Makoto Sakuta

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This paper describes the current state of the art in computer shogi. Shogi (Japanese chess) promises to be a good vehicle for future research into game-playing programs that are based on tree-searching paradigms. This paper shows where chess and shogi are similar, and details the important areas that make shogi programming of particular interest. A crucial(More)
We propose a scheduling algorithm minimizing voids generated by arriving bursts in optical burst switched WDM network. In the proposed scheduling algorithm, when the burst which has arrived at optical core router at a certain time can be transmitted in some data channels by using the unused data channel capacity(it is called void), our proposed scheduling(More)
This paper investigates the application of the the killer-tree heuristic (KTH) and the k-search method to the endgame of lines of action. Both techniques are developed to be used in the endgame of shogi. They are incorporated into two depth-first searches: iterative deepening ab and PDS. k-Search, in which the move generation is limited to kmoves, shows a(More)
We have recently proposed a novel paradigm for solving problems with uncertainty, called Uncertainty Paradigm. Under this paradigm, solving such a problem deterministically is resolved into the plain AND/OR tree search, which we call Uncertainty Paradigm Search. It uses a metaposition as a node of a game tree instead of a position and a metamove instead of(More)
Ring networks are very commonly exploited among local area and metropolitan area networks (LAN/MAN), whereas cells or small fixed-size packets are widely used in synchronized ring networks. In this paper, we present an analytical method for evaluating the delay-throughput performance of a MAC protocol with multiple self-tokens in a slotted ring network(More)