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Plausible Move Generation in Two-player Complete Information Games Using Static Evaluation
2001
Transactions of the Japanese society for artificial intelligence
In games where the average number of legal moves is too high, it is not possible to do full-width search to a depth sufficient for good play. A way to achieve deeper search is to reduce the number of moves to search. In this paper a new method for Plausible Move Generation (PMG) will be presented that considerably reduces the number of search candidates. This plausible move generation method will be applied to shogi. We will present different types of plausible move generators for different
doi:10.1527/tjsai.16.55
fatcat:oee544qmxjenzpuxt2t7yfrwwq