Developing Non-Playing Network Applications for Japanese Chess
Pp. 68-90 (23)
Hiroyuki Tarumi, Ryu Miura and Toshiki Kinuhata
Japanese Chess (Shogi) is the most complex board game among chess-like
games in the world. Because it is a big challenge, computer scientists, especially AI
researchers, have been developing strong programs to play Shogi. However, nonplaying
applications for shogi have not been studied well.
Human players need various supporting tools for Shogi, including educational
applications, research aids, and databases. Especially, post-game discussions
(Kansousen, in the Shogi jargon) are very popular among Shogi players, but we do not
have well-designed tools for shared discussions on the Internet. In order to satisfy such
users’ requirements, we have designed a total architecture for Shogi on the net, called
SAKURA (Shogi Archives and Kansousen Utilities for Research and Advice).
SAKURA has servers for shared database and for discussion management. SAKURA’s
client software has features to support discussions on game records with shared boards
and graphical interfaces to deal with game records with variations of moves. Software
interfaces to incorporate AI programs into SAKURA are also defined. Key design
issues are database architecture and discussion support features.
SAKURA’s environment and tools have been developed as a prototype and evaluated
by university Shogi players. In this chapter, we will discuss how Japanese chess can be
supported totally by SAKURA. The basic design of SAKURA can be applied to other
networked board games.
API, Artificial intelligence, Chess, CSCW, Discussion support systems,
Human computer interaction, Learning support systems, Performance evaluation, Shogi,
Faculty of Engineering, Kagawa University, Takamatsu, Kagawa, Japan.