Difference between revisions of "Reijer Grimbergen"
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=Selected Publications= | =Selected Publications= | ||
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* [[Reijer Grimbergen]] ('''1996'''). ''Using Pattern Recognition and Selective Deepening to Solve Tsume Shogi''. [[Conferences#GPW|3rd Game Programming Workshop]], [http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.43.7594 CiteSeerX] <ref>[https://en.wikipedia.org/wiki/Tsumeshogi Tsumeshogi from Wikipedia]</ref> | * [[Reijer Grimbergen]] ('''1996'''). ''Using Pattern Recognition and Selective Deepening to Solve Tsume Shogi''. [[Conferences#GPW|3rd Game Programming Workshop]], [http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.43.7594 CiteSeerX] <ref>[https://en.wikipedia.org/wiki/Tsumeshogi Tsumeshogi from Wikipedia]</ref> |
Latest revision as of 17:41, 16 November 2020
Home * People * Reijer Grimbergen
Reijer Grimbergen,
a Dutch computer scientist, Ph.D. in cognitive science. Until March 2009 Reijer Grimbergen was working as an associate professor at the Yamagata University in Japan, until he moved to the Tokyo University of Technology. Reijer Grimbergen is Shogi player and his research focuses on search algorithms, game playing and cognitive modelling of human problem solving. He has also built his own shogi program called Spear and is co-author of an Amazons program called TAS [2]. Additionally, Reijer Grimbergen has also been connected with the development of AI Factory's Shogi engine Shotest by primary author and AI Factory CEO Jeff Rollason [3] .
Contents
Photos
Jeff Rollason and Reijer Grimbergen, Kisarazu, Japan, May 2008 [4]
Selected Publications
1996 ...
- Reijer Grimbergen (1996). Using Pattern Recognition and Selective Deepening to Solve Tsume Shogi. 3rd Game Programming Workshop, CiteSeerX [6]
- Hitoshi Matsubara, Hiroyuki Iida, Reijer Grimbergen (1997). Chess, Shogi, Go, natural developments in game research. pdf
- Hitoshi Matsubara, Steven Walczak, Reijer Grimbergen (1998). Analysis of important patterns in Shogi. The 15 th Annual Meeting of the Japanese Cognitive Science Society, (Nagoya, Japan), 136-137. (in Japanese/Kanji)
- Reijer Grimbergen (1998). A Survey of Tsume-Shogi Programs Using Variable-Depth Search. CG 1998
- Ian Frank, Reijer Grimbergen (1998). Report on the First International Conference on Computers and Games. ICCA Journal, Vol. 21, No. 4 » CG 1998
2000 ...
- Youhei Hori, Minenobu Seki, Tsutomu Maruyama, Reijer Grimbergen, Tsutomu Hoshino (2000). A Shogi Processor with a Field Programmable Gate Array. CG 2000
- Reijer Grimbergen (2000). Plausible Move Generation Using Move Merit Analysis with Cut-Off Thresholds in Shogi. CG 2000
- Takenobu Takizawa, Reijer Grimbergen (2000). Review: Computer Shogi through 2000. CG 2000
- Steven Walczak, Reijer Grimbergen (2000). Pattern Analysis and Analogy in Shogi: Predicting Shogi Moves from Prior Experience. Knowledge and Information Systems Vol. 2, No. 2, pp. 185-200.
- Reijer Grimbergen (2001). Candidate Relevance Analysis for Selective Search in Shogi. Advances in Computer Games 9. pp. 233-246. pdf
- Reijer Grimbergen, Hitoshi Matsubara (2001). Plausible Move Generation in Two-Player Complete Information Games Using Static Evaluation. Transactions of the Japanese Society for Artificial Intelligence, Vol.16, pp. 55-62. pdf
- Reijer Grimbergen, Jeff Rollason (2001). Using castle and assault maps for guiding opening and middle game play in Shogi. 6th Game Programming Workshop, pdf
- Reijer Grimbergen (2002). Report on the 12th CSA World Computer-Shogi Championship. ICGA Journal, Vol. 25, No. 2
- Reijer Grimbergen, Jeff Rollason (2002). Board Maps and Hill-Climbing for Opening and Middle Game Play in Shogi. CG 2002
- Reijer Grimbergen (2004). The 9th Game-Programming Workshop in Japan 2004. ICGA Journal, Vol. 27, No. 4 » 9th Game Programming Workshops
2005 ...
- Reijer Grimbergen (2005). The 15th CSA World Computer-Shogi Championship. ICGA Journal, Vol. 28, No. 2 » Shogi
- Yoshinori Higashiuchi, Reijer Grimbergen (2005). Enhancing Search Efficiency by Using Move Categorization Based on Game Progress in Amazons. Advances in Computer Games 11
- Takeshi Ito, Hitoshi Matsubara, Reijer Grimbergen (2005). Chunking in Shogi: New Findings. Advances in Computer Games 11
- Reijer Grimbergen (2007). Using Bitboards for Move Generation in Shogi. ICGA Journal, Vol. 30, No. 1, pdf, topic of the 11th Game Programming Workshop
- Reijer Grimbergen (2007). Improving Strategic Play in Shogi by Using Move Sequence Trees. 12th Game Programming Workshop, pdf
- Hiroshi Katayose, Reijer Grimbergen (2007). Research about evaluation function similarities in chess-like games. 12th Game Programming Workshop
- Reijer Grimbergen (2008). Cognitive Modeling of Knowledge-Guided Information Acquisition in Games. CG 2008
- Reijer Grimbergen (2009). On the Relation between Perception and Recognition in Shogi. ICGA Journal, Vol. 32, No. 1
- Reijer Grimbergen (2009). The 19th CSA World Computer-Shogi Championship. ICGA Journal, Vol. 32, No 2 » Shogi
2010 ...
- Yoshikuni Sato, Daisuke Takahashi, Reijer Grimbergen (2010). A Shogi Program based on Monte-Carlo Tree Search. ICGA Journal, Vol. 33, No. 2, pdf
External Links
- Homepage of Reijer Grimbergen
- Reijer Grimbergen's ICGA Tournaments
- Reijer's Main Research Page
- Shogi articles by Reijer Grimbergen » Shogi
- The Knight that Jumps High Falls Prey to a Pawn (2) by Diana Mihajlova, ChessBase News, January 04, 2015