Enter Your Reply The Comment You're Replying ToEric Silverman wrote on 2021-06-05 UTC Perhaps this is a bit off-topic in this place, but just out of curiosity: can you elaborate a bit on this 'digital implementation'? Does this include an AI, and if so, is this an AlphaZero-type self-learning, or a conventional alpha-beta search (with NNUE or hand-crafted)? It would be very nice if you could create a strong player for games with promotion-on-capture and contageon, such as Maka Dai Dai Shogi, and its shrunken versions. As it is not clear to me what would be a good strategy for such games. It's already available, you can read about it and find a link here: https://drericsilverman.com/2021/05/13/ancient-shogi-revival-part-ii-the-big-ones/ Everything up to Tai Shogi is now present. Numerous options are available to attempt to encompass the various opinions on rules/piece movements in some of the large Shogis. Where relevant I also included modern variants, like your own Nutty/Cashew/Macadamia series. There is an AI, but it's basic alpha-beta and not optimised at this point; online play is also available. The Ai Ai software is a general-purpose game-playing package primarily built around MCTS, and the Chess engine is a relatively new addition, so there's still lots of work to do on that. The priority in the Shogi arena right now is having the large Shogis all functional and bug-fixed, then we'll work on the AI. I'm currently working on Taikyoku Shogi. Reinforcement learning is coming, but not soon. Lots to do until we're ready for that. Edit Form You may not post a new comment, because ItemID MSchushin-shogi does not match any item.