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]. 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. || toc =Photos= =Selected Publications=
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 * [[image:reijerSmall.jpg width="227" height="227" link="http://www2.teu.ac.jp/gamelab/RESEARCH/background.html"]] ||~  || **Reijer Grimbergen**,
 * Reijer Grimbergen ||~  ||^   ||
 * [[image:shotest-spear.jpg width="580" height="436" link="http://www.aifactory.co.uk/newsletter/2006_01_shogichampionship_2006.htm"]] ||
 * Jeff Rollason and Reijer Grimbergen, [|Kisarazu], [|Japan], May 2008 ||

1996 ...

 * Reijer Grimbergen (**1996**). //Using Pattern Recognition and Selective Deepening to Solve Tsume Shogi//. 3rd Game Programming Workshop, [|CiteSeerX]
 * 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

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