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Computer shogi

Computer shogi is a subfield of dedicated to the development of computer programs that play , a strategic originating in that features a 9×9 grid, diverse piece types with unique movement rules, and the distinctive mechanic of dropping captured pieces back into play, rendering it significantly more complex than Western chess with an estimated game-tree complexity of around 10^226 positions. The field traces its origins to 1974, when the first computer shogi program was created by Takenobu Takizawa and his research group at , marking the beginning of systematic efforts to simulate human-like strategic decision-making in this domain. Over the subsequent decades, advancements were propelled by the establishment of the in 1986 and the inaugural World Computer Shogi Championship (WCSC) in 1990, which evolved from small-scale events with six entrants to major tournaments attracting over 50 teams by the 2010s and fostering innovations in search algorithms, evaluation functions, and . Key milestones include the 2006 WCSC victory of , which introduced the influential Bonanza Method for progressive widening in game-tree search and whose open-source code accelerated community progress, and the rise of deep learning-based systems in the 2010s. A pivotal achievement came in 2017, when the program Ponanza—powered by and neural networks—defeated professional 9-dan player Amahiko Satō 2-0 in a high-profile match, signaling the onset of computer dominance over top human experts. This was further underscored in 2018 by DeepMind's , a self-taught system that achieved superhuman performance in after just 12 hours of training, outperforming prior engines by evaluating positions more intuitively and exploring novel strategies beyond human intuition. By 2019, leading WCSC programs such as YaneuraO and Kristallweizen, utilizing massive and hybrid techniques, had surpassed the strength of even the world's top professional players, as acknowledged by Japan Shogi Association experts, ushering in an era where AI not only wins but also inspires new theoretical insights into shogi strategy. Ongoing developments continue to integrate convolutional neural networks for move prediction and endgame solving, with programs now—as of 2024—routinely operating at ratings equivalent to 10-dan or higher, though challenges persist in making AI strategies more interpretable for human learners.

Fundamentals

Game complexity

Shogi presents significant computational challenges for due to its high , which represents the average number of legal moves available per position. Unlike chess, where the average branching factor is approximately 35, shogi's is around 80, primarily because of the piece drop rule that allows captured pieces to be reintroduced to the board from a player's hand, vastly expanding move options beyond simple advancements or captures. This elevated branching factor, combined with the 9x9 board size, results in a state-space complexity estimated at 10^{71} possible legal positions, far exceeding chess's 10^{47} but lower than Go's 10^{172}. The inclusion of —where pieces gain enhanced movement upon reaching the opponent's promotion zone—further amplifies variability, as promoted pieces introduce additional strategic layers not present in chess. The game-tree complexity of , which measures the total number of possible game sequences, is approximately 10^{226}, calculated based on the high and an average game length of 115 plies. This dwarfs chess's 10^{123} and underscores the need for aggressive forward in search algorithms to manage the exponential growth of evaluated positions. In comparison to Go, shogi's complexity lies between chess and the ancient , with Go's game-tree complexity reaching 10^{360} due to its even larger 19x19 board and absence of captures, though shogi's and mechanics create a more dynamic, reversible state space that heightens AI difficulty through unpredictable piece reentries. Historically, was considered substantially harder for computers than chess, with programs failing to surpass top human amateurs until the early to mid-2000s, while chess saw performance as early as 1997. rule's contribution to the wider and the slower tactical buildup—exacerbated by promotions delaying decisive engagements—made exhaustive search infeasible on early hardware, delaying breakthroughs relative to chess until advances in selective search and evaluation functions emerged. This inherent variability positioned as a premier benchmark for research, emphasizing the demand for sophisticated heuristics to prune irrelevant branches effectively.

Program components

Move generation in computer shogi programs involves systematically enumerating all legal moves on the 9x9 board, accounting for unique rules such as piece promotions, captures, and drops of captured from the hand. Traditional implementations often use bitboard representations to track positions and generate moves efficiently, where each bit corresponds to a board square for rapid intersection checks. Incremental move generation techniques update only the affected portions of the board after a move, rather than regenerating all possibilities from scratch, achieving up to 74% efficiency for moves and overall speeds of around 7,000 moves per second compared to conventional full recalculation methods that are slower by factors of 2-3. Search algorithms form the core of decision-making in programs, typically employing with alpha-beta to explore the game tree while minimizing nodes evaluated, given the high of approximately 80 due to drops. Iterative deepening enhances this by performing successive depth-limited searches, increasing depth incrementally to balance time and accuracy, a standard refinement in shogi since the . Extensions like null-move , adapted to shogi's drop rules, assume that passing a turn (null move) followed by a reduced-depth search often proves the position's strength, enabling safe cutoffs in 20-30% of cases without significant accuracy loss, as validated in programs like . Other forward- methods, such as futility pruning and late move reductions, further reduce the effective to about 2.8 in endgames by skipping low-value moves, maintaining near-perfect solution rates on test problems. Evaluation functions assess non-terminal positions by assigning numerical scores based on positional and factors, guiding the search toward advantageous lines. Key components include safety, evaluated through metrics like the proximity of attacking pieces to the and the integrity of defensive formations such as the minami castle; piece mobility, which rewards pieces with greater range and connectivity; and , penalizing isolated or backward pawns that hinder paths. The hand—comprising captured pieces available for drops—is valued not just by count but by potential utility in attacks or defenses, often weighted higher in midgame due to shogi's recycling mechanics. These handcrafted features, typically numbering in the thousands, are linearly combined with tuned weights derived from expert analysis or optimization. Opening books consist of precomputed sequences of moves, usually extending 4-6 plies deep, to guide programs through initial phases where human theory dominates and exhaustive search is inefficient due to vast possibilities. These databases, derived from professional games and tactical , store principal variations and evaluations to avoid suboptimal early play. Endgame tablebases, in contrast, provide perfect play for simplified positions, such as those with few pieces and no pawns, using to solve mating problems (tsume-shogi) exhaustively; however, full databases remain impractical owing to the drop rule's , limiting them to subsets like 5-piece configurations. Early programs in the 1980s-1990s were constrained to single-processor architectures, limiting search depths to 10-15 plies on standard hardware. By the , the shift to multi-core processors enabled search algorithms, such as distributed tree exploration in systems like Akara 2010, where multiple cores handle independent subtrees, boosting effective speeds by factors of 4-8 on 6-core systems without altering core logic. This transition aligned with competition rules allowing single multi-core chips, markedly improving program strength.

Development tools

Software interfaces

Shogidokoro serves as a widely used (GUI) for programs on Windows platforms, enabling developers and players to load and interact with various engines. It primarily supports the Universal Shogi Interface (USI) protocol, an adaptation of the Universal Chess Interface (UCI) tailored for , which facilitates communication between the engine and GUI through commands for position setup, move generation, and time management. Shogidokoro extends USI with additional features such as byoyomi for handling time controls and gameover notifications for match endings, allowing seamless integration with engines for analysis and playtesting. XBoard and its Windows port, WinBoard, provide cross-platform GUI adapters originally designed for chess but modified to support shogi, permitting human users to play against computer engines on Unix-like systems and Windows, respectively. These tools utilize the Chess Engine Communication Protocol (CECP), with extensions for shogi-specific elements like promotions and drops, and include adapters to bridge USI-compliant engines via utilities such as UCI2WB. Users can customize board appearances with scalable vector graphics (SVG) pieces and non-checkered boards to match shogi aesthetics, while supporting Portable Game Notation (PGN) for loading and saving games. This setup allows developers to test engine performance in interactive sessions without specialized shogi hardware. Shogi Browser Q functions as a web-based interface optimized for analyzing games and positions, supporting integration with multiple engines for variant exploration and move evaluation. It accommodates USI engines, enabling browser-based loading of game files in formats like Kifu or SFEN for step-by-step playback and engine-assisted review, making it accessible for developers testing algorithms across different scenarios without installing desktop software. The BCMShogi protocol standardizes communication between shogi engines and front-end interfaces, particularly for English-speaking users, by combining USI with WinBoard's shogi adaptations to handle move notation in SFEN format and game states including promotions and hand management. This protocol ensures compatibility for GUIs to query engines for best moves, legal options, and evaluations, with BCMShogi itself offering a Windows-based front-end that supports variants like alongside standard play. Floodgate operates as an online server system hosted by the , designed for automated matches between shogi engines to facilitate testing, rating computations, and continuous improvement without human intervention. It employs the (Computer Shogi Association) protocol for engine connections, allowing programs to join predefined tournaments or challenge queues, and generates repositories of game data in CSA format for post-analysis. This infrastructure integrates with core program components by providing a standardized environment for evaluating search depth and evaluation functions in real-time competitions.

Notable engines

Bonanza, developed by Kunihito Hoki starting in 2004, marked a significant advancement in computer shogi through its innovative use of for evaluation functions, known as the Bonanza Method, which optimized large parameter sets via simulations. This approach enabled Bonanza to achieve professional-level strength by 2007, as evidenced by its competitive performance in exhibitions against top human players. The engine secured victories in the 16th World Computer Shogi Championship (WCSC) in 2006 and the 23rd WCSC in 2013, consistently ranking among the top programs due to its efficient bitboard representation and parallel search techniques. GPS Shogi, primarily authored by Tetsuro Tanaka with contributions from Tomoyuki Kaneko, emerged as a powerhouse in the late and early , renowned for its highly efficient that achieved depths of over 20 plies on standard hardware. It clinched the 19th WCSC in 2009 and the 22nd WCSC in 2012, demonstrating superior tactical evaluation in complex middlegame positions. The program's open-source nature under the GPL license facilitated widespread adoption and further refinements in search optimizations. YSS (Yamashita Shogi System), created by Hiroshi Yamashita, stands as one of the longest-running influential engines, first debuting in the and emphasizing integrated databases for and opening play alongside robust transposition tables for search efficiency. It captured the 7th WCSC in and earned three gold medals across various championships, maintaining top rankings into the through iterative improvements in its evaluation heuristics. Commercially released as AI-Shogi, YSS influenced subsequent programs by prioritizing balanced computational resources for consistent high-level performance. Elmo, developed by Makoto Takizawa, gained prominence in the 2010s for its sophisticated opening book (joseki) database, which incorporated extensive analysis of games to guide early moves with high accuracy. Paired with advanced search engines like Yaneuraou, it dominated the 27th WCSC in , showcasing exceptional strategic depth in hybrid traditional and modern methods. 's free software distribution under open licenses spurred community enhancements, particularly in tuning. Post-2020 engines like Tanuki Shogi represent the evolution toward hybrid architectures combining traditional search with neural network elements, achieving remarkable results on consumer hardware. Developed by nodchip and based on the Yaneuraou framework, Tanuki leverages optimized NNUE (Efficiently Updatable Neural Network) evaluations for rapid position assessment and selective depth extensions. Recent WCSC winners include "Hey, you wanna be a CSA member?" in the 34th edition (2024) and "Suisho" in the 35th edition (2025), highlighting continued progress in AI-driven shogi engines as of November 2025.

Human-computer matches

Early exhibitions

The Computer Shogi Association (CSA) organized annual exhibition matches from 2003 to 2009, pitting the winners of its World Computer Shogi Championship against strong human opponents, including professionals and top amateurs, to demonstrate the evolving capabilities of shogi programs. These events featured programs such as IS Shogi, YSS, Gekisashi, and competing under time controls similar to tournament play, with results showing a gradual increase in computer performance against human players rated at professional or high-amateur levels. In the inaugural 2003 exhibition, champion IS Shogi defeated 5-dan Yasuaki Katsumata with a two-piece , indicating computers were approaching but not yet matching unhandicapped professional strength. By 2007, the saw champion YSS play a closely contested game against top amateur Yukio Kato, reflecting improved tactical depth and endgame precision in programs like . Overall win rates in these matches rose from approximately 50% in early years—often requiring handicaps for victories—to near parity with professionals by 2009, as computers consistently challenged stronger opponents without concessions. A pivotal event occurred on March 21, 2007, when , the reigning champion, faced 7-dan professional in the first Association-sanctioned match between a top and a professional player. Sponsored by Daiwa Securities and played on an 2.66 GHz system, Bonanza lost after 109 moves in a game that lasted over six hours, but the narrow defeat—decided by a single pawn promotion—marked a turning point, proving computers could compete at the professional level. During this period, computer shogi ratings progressed from roughly 4-dan equivalent in , capable of beating lower only with handicaps, to 5-dan caliber by , as evidenced by consistent performances in exhibitions and internal benchmarks against human-rated databases.

Professional challenges

In 2010, the computer shogi program achieved the first clear victory against a professional player by defeating Ichiyo Shimizu, the women's Osho title holder, in a match held on October 11. The game lasted six hours and concluded after 86 moves, with — a collaborative system integrating engines such as GPS Shogi, , and others—demonstrating superior tactical depth without erratic plays. Shimizu expressed frustration post-match, highlighting the program's relentless precision under tournament-like conditions. Building on this milestone, a 2011 exhibition on July 24 featured the engines and teaming up against strong amateurs Kosaku and Shinoda in a two-game format, underscoring the advantages of computational . The computers dominated both encounters, with the human side limited to three minutes per move while the machines operated without time constraints, illustrating how ensemble strategies amplified engine strengths against coordinated human opposition. The multi-game series between Bonkras and retired professional Kunio Yonenaga in late 2011 and early 2012 further evidenced computer endurance in prolonged professional confrontations. On December 21, 2011, Bonkras secured a win in 85 moves over one hour and three minutes. The rematch on January 14, 2012, extended to 113 moves, where Bonkras, running on PRIMERGY hardware with , again prevailed against the 68-year-old former Meijin and Shogi Association president. These victories highlighted the program's ability to maintain accuracy across extended sessions, challenging human stamina in high-stakes settings. The Denou-sen event of 2013 marked a series of professional tests, including Hiroyuki Miura's loss to GPS Shogi on April 20, where the engine clinched victory after 102 moves in about four hours. Earlier in the series, Kōhei Funae fell to Tsutsukana on April 6 but sought revenge in a December 31 rematch against the same version, resulting in a narrow human win after 85 moves under the standard time control of four hours plus byoyomi. This emphasized adaptive strategies under pressure. In the 2014 Denou-sen 3, organizers imposed restrictions on computer hardware and search depth to level the field, yet programs still posed formidable challenges. Tatsuya Sugai, who had lost to Shueso in the main event on March 15 (98 moves, four hours and 39 minutes), faced the engine again in a revenge match. Sugai emerged victorious after 142 moves, leveraging the constraints to exploit minor evaluation inconsistencies, though the close contest affirmed computers' near-superhuman consistency even under handicaps. Following 2014, additional Denou-sen events in 2015 and 2016 saw computers winning the majority of games against professional players, signaling their growing superiority. By 2017, this culminated in Ponanza's 2-0 victory over 9-dan professional Amahiko Satō, marking the point where computers consistently outperformed top human experts (see Historical milestones).

Machine competitions

The World Computer Shogi Championship (WCSC), organized annually by the , serves as the premier tournament for shogi-playing computer programs since its inception in 1990. Founded in 1986 by Takenobu Takizawa and Yoshiyuki Kotani, the established the WCSC to foster advancements in computer shogi, beginning with the first event on December 2, 1990, which featured six participating programs in a format. The tournament typically includes preliminary rounds using Swiss-style pairings to select top contenders, followed by a final among eight programs, with each played under standard shogi rules and time controls adjusted for computational fairness. The competition's format has evolved alongside hardware capabilities, transitioning from mainframe-based systems in the early years to personal computers by the mid-1990s, reflecting broader shifts in computing technology. Initially, programs operated on single-processor setups to ensure equitable play, but rules gradually relaxed; by the , limited multi-core processing was permitted, and modern events impose no hardware restrictions, allowing entrants to utilize extensive resources such as hundreds of cores. For instance, GPS Shogi employed 320 processors and 666 cores during its successful runs. This progression has enabled more sophisticated search algorithms while maintaining the event's focus on software innovation. Early championships in the highlighted foundational programs, with Eisei Meijin securing the inaugural title in 1990 and Kanazawa Shogi dominating subsequent editions, including wins in 1992, 1993, 1994, and 1995. In the mid-2000s, emerged as a breakthrough, capturing the 16th WCSC in through innovative methods that emphasized over exhaustive search. Recent victors include GPS Shogi, which triumphed in the 19th (2009) and 22nd (2012) editions, and YaneuraOu, which claimed the 29th title in 2019 by integrating neural network-based evaluations for superior positional assessment. The 34th WCSC took place May 3–5, 2024, at the Kawasaki Industrial Promotion Hall in , , attracting 45 entries from 48 applicants. The event followed the standard structure: Swiss-style preliminaries over two days (eight games on day one, advancing the top 11; nine games on day two, advancing the top eight), culminating in a final on day three. "Hey, you wanna be a member?" won the championship for the first time, edging out "dl-shogi with HEROZ" as runner-up, both achieving 5.5 points in the final; hardware configurations adhered to the policy of no restrictions, enabling high-performance setups typical of contemporary entries. The 35th WCSC was held May 3–5, 2025, with suisho winning the title on a 6–1 record, marking its first victory in the offline . Yamashita, developer of the influential YSS program and a three-time WCSC winner (7th, 14th, and 17th editions), has maintained a comprehensive rating list of computer engines since 1994, compiling results from tournaments and online play to track relative strengths over decades. This list, updated periodically through 2007 via shogi programming communities, provides a for engine performance evolution.

Other events

The Computer Shogi Association () organizes monthly online tournaments through the Floodgate server, providing a platform for rapid testing and iteration of programs by developers worldwide. These events, held voluntarily since the early , allow engines to compete in short time controls, such as 10-minute games, fostering ongoing improvements outside formal championships. Participation involves connecting to the server at wdoor.c.u-tokyo.ac.jp:4081, where programs are paired automatically, enabling frequent matches that simulate diverse scenarios and encourage experimentation with new algorithms. The World Computer Olympiad, organized by the International Computer Games Association (ICGA) since 2000, has included as one of its multi-game competitions, alongside chess, , and other board games. events in the Olympiad feature automated matches among entries from various countries, often in a format to determine medalists, promoting international collaboration and comparison across game AIs. For instance, the 15th in 2010 hosted nine programs in , highlighting advancements in search and evaluation techniques through diverse hardware setups. Amateur leagues and online platforms have expanded access for emerging developers, with events on systems like Wars by HEROZ enabling testing against strong AI opponents such as Kishin, which supports iterative development of new engines. These platforms facilitate community-driven competitions and practice modes, where amateur programmers can refine their software against professional-grade bots, building skills without high entry barriers. Recent developments from 2023 to 2025 have seen greater integration of computer events with broader conferences, including hybrid formats to accommodate global participation. The Game Programming Workshop (GPW) 2024, held November 15-17 at Seminar House in with support, featured shogi-related sessions alongside other game topics, allowing both in-person and remote presentations. Similarly, the Computers and Games (CG) 2024 conference, conducted online November 26-28, incorporated refereed papers on shogi algorithms, bridging academic research with practical competitions. These hybrid events post-2024 have emphasized interdisciplinary applications, such as in shogi, drawing developers from communities.

Advances and applications

Historical milestones

The development of computer shogi began in November 1974 when Takenobu Takizawa and his research group at created the first working program, which relied on rudimentary search methods for basic move generation and position evaluation but struggled with complex tactics due to limited computational power. This initial effort laid the foundation for the field, though the program could only handle simple positions and was far from competitive play. In the , advancements in search algorithms, particularly the adoption of alpha-beta pruning, dramatically enhanced program efficiency by reducing the number of nodes explored in the game tree, allowing computers to evaluate deeper positions. This led to significant strength gains, with top programs reaching the equivalent of 4-dan level by the late 1990s, capable of competing against strong non-professional players in controlled settings.

Modern AI techniques

The advent of deep learning marked a pivotal shift in computer shogi around 2017–2018, inspired by 's reinforcement learning framework, which employed to train s from scratch without human knowledge. In this approach, an untrained played millions of games against itself, using (MCTS) guided by the network's predictions to select moves, iteratively improving both policy and value networks. For specifically, generated approximately 24 million games over 12 hours of training on specialized hardware, achieving superhuman performance by defeating the 2017 World Computer Shogi Champion engine in a 100-game match with 90 wins, 2 draws, and 8 losses. A key innovation tailored to shogi's computational demands was the (NNUE), developed by Yu Nasu in 2018. NNUE features a shallow architecture with a large input layer encoding board features via half-keypoint pairs (representing piece positions and their potential promotions), followed by a smaller hidden layer and output for scores. This design allows incremental updates during search, enabling rapid CPU-based comparable to traditional handcrafted evaluators while surpassing their accuracy; for instance, early implementations matched or exceeded the performance of established shogi engines like on standard hardware. Training involved on positions extracted from games, with datasets often comprising tens of millions of examples to capture positional nuances. Post-2020, hybrid architectures integrated NNUE evaluation into traditional alpha-beta search frameworks, as exemplified by the open-source YaneuraOu engine, which combined neural assessments with selective search extensions and techniques. This synergy leveraged NNUE's precise leaf-node evaluations to guide deeper searches efficiently, yielding engines capable of superhuman play on consumer-grade CPUs without relying on GPUs or TPUs. By 2023, such systems, on billions of self-generated positions (e.g., Apery's generation of 5 billion training examples via AlphaZero-like at depth 8), routinely achieved performance equivalent to 5-dan professional levels or higher in standardized tests. Recent advances from 2023 to 2025 have further fused NNUE with reinforcement learning paradigms, optimizing architectures for broader applicability and reduced hardware requirements. Studies have explored NNUE variants using low-precision formats (e.g., FP8) and sparsity to minimize memory and computation, enabling superhuman shogi play on everyday devices while extending the method to general RL environments beyond board games. These developments emphasize efficient encoding and integer-based operations, democratizing access to high-performance AI without specialized resources. In May 2024, the 34th World Computer Shogi Championship was won by the engine "Hey, you wanna be a CSA member?" for the first time, with the previous champion as runner-up, highlighting continued progress in the field.

Applications

Computer shogi AI has found applications beyond competition, aiding professional players in and . Programs like Ponanza and YaneuraOu are used to generate high-level , study strategies, and improve opening books, inspiring theoretical insights into . Additionally, techniques developed for shogi AI, such as NNUE, have been adapted for commercial uses, including optimization in and by companies like HEROZ, which leverages shogi-inspired algorithms for real-world decision-making. These applications demonstrate the broader impact of shogi AI on research and practical tools as of 2025.

Restrictions and implementations

Competition rules

In computer shogi competitions, rules are designed to ensure fairness, originality, and the absence of external interference, with variations across events to accommodate different goals such as machine-versus-machine contests or human-versus-machine matches. The World Computer Shogi Championship (WCSC), organized by the , has evolved to impose no hardware restrictions to encourage innovation. As of 2024, the CSA policy allows entrants to use any hardware, including multiple computers, CPUs, and GPUs, without limits on cores or peripherals, provided power (1000 watts or less per machine) and noise (70 dB or less) guidelines are met at the venue. Time controls typically average 30 seconds per move, with total match times around 25 minutes per program. The Denou-sen, a high-profile human-versus-computer series sponsored by starting in , used hardware and software from prior tournaments to ensure consistency, with no software handicaps such as reduced search depths or evaluation complexities. Programs operated under supervised conditions without human intervention during play, alongside hardware limits aligned with standard setups. Ethical guidelines across events prohibit human assistance during matches, including any real-time advice or move suggestions, and require programs to be the original work of entrants without undisclosed third-party code. Some events, like certain tournaments, mandate open-source disclosure for winning engines to promote transparency and community advancement.

Video game systems

Early video game systems for computer shogi emerged prominently on handheld consoles like the in the 2000s, offering accessible AI opponents for casual players and learners. Titles such as 1500DS Spirits Vol. 2: Shogi, released in 2007, featured basic designed for introductory play, allowing users to practice fundamental strategies against computer-controlled opponents at varying difficulty levels. Similarly, Toudai Shogi: Meijinsen Dojo DS (2011) incorporated for dojo-style training modes, simulating historical matches and providing feedback to improve player skills. These early systems emphasized educational value, with limited to rule-based algorithms that supported beginner-to-intermediate gameplay without overwhelming complexity. Modern console-based shogi games have advanced significantly, integrating ports of sophisticated engines on platforms like PlayStation and Nintendo Switch. The Ginsei Shogi series, spanning multiple iterations since the 1990s but with recent releases such as Ginsei Shogi: Kyoutendotou Fuuraijin for PS Vita (2012) and updated versions for Switch, utilizes derivatives of high-performance engines inspired by champions like Bonanza, delivering responsive AI for both casual and competitive sessions. These games often include multiplayer options alongside AI, with engine adaptations enabling smoother performance on console hardware. For instance, Real Time Battle Shogi Online (2021) for Nintendo Switch combines real-time elements with traditional AI opponents, appealing to a broader audience through enhanced graphics and controls. Mobile applications have revolutionized access to computer shogi, blending online multiplayer with robust features and amassing vast user bases. Shogi Wars, developed by HEROZ and officially endorsed by the Japan Shogi Association, provides opponents for practice and ranked play, achieving 6.7 million users by 2022. Complementing this, 81Dojo, an international platform with a dedicated since 2015, offers bots for solo training alongside global matchmaking, supporting over 100,000 registered users across 90 countries as of 2020 and fostering community-driven growth. Together, these apps deliver seamless experiences on and , with Shogi Wars emphasizing flashy animations and 81Dojo prioritizing multilingual accessibility. AI strength in these video game systems generally spans from amateur levels suitable for novices to approximately 3-dan equivalents, ensuring approachable challenges while incorporating tutorials that leverage program logic for step-by-step guidance on openings, tactics, and endgames. For example, Shogi Wars includes adjustable AI difficulties with integrated hints derived from engine analysis, helping users progress without frustration. Console titles like the Ginsei Shogi series similarly feature tiered opponents, blending scripted responses with deeper search algorithms to simulate human-like variability. Since 2020, a notable trend in these systems involves the adoption of -enhanced , originally developed for engines in 2018, to enable more realistic and professional-grade playstyles. This integration, seen in updated and console releases, improves accuracy and responsiveness, allowing to mimic pro-level while maintaining low computational demands for consumer devices, thus enhancing for users seeking authentic experiences.

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