Title of Invited Speech:
Hardware Related Research at Microsoft Research Asia
Platforms and Devices Center, Microsoft Research Asia
An overview of the current hardware related research at
Microsoft Research Asia. Subjects discussed include interaction devices
that can be used for game control and a PCI FPGA-based hardware
prototyping card with up to 13 million programmable gates. The latter
will become available to the academic community later and could
potentially be used to create a Deep Blue class Chinese chess machine
with a single PC, among other things.
Author of the book Behind Deep Blue: Building the Computer that
Defeated the World Chess Champion, Feng-hsiung Hsu started his graduate
work at Carnegie Mellon in the field of computer chess in the year
1985 which eventually culminated in the defeat of the World Chess
Champion Garry Kasparov in 1997.
In 1991, the Association for Computing Machinery awarded him a Grace
Murray Hopper Award for his work on Deep Blue.
Prior to building the supercomputer Deep Blue that defeated Kasparov,
Feng-hsiung Hsu worked on many other chess computers. He started
with ChipTest, a simple Chess-playing chip much different than the
other Chess playing computer being developed at Carnegie Mellon,
Hitech, which was developed by Hans Berliner and included 64 different
chess chips. Feng-hsiung Hsu went on to build the successively better
Chess playing computers Deep Thought, Deep Thought II, and Deep
Title of Invited Speech:
Towards Dynamics of Intelligence in the Field of Games
Department of Information Processing
School of Information Science
Japan Advanced Institute of Science and Technology
as men long for freedom, the intelligence seeks uncertainty. Games, which
epitomize uncertainty, have evolved in their long history to optimize
uncertainty refinement. This process concerns a harmony between skill and
chance in games, hence, evolutionary changes of noble uncertainty.
Masters who stand on top of their games
seek the ultimate harmony that may exist at the end of the changes. Despite
their desire to win, masters occasionally exercise their creativity
unconditionally without prejudice. We call this state of mind that is commonly
found among masters the model of three
The model of three masters¡@reveals three distinct master¡¦s
aspects; the master of winning, the master of playing and the master of
understanding. They correspond to each of the three aspects that games possess:
competitiveness, entertainment and metaphor.
The model of three masters indicates the
existence of various interactions between intelligences of players. We explore
it in terms of the ¡§dynamics of intelligence in the field of games¡¨.
The model of three masters relates three theories
of game: game theory, game-refinement theory and combinatorial game theory. The
classical game theory favors no uncertainty, i.e., finding the game-theoretic
value or equilibriums. The game-refinement theory recognizes appropriate amount
of uncertainty that players may enjoy it. The combinatorial game theory shows
in theory the existence of complete uncertainty, i.e., field.
January 17, 1962: born at Yamagata, Japan
From April 1980 - March 1985: studied Mathematics at the Sophia
University of Japan, with specialization in the field of Algebra;
graduated in March 1985.
From October 1975 - March 1984: studied Japanese chess (shogi) at
the Shoreikai; graduated in March 1984 and promoted to a Grandmaster
enrolled. 6-dan GM.
From April 1984 - March 1994: invited in every major tournament
of Japanese chess.
From August 1992 - August 1993: continued Ph.D. work at the University
of Limburg (Universiteit Maastricht), Maastricht, The Netherlands.
Supervised by Prof. dr. H.J. van den Herik.
From April 1991 - March 1994: studied Computer Science (Artificial
Intelligence) at Tokyo University of Agriculture and Technology,
March 23, 1994: received the Ph.D. degree after defending a thesis
entitled Heuristic Theories on Game-Tree Search. Promotor: Prof.dr.
From October 1994 - March 1996: Scientific Researcher in the Science
and Technology Agency, Japan.
From April 1996 onwards: Professor at Department of Computer Science
in Faculty of Information, and the Chair of Computer Games Research
Institute, Shizuoka University, Japan.
From October 2002 onwards: Researcher at PRESTO, Japan Science and
Technology Agency (JST).
From April 2005 onwards: Professor at School of Information Science,
and the Chair of Research Centre for Computers and Games (RCCG),
Japan Advanced Institute of Science and Technology (JAIST), Japan
Since 1994 he has been the Editor-in-Chief of the Journal of the
International Computer Shogi Association (CSA Journal).
He is a founder or co-founder for several academic associations
and international conferences such as the Special Issue Group on
Games Informatics (SIG-GI) under Information Processing Society
of Japan (IPSJ), the series of Game Programming Workshop, the International
Conference on Computers and Games, and the Special Group on Entertainment
Computing (SG 16) under International Federation for Information
Since 2000 he has served in the Editorial Board of Journal of International
Computer Games Association (ICGA).
Since 2002 he has served as Secretary-Treasurer for the International
Computer Games Association (ICGA).
Hiroyuki Iida has been the enthusiastic leader of several programme
and organizing committees such as World Computer Shogi Championship
(1990 - 2005), Computer Olympiad (2002 - 2005), the GPW '94 (Game
Programming Workshop) in Japan, GPW'95, GPW'96, GPW'97, IJCAI-97
Workshop on Computer Games entitled "Using Games as an Experimental
Testbed for AI Research" (later published as Games in AI Research),
The First International Conference on Computers and Games (CG'98),
The Second International Conference on Computers and Games (CG2000),
The Third International Conference on Computers and Games (CG2002),
and The 10th Advances in Computer Games (ACG-10).
Hiroyuki Iida has received research awards for his distinguished
contributions from JSAI (1996), JSSST (1997), CSA (1997 & 2002)
and JICAST (1999).
Title of Invited Speech:
Trials and Tribulations of a Programmer
T. Anthony Marsland
Emeritus Professor of Computing Science
University of Alberta
It has been more than 50 years since the first chess programs were built.
Having lived through this whole period, and having worked on chess program
design for a good part of that time, I will reflect on my personal
experiences and try to find themes that are relevant to today's game
programmers. The time-frame of primary interest is roughly 1970-1995,
culminating in the first Deep Blue - Kasparov match. The source materials
for this talk were taken from the University of Alberta Archives, supplemented
by the university's excellent library of computer games books.
Among the lessons learned are the importance of preserving research
materials as your career progresses.
Reliance on the latest techniques is important,
but rapidly changing technologies can also lead
to the complete loss of important data when storage media become obsolete.
Other lessons include the importance of supporting your co-workers research
projects, while providing constructive and critical feedback on their written
Tony Marsland received his B.Sc. Honours Degree in Pure and Applied
from the University of Nottingham (UK, 1958) and M.S.E(E) and Ph.D. degrees
in Electrical Engineering from the University of Washington, Seattle(USA,
After working one year as an assistant professor he went to AT&T Bell
in New Jersey for two years as a research scientist, before joining the
Computing Science Department at the University of Alberta. He was an ACM
National Lecturer during 1979-81 and a McCalla Research Professor in
1985-86. His primary teaching and research interests were in the area of
distributed computing systems design. One application for that work was his
selective search chess program AWIT.
Aside from his research interests he also had administrative duties,
completing a term as Associate Chair of Computing Science with primary
responsibility for the Graduate Program. After helping for many years on
NSERC's International Relations Committee, he spent much of the 1994
academic year visiting the University of Hong Kong, where he advised the
organisers of the 1995 World Computer Chess Championship. In addition, he
President of the International Computer Chess Association (1992-99).
Separately, he has edited two books and written three lengthy encyclopedic
articles, as well as co-authoring the
usual number of research papers with his former graduate students.
Although no longer at the University of Alberta, he maintains an active
interest in computing research by serving on Alberta's ICORE internal review