The Rules of the 18th World Computer Shogi Championship

Computer Shogi Association
Last updated 2007.12.19

Section 1. Definitions

Article 1 (Definitions).

  1. The CSA: The Computer Shogi Association
  2. The championship: The 18th World Computer Shogi Championship
  3. A game: Each game of the championship
  4. Preliminary contest/the final: All games on a particular day
  5. Entered programs: Programs that enter the championship
  6. CSA module library: CSA-authorized shogi-specific program module library
  7. Thinking part: That part of the entered program that excludes the I/O part and the CSA module library/modified library.
  8. Program developer: Developer of the thinking part of the entered program
  9. Rule committee: The rule committee whose members are selected by the CSA
  10. Referees: Tournament referees selected by the CSA
  11. The championship server: The LAN server for the championship that is under the CSA server protocol ver. 1.1.2, provided by the CSA

Article 2 (Purpose of the rules)

These rules define eligibility for the championship and the procedures for the preliminary contest and the final, as well as those for each game.

Section 2. Eligibility

Article 3 (Required features)

An entered program must have the following features:

  1. Be able to start and/or resume at any point and with any total time spent.
  2. Be able to quit at any point and with any total time spent, other than to power-off.
  3. Display the current board position, pieces in hand, and the turn. (It is acceptable to display this information in text.)
  4. Measure the time spent on each individual move and display the total time spent under Article 16.
  5. Record the moves and the time spent on each move (showing the recorded moves and time spent on each move when quitting the game).
  6. Be able to play through a LAN server under the CSA server protocol 1.1.2.
  7. Be able to enter an opponent's move manually (without LAN)

Article 4 (Suggested features)

An entered program should have the following features:

  1. Be able to find perpetual moves.
  2. Play through the RS-232C under the CSA RS-232C protocol.
  3. Display the sending/receiving character string if needed.

Article 5 (Originality of the thinking part)

  1. The entered program must be made by the entrant and must be original.
  2. Standard openings are not treated as a thinking part. If it is not clear whether the opening is standard or not, the rule committee will adjudicate.
  3. When applying the program, the entrant must disclose the team leader's full name together with the full names of all the developers and possible developers through the web page for application to the championship.. The CSA will disclose the leader’s full name together with the names of all the developers and possible developers.
  4. The team leader must show all the developers' names of all the versions of the program and the CSA module library used before the announcement of the results on each day of the championship. The CSA will disclose all of the developers' names and the CSA module library.
  5. The team leader must be approved by all of the team members to enter the championship. If the CSA has a question about whether the leader is approved by the team members to enter the championship, it may consult each member directly.
  6. Any team member may enter for only one team. If any name is included in lists associated with two or more programs, the CSA will confirm that the individuals are different people. If the CSA finds that a person has entered two or more programs, it will disqualify that person and delete the seeding for future championships.

Article 6 (Computer hardware)

  1. The entered program may use any computer and any peripherals (this set is referred to as a machine). The entrant must keep the noise as low as possible.
  2. If the power of the machine exceeds 1000 watts or the noise level exceeds 70dBs, the entrants must report to the CSA as soon as possible. If the CSA considers that it is difficult for that machine to enter the venue, it will relocate the machine, and may require remote participation.
  3. Each machine must be brought into the venue (with the above-mentioned exception).
  4. Each machine must be prepared and set up in the venue by the entrant.

Article 7 (Remote participation)

  1. An entrant may place a machine outside the venue (such a machine is called a 'remote machine'), if the entrant requests and receives permission from the CSA at least one day before the first day of the tournament. This style of participation is referred to as 'remote participation.’
  2. With remote participation, the entrant must prepare an extra communication machine between the CSA LAN server and the remote machine and bring the communication machine to the venue (such a machine is referred to as a 'machine in venue').
  3. Sending to/receiving from the remote machine is on the machine in venue. The connection and reconnection of the communication to the remote machine may be done manually.
  4. The machine in venue must have all the features written in Article 3.
  5. The entrant must hold the thinking report (or, at least, the moves with the time spent).

Article 8 (CSA module library)

  1. An entrant may use the CSA module library for his/her program.
  2. The entrant may modify and use the module. This case is treated as an entrant using the library. The entrant is not required to disclose the modified module.

Article 9 (Program eligibility)

The final decision on whether a program may or may not enter the championship is the exclusive prerogative of the CSA.

Section 3 (Tournament procedure)

Article 10 (Order of the seeds)

  1. The seeded order of the entered programs is as follows:
    1. The results of the final of the previous championship
    2. The results of the second preliminary contest of the previous championship (finalists are exempted)
    3. The results of the first preliminary contest of the previous championship (qualifiers of the second preliminary contests are exempted)
    4. The results of the second previous championship
    5. The results of the third previous championship, and so on.
    6. Newcomers (order determined by drawing)
  2. The drawing for Item 6 will be conducted straight after the final decision on the entrants for the first day is made.
  3. The leader of an entered program may declare that the program is the successor of any program that was made by the same team or a part of the same team of any previous championship. In this case, the seed order is decided by the declared program.
  4. The leader of an entered program may declare that the program is not the successor of any program that was made by the same team or a part of the same team of any previous championship. In this case, the program is treated as a newcomer.
  5. If the developers of the same team of any previous championship are members of different teams in the championship, only one program can be declared as the successor; the other programs will be treated as newcomers. The declaration of which program is a successor is made by the leader of the program. If more than one program is declared as a successor, then the CSA will arbitrate.
  6. If the leader does not declare the predecessor of the program as shown in clauses 3, 4, or 5, then the CSA will decide which is the predecessor of the program, or the program will be treated as a newcomer. In this case, the program is usually treated as the successor of the program where the intersection of the members of the program and members of the predecessor is not empty. More than one entered program may not be successors of the same program.

Article 11 (Procedure for the preliminary contests and the final)

  1. There are first and second preliminary contests and a final in the tournament.
  2. Under the previous article, the top three entered programs are seeded to the final, and proceed directly thereto. The top sixteen (16) entered programs excluding the direct finalists are seeded to the second preliminary contest. The other entered programs enter the first preliminary contest.
  3. The final seeded programs and the second preliminary contest seeded programs are decided at the end of March of the championship year, after being accepted for the championship by the CSA and not being treated as an 'unentered program’(these cases occur when applicants withdraw and/or the CSA refuses entry for some reason); such programs are called 'lan-to-enter programs.'
  4. In the final, eight programs that consist of the seeded programs and the qualifying programs from the second preliminary contest enter. There are seven rounds.
  5. In the second preliminary contest, twenty-four (24) programs that consist of second preliminary contest seeded programs and the qualifying programs of the first preliminary contest enter. There are nine rounds. The top five programs qualify for the final.
  6. In the first preliminary contest, all entrants other than the final seeded and the second preliminary contest seeded programs enter. There are seven rounds. The top eight programs qualify for the second preliminary contest.
  7. In the first and second preliminary contests, the total number of games may be less than the numbers above according to circumstances.
  8. After the end of the March of the championship year and before the announcement of the results of the second preliminary contest by the CSA, if there are any non-entered final seeded programs, the CSA will not admit any program to the final as a seeded program and permit the number of qualified programs to increase.
  9. After the end of the March of the championship year and before the announcement of the results of the first preliminary contest by the CSA, if there are any non-entered final seeded programs, the CSA will not admit any program to the second preliminary contest as a seeded program and permit the number of the qualified programs to increase.
  10. The procedures of Clauses 4, 5, and 6 apply if the number of programs planning to enter is from 28 to 64 (on the last day of March of the championship year). If the number of programs planning to enter is less than 28, there will be no first preliminary contest. If the number is greater than 64, the CSA will increase the number of programs that are seeded to the second preliminary contest and of the qualified programs, one for each five teams. In this case, if the number of the entered programs decreases to 64 or less, the CSA will not decrease their number.
  11. If the number in the first or the second preliminary contest is odd (the number is fixed when the entrants come to the venue or communicate with an officer before the assembly time), the CSA will invitean arbitrary program (such a program is called an 'invited program') to enter the contest. The invited program will not qualify. If it achieves a qualifying position, that position will go to a regular program.

Article 12 (Treatment of late/refused programs)

  1. If an applicant declines to enter the championship, the applicant must contact the CSA before the following deadlines:
    For applicants of the final seed, contact the CSA before the announcement of the results of the second preliminary contest.
    For applicants of the second preliminary contest seed, contact the CSA before the announcement of the first preliminary contest.
    For the others, contact the CSA before the assembly time of the first preliminary contest.
  2. If there is a possibility that an entrant may be later than the assembly time, the entrants must inform the CSA of this.
  3. In the first and second preliminary contests, if an entrant does not register or contact the CSA before the assembly time to decline to enter or say that it will be late, then the entrant will be considered as having given up and may not enter the games on that day or afterwards.
  4. In the final, even if an entrant does not register or contact the CSA before the assembly time to decline to enter or that it will be late, the entrant may enter the games after registration if it is ready to play.
  5. To any entrants who have given up, who contact the CSA too late to decline to enter, or who fail to contact the CSA about being late, the CSA gives such an entrant a warning and/or restricts that entrant from entering subsequent championships. However, such penalty will not apply if the CSA judges that circumstances were beyond an entrant’s control (e.g., traffic accident or sudden illness).
  6. An entrant may give up the games if the leader of the team declares a wish to do so and the CSA accepts the declaration. In this case, the results of the game and the succeeding games of the team are loss by default.

Article 13 (Swiss pairing method)

  1. The perfect Swiss pairing method is defined by the following:
    1. In each round, there is one win point for a win, a half win point for a draw, zero win points for a loss, and these are combined with the win points of the preceding rounds. Entrants who have the same win points are paired where possible.. If it is the first round, all entrants have zero win points to start with.
    2. If pairing fails on the rule above (if, for instance, the number of entrants with the same points is odd), then entrants who have nearly-equal win points will be paired.
    3. The same opponents are not paired twice.
  2. The modified Swiss (accelerated Swiss) pairing method is like the perfect Swiss system. In each round, the win points of the preceding rounds except for the previous round are totaled.
  3. In the preliminary contest, the pairing is decided by the following:
    1. By the perfect Swiss pairing method for the first round.
    2. By the perfect Swiss, supposing the higher seeded teams win, for the second round.
    3. By the modified Swiss pairing method for the third round.
    4. By the perfect Swiss for the fourth round and thereafter.
  4. The pairings and the first player for each game are decided by a pairing system provided by the CSA. If the pairing system does not decide the pairing, the CSA will decide.
  5. The round robin method is applied to the final. All orders of games and first players of all games are decided by the CSA before the first round begins.

Article 14 (Championship results)

The championship results are determined by the following rules, in theorder given, where a draw is treated as a half win and a half loss (or a halfwin point):

  1. Number of win points
  2. Sum of all opponents' win points
  3. Sum of all defeated opponents' win points
  4. Sum of all defeated opponents' win points, except the top and the bottom
  5. Results of head-to-head competition: number of wins minus number of losses, taking into account only those games involving the player whose results are the same after 1 to 4 above
  6. Order of seeding (for seeded teams) or position in preliminary contest (for the others)

Section 4 (Game process)

Article 15 (Process)

  1. All games are played without handicap.
  2. Each starting time is announced by a referee at least ten minutes before start of play.
  3. All games are conducted through the championship server.
  4. The message announcing the start of each game is given by the championship server. If the championship server is not available, then a referee will give a sign to start the game, but if both players agree, they may start earlier than the referee's signal in this case.
  5. If it is impossible to start the game at the planned starting time, the difference between the planned starting time and the actual starting time will be subtracted from the playing time of the side for which starting on time was not possible.
  6. If the championship server is not available, then play will be conducted through the CSA RS-232C protocol or manually.
  7. After each game has started, the entrant must not touch the input device except (1) to enter an opponent’s move when proceeding manually, (2) by order of the referee, (3) where the referee agrees after receiving both players' agreement, or (4) to re-establish communication between the machine in venue and the remote machine when remote participation is being used..
  8. Before the game starts, or when given permission to touch the input device as defined in Clause 7, only the team leader and the program developer may touch the device. However, a person whose name is submitted to the CSA or a referee by the leader of the team before the planned game starting time (such person being called an 'agent') may touch the input device.
  9. If a game is aborted as the result of some accident after the start, a referee may order the game to be played or replayed through the RS-232C or manually from that point or a couple of moves before that point in certain cases.
  10. An entrant must not change the source program, or recompile or modify parameters for a specific opponent, during the game. An entrant may freely change the source program, and recompile and modify parameters for a specific opponent, before or between games.

Article 16 (Time spent)

  1. The time spent is counted in seconds. The minimum time spent for each move is one second, i.e., if the time spent on a move is one second or less then the program must count it as one second. If the time spent on a move is more than one second,then the program must count in whole seconds, rounding fractions down if desired.
  2. The total time spent is the sum of time spent.
  3. Each program is allowed a total of twenty-five (25) minutes of playing time. If one side runs out of time before it wins or declares to win, then it loses the game, even if it mates on the move made when the total time spent is greater than or equal to the time limit.
  4. The CSA may reduce the time limit depending on championship procedures.
  5. When playing through the championship server, the server counts the time spent for each move and manages the total time spent. The time spent for a move is measured between the sending player’s move (or the server’s initial order to start the game) and receiving the reply. The delay time is included in the time spent.
  6. When playing through the RS-232C or manually, the time spent is counted according to the time spent as counted by the program. When playing through the RS-232C, receiving the move and counting the time spent must be within 500ms after the opponent has sent the string. But when playing by remote participation, time spent is counted on the machine in venue. The time spent includes the communication time and the reconnecting time (for communication breaks).
  7. If there is any impropriety during measuring or displaying the time spent, referees will decide on an appropriate course of action.

Article 17 (Declaration of a win)

  1. The program may declare a win (such a declaration is called 'declaration of a win') if the position satisfies certain conditions. If the position does not satisfy one or more of these conditions, then the declaring side loses. The conditions are as follows:
    1. It is the declaring side's turn.
    2. The King of the declaring side is in the third rank or beyond.
    3. The declaring side has 28 (the first player) or 27 (the second player) piece points or more. Piece points are counted only for pieces of the declaring side that are in hand or in the third rank or beyond. Piece pints are counted as follows: King:0; Rook, Bishop, Promoted Rook, or Promoted Bishop:5; Other:1.
    4. The declaring side has 10 or more pieces other than the King in the third rank or beyond.
    5. There is no check on the King of the declaring side.
    6. The declaring side has at least one second left.
  2. The program must display the declaration on the monitor and send a "%KACHI" command.

Article 18 (Outcome of the game)

  1. The outcome of a game is determined by the following rules, in the order given:
    1. The decision of the leader of the team, the program developer, or an agent to resign. Resignation is possible at any time (even on the opponent's turn).
    2. A decision by a referee.
    3. A decision by the championship server.
  2. If any problem occurs on resignation, referees will decide whether it is acceptable or not.
  3. After deciding the outcome, the entrants must report the outcome to the CSA as soon as possible.
  4. The reported outcome is announced to the CSA at the designated place. The outcome is fixed when the CSA announces the pairing or (for the last game) the CSA announces the results of each day. After such time, results cannot be changed, even if errors are subsequently found.

Article 19 (Outcome of the game by referees)

  1. The referees may decide which program loses when the following conditions occur:
    1. There are no legal moves.
    2. Total time spent reaches the time limit.
    3. There has been one or more illegal moves.
    4. The opponent legally declares a win.
    5. Declaration of a win is unsatisfactory.
    6. Illegal communication when playing through the LAN (where illegality results from not following the CSA server protocol ver.1.1.2).
    7. Illegal communication when playing through the RS-232C (where illegality results form not following the CSA RS-232C protocol).
    8. It is impossible to input/output a move as a result of a program stopping for any reason, such as problems with communication, operating system, etc., after the start of thinking about the fifth move. But the referee will not decide which program loses if the program stops after an illegal character string has been sent, displayed, and kept in the display after the program stops.
    9. It is impossible to quit the program other than by shutting power off when a referee orders a program to quit for some reason, such asa possible abnormal ending (such as the display of an error message by the operating system) or trouble with communication.
    10. It is impossible to resume smoothly when a referee orders as such at any point (position, turn, time spent).
  2. The position of perpetual repetition is a draw, except that if one side's moves are checks only then that side loses the game. Perpetual repetition is decided by the championship server if the game is under LAN. It is decided by the perpetual repetition decision program after being declared to the CSA by referees, leaders of the teams, program developers, or agents.
  3. The referees will decide on an appropriate course of action when a LAN cable causes trouble and/or there is an accidental power shutoff.
  4. The referees will decide the outcome (including a draw) even during a game in order to allow the tournament to proceed, such as a case in which the game does not end after a long interval from the start of the game.
  5. The referees will decide the outcome (a win, a loss a draw), replaying from the start or resuming from a certain position.

Article 20 (Game record)

  1. The CSA may publish any game record at any time.
  2. Entrants must bring the game record to the CSA immediately after the game if the game is played by the RS-232C or manually. A 3.5-inch floppy disk or a USB flash memory should be used.
  3. The game record (defined in the second clause) file format must be the CSA standard game record file format.
  4. In the game record (defined in the second clause) file, the entrant must record each time spent.

Section 5. (Program-keeping and appeals)

Article 21 (Program-keeping period and appeals)

  1. The leader of the team must keep the complete reproduction set for the championship (such a set is called a 'program for the championship') for one year from the last day of the championship. This set must include all of the versions of the executable program, data, and so on that entered the championship.
  2. For an entered program, if there is an appeal that the program does not satisfy one or more conditions of entry, the CSA may accept the appeal, in which case the leader will be required to show the set, which a committee will examine. The committee is named by the CSA according to a separate set of rules.
  3. The committee may examine a remote machine when remote participation is involved.
  4. If the set is not shown or the committee decides that the appeal is justified, and that the program does not satisfy one or more conditions of entry to the championship, the CSA may remove the award and/or restrict entry in subsequent tournaments.
  5. Appeals must be made within six months of the last day of thetournament.

Additional clauses

  1. These rules are valid from December 20, 2007.
  2. The rules and regulations are available in both Japanese and English. In all question of interpretation, the Japanese version is regarded as authoritative.