
40 3二飛(42) ( 0:7/)
41 4六銀(57) ( 0:33/)
42 2二角(33) ( 0:7/)
43 3五歩(36) ( 0:17/)
44 4五歩(44) ( 0:22/)
45 同 銀(46) ( 0:11/)
46 3五歩(34) ( 0:5/)
47 2四歩(25) ( 0:15/)
48 同 歩(23) ( 0:4/)
49 2三歩打 ( 0:13/)
50 3三角(22) ( 0:6/)
51 3五飛(38) ( 0:12/)
52 4四歩打 ( 0:8/)
53 2二歩成(23) ( 0:14/)
54 同 角(33) ( 0:6/)
55 3二飛成(35) ( 0:12/)
56 同 銀(43) ( 0:6/)
57 6五歩(66) ( 0:27/)
58 同 桂(73) ( 0:6/)
59 4四角(77) ( 0:12/)
60 同 角(22) ( 0:6/)
61 同 銀(45) ( 0:2/)
62 5九飛打 ( 0:24/)
63 6二歩打 ( 0:14/)
64 同 金(63) ( 0:32/)
65 3五角打 ( 0:9/)
66 3四歩打 ( 0:8/)
67 4六角(35) ( 0:10/)
68 2九飛成(59) ( 0:24/)
69 6四角(46) ( 0:9/)
70 7三桂打 ( 0:20/)
71 7五歩(76) ( 0:21/)
72 6三歩打 ( 0:24/)
73 3七角(64) ( 0:8/)
74 5八角打 ( 0:17/)
75 6八歩打 ( 0:20/)
76 4七角成(58) ( 0:10/)
77 5五角(37) ( 0:18/)
78 5四歩(53) ( 0:5/)
79 6六角(55) ( 0:11/)
80 8五桂(73) ( 0:19/)
81 4五飛打 ( 0:15/)
82 3六馬(47) ( 0:30/)
83 6五飛(45) ( 0:11/)
84 9六歩(95) ( 0:23/)
85 同 歩(97) ( 0:11/)
86 1九龍(29) ( 0:18/)
87 8六桂打 ( 0:7/)
88 8一玉(82) ( 0:7/)
89 7四桂(86) ( 0:33/)
90 7八歩打 ( 0:15/)
91 同 金(79) ( 0:16/)
92 6九馬(36) ( 0:6/)
93 7九金(78) ( 0:33/)
94 同 馬(69) ( 0:4/)
95 同 銀(88) ( 0:2/)
96 同 龍(19) ( 0:11/)
97 8八角(66) ( 0:32/)
98 7八龍(79) ( 0:8/)
99 4六角打 ( 1:27/)
100 7三歩打 ( 0:9/)
101 5五歩(56) ( 0:12/)
102 9七歩打 ( 0:6/)
103 8二桂成(74) ( 0:2/)
104 同 玉(81) ( 0:10/)
105 5四歩(55) ( 0:2/)
106 9八歩成(97) ( 0:6/)
107 同 玉(99) ( 0:2/)
108 8六桂打 ( 0:4/)
109 同 歩(87) ( 0:2/)
110 8七銀打 ( 0:5/)
111 9九玉(98) ( 0:2/)
112 9八金打 ( 0:1/)
113 投了 ( 0:2/)
#KIF version=2.0 encoding=UTF-8
開始日時:2012/05/09
場所:81-Dojo (ver.2012/04/08)
手合割:平手
先手:PONANZA
後手:OtsukaSoufu
手数----指手---------消費時間--
1 2六歩(27) ( 0:22/)
2 3四歩(33) ( 0:5/)
3 7六歩(77) ( 0:2/)
4 4四歩(43) ( 0:5/)
5 4八銀(39) ( 0:2/)
6 4二飛(82) ( 0:7/)
7 5六歩(57) ( 0:2/)
8 9四歩(93) ( 0:14/)
9 6八玉(59) ( 0:2/)
10 7二銀(71) ( 0:4/)
11 7八玉(68) ( 0:2/)
12 3二銀(31) ( 0:5/)
13 7七角(88) ( 0:20/)
14 4三銀(32) ( 0:5/)
15 5七銀(48) ( 0:2/)
16 6四歩(63) ( 0:5/)
17 8八玉(78) ( 0:12/)
18 7四歩(73) ( 0:6/)
19 6六歩(67) ( 0:31/)
20 6二玉(51) ( 0:7/)
21 9八香(99) ( 0:16/)
22 5二金(41) ( 0:14/)
23 9九玉(88) ( 0:16/)
24 7一玉(62) ( 0:6/)
25 8八銀(79) ( 0:16/)
26 8二玉(71) ( 0:7/)
27 2五歩(26) ( 0:12/)
28 3三角(22) ( 0:6/)
29 5八金(49) ( 0:18/)
30 8四歩(83) ( 0:5/)
31 3六歩(37) ( 0:17/)
32 9五歩(94) ( 0:4/)
33 7九金(69) ( 0:10/)
34 6三金(52) ( 0:10/)
35 6七金(58) ( 0:15/)
36 7三桂(81) ( 0:5/)
37 1六歩(17) ( 0:15/)
38 1四歩(13) ( 0:5/)
39 3八飛(28) ( 0:13/)
40 3二飛(42) ( 0:7/)
41 4六銀(57) ( 0:33/)
42 2二角(33) ( 0:7/)
43 3五歩(36) ( 0:17/)
44 4五歩(44) ( 0:22/)
45 同 銀(46) ( 0:11/)
46 3五歩(34) ( 0:5/)
47 2四歩(25) ( 0:15/)
48 同 歩(23) ( 0:4/)
49 2三歩打 ( 0:13/)
50 3三角(22) ( 0:6/)
51 3五飛(38) ( 0:12/)
52 4四歩打 ( 0:8/)
53 2二歩成(23) ( 0:14/)
54 同 角(33) ( 0:6/)
55 3二飛成(35) ( 0:12/)
56 同 銀(43) ( 0:6/)
57 6五歩(66) ( 0:27/)
58 同 桂(73) ( 0:6/)
59 4四角(77) ( 0:12/)
60 同 角(22) ( 0:6/)
61 同 銀(45) ( 0:2/)
62 5九飛打 ( 0:24/)
63 6二歩打 ( 0:14/)
64 同 金(63) ( 0:32/)
65 3五角打 ( 0:9/)
66 3四歩打 ( 0:8/)
67 4六角(35) ( 0:10/)
68 2九飛成(59) ( 0:24/)
69 6四角(46) ( 0:9/)
70 7三桂打 ( 0:20/)
71 7五歩(76) ( 0:21/)
72 6三歩打 ( 0:24/)
73 3七角(64) ( 0:8/)
74 5八角打 ( 0:17/)
75 6八歩打 ( 0:20/)
76 4七角成(58) ( 0:10/)
77 5五角(37) ( 0:18/)
78 5四歩(53) ( 0:5/)
79 6六角(55) ( 0:11/)
80 8五桂(73) ( 0:19/)
81 4五飛打 ( 0:15/)
82 3六馬(47) ( 0:30/)
83 6五飛(45) ( 0:11/)
84 9六歩(95) ( 0:23/)
85 同 歩(97) ( 0:11/)
86 1九龍(29) ( 0:18/)
87 8六桂打 ( 0:7/)
88 8一玉(82) ( 0:7/)
89 7四桂(86) ( 0:33/)
90 7八歩打 ( 0:15/)
91 同 金(79) ( 0:16/)
92 6九馬(36) ( 0:6/)
93 7九金(78) ( 0:33/)
94 同 馬(69) ( 0:4/)
95 同 銀(88) ( 0:2/)
96 同 龍(19) ( 0:11/)
97 8八角(66) ( 0:32/)
98 7八龍(79) ( 0:8/)
99 4六角打 ( 1:27/)
100 7三歩打 ( 0:9/)
101 5五歩(56) ( 0:12/)
102 9七歩打 ( 0:6/)
103 8二桂成(74) ( 0:2/)
104 同 玉(81) ( 0:10/)
105 5四歩(55) ( 0:2/)
106 9八歩成(97) ( 0:6/)
107 同 玉(99) ( 0:2/)
108 8六桂打 ( 0:4/)
109 同 歩(87) ( 0:2/)
110 8七銀打 ( 0:5/)
111 9九玉(98) ( 0:2/)
112 9八金打 ( 0:1/)
113 投了 ( 0:2/)
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hgm
- Posts: 28511
- Joined: Fri Mar 10, 2006 10:06 am
- Location: Amsterdam
- Full name: H G Muller
Re: World Shogi Computer Championship games Analysis........
Alas, this is something WinBoard can not read. They write the piece last?
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Dan Honeycutt
- Posts: 5258
- Joined: Mon Feb 27, 2006 4:31 pm
- Location: Atlanta, Georgia
Re: World Shogi Computer Championship games Analysis........
WinBoard is not alone.hgm wrote:Alas, this is something WinBoard can not read.
Best
Dan H.
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shogi4fun
- Posts: 31
- Joined: Thu Aug 26, 2010 5:32 pm
Re: World Shogi Computer Championship games Analysis........
It's the most common format for shogi in japan world.Dan Honeycutt wrote:WinBoard is not alone.hgm wrote:Alas, this is something WinBoard can not read.
Best
Dan H.
I can convert it to an other format used in western world, but still I'm sure it's also not comfortable for chess players.
So I suggest, maybe better use the program Shogidokoro (http://www.geocities.jp/shogidokoro/dow ... dokoro.zip) where you can also set western looking pieces in the options dialog.
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hgm
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- Joined: Fri Mar 10, 2006 10:06 am
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- Full name: H G Muller
Re: World Shogi Computer Championship games Analysis........
Well, it seems better to use a converter, and then load it into WinBoard, which would show it to you as normal PGN.
I am not sure if it can be parsed by a game-state-unaware parser, though. In fact, I am not even sure how disambiguation works. There seem to be kanji for 'left' and 'right' piece, but that doesn't seem to be enough, because you can have 4 pieces of each type.
I am not sure if it can be parsed by a game-state-unaware parser, though. In fact, I am not even sure how disambiguation works. There seem to be kanji for 'left' and 'right' piece, but that doesn't seem to be enough, because you can have 4 pieces of each type.
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shogi4fun
- Posts: 31
- Joined: Thu Aug 26, 2010 5:32 pm
Re: World Shogi Computer Championship games Analysis........
Still I don't know even one shogi program/converter supporting PGN.hgm wrote:Well, it seems better to use a converter, and then load it into WinBoard, which would show it to you as normal PGN.
Short moment thinking about implementing it ...
No.
Implementing 100% KIF (that's the name for this format) functionality would be some work, but implementing the main thing shouldn't be so hard.I am not sure if it can be parsed by a game-state-unaware parser, though. In fact, I am not even sure how disambiguation works. There seem to be kanji for 'left' and 'right' piece, but that doesn't seem to be enough, because you can have 4 pieces of each type.
Yes, there are Kanjis for 'left', 'right' and some more, but you would need it only for the KI2 format, because the KIF format also gives the position of the source field: it's the number in brackets
Taking any line:
1 2六歩(27) ( 0:06/00:00:38)
- 2六: target field (from upper right - second one is a kanji representing the number)
- 角: piece to move (only needed for drops, because number in brackets
- 27: source field (from upper right)
and
- 同: same (target) field than last one
and ( 0:06/00:00:38):
- first part: move time
- second part: whole thinking time
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hgm
- Posts: 28511
- Joined: Fri Mar 10, 2006 10:06 am
- Location: Amsterdam
- Full name: H G Muller
Re: World Shogi Computer Championship games Analysis........
I hadn't expected one, but WinBoard can also read PSN, and I would be surprised if there was no convertor for that.shogi4fun wrote:Still I don't know even one shogi program/converter supporting PGN.
Oooooh! I had not figured that out yet.Implementing 100% KIF (that's the name for this format) functionality would be some work, but implementing the main thing shouldn't be so hard.
Yes, there are Kanjis for 'left', 'right' and some more, but you would need it only for the KI2 format, because the KIF format also gives the position of the source field: it's the number in brackets![]()
With source and destination field given parsing becomes almost totally trivial. Recognizing the piece kanji for the drops can still be tricky, because you would have to prepare for different encodings (UTF-8, wide char, code pages...)Taking any line:
1 2六歩(27) ( 0:06/00:00:38)
- 2六: target field (from upper right - second one is a kanji representing the number)
- 角: piece to move (only needed for drops, because number in brackets
- 27: source field (from upper right)
and
- 同: same (target) field than last one
and ( 0:06/00:00:38):
- first part: move time
- second part: whole thinking time
Easiest would of course be if WinBoard could directly parse the format, but OTOH I don't like to have an infinitely complex parser that can understand a zillion different formats in WinBoard.
Perhaps I should equip WinBoard with an option to invoke a pre-processor when loading a file. Or perhaps try to invoke it automatically when a non-standad file type is loaded. E.g. for a .kif file it could try to execute the command "kif.exe name.kif > temp" and then read temp in stead of name.kif. Then I would only have to provide a pre-processor that converts the KIF format to something WinBoard can understand (like long-algebraic, which should be possible without game-state awareness, and thus totally trivial.)
All that people then would have to do to allow WB to understand their local format would be to supply a converter, and put it under the proper name in the WB folder.
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hgm
- Posts: 28511
- Joined: Fri Mar 10, 2006 10:06 am
- Location: Amsterdam
- Full name: H G Muller
Re: World Shogi Computer Championship games Analysis........
Oh man, this is awful. The leading '2' of the move is a kanji 2, rather than an ASCII 2...shogi4fun wrote:1 2六歩(27) ( 0:06/00:00:38)
An octal dump of the line is:
Code: Select all
061 040 (357 274 222) (345 205 255) (346 255 251) 050 062 067 051 040 050 040 060 072 062 062 057 051 040 012-
shogi4fun
- Posts: 31
- Joined: Thu Aug 26, 2010 5:32 pm
Re: World Shogi Computer Championship games Analysis........
Oh, and I also made a mistake: there re not all all used Kanjis 'left', 'right' in KIF, only in KI2.hgm wrote:Oooooh! I had not figured that out yet.That indeed makes life a lot easier. Is this just a number 1-81, raster-scan mode, or should I interpret the digits as coordinates. (I guess I could figure that out by deciphering the posted game, but I am lazy!
)
Japanese uses BOTH numbers for horizontaly and verticaly lines. Still first is described by latinum number, second one by Kanji.
(Look for example here)
And because western world has not good two kind of numbers (there was thinking about using roman numbers), the Kanjis are "translated" to letters (1=>a, 2=>b, ..., 9=>i).
First number is horizontaly starting right, second "number" verticaly starting from top.
So 99 is (in your thinking) A1, in "shog-type" 9i
98 => A2 => 9h
97 => A3 => 9g
89 => B1 => 8i
88 => B2 => 8h
...
And I fogot:
成: promote
打: drop