= 安部芳之 = == A consultation algorithm for Shogi using the Bonanza library == Computer Shogi programs are being developed to defeat professional players. I use a consultation system that calculates the next move on plural programs and takes the decision by the majority. In the consultation system, it chooses the next move that was chosen most by the plural programs. For this research, I used the consultation system on 3, 5, and 7 programs in order to improve the winning rate compared to using single Bonanza system. In using the consultation system, I was able to show that it is possible to make the program stronger than the single system. In addition, I was able to show the effectiveness of the consultation algorithm. file:///home/committee/aac/Thesis2009/s1140009 = 石川裕貴 = == Gomoku program using Monte Carlo Methods == I made a Gomoku program using Monte Carlo methods. Monte Carlo methods are a class of computational algorithms that rely on repeated random sampling to compute results. Monte Carlo methods are often used when simulating physical and mathematical systems. I made a program using these methods and I also tested these methods.I made a Gomoku program using Monte Carlo methods. Monte Carlo methods are a class of computational algorithms that rely on repeated random sampling to compute results. Monte Carlo methods are often used when simulating physical and mathematical systems. I made a program using these methods and I also tested these methods. file:///home/committee/aac/Thesis2009/s1140017 = 堀江亘 = == An interactive galaxy simulation program using GPU == The gravitational N-body problem is a problem concerning the movement of a planet, when there is interaction between a fixed star and a planet involving universal gravitation such as in the solar system. However, solving the gravitational N-body problem with a CPU takes a lot of time. In this paper, I show how to speed-up solving the gravitational N-body problem by using GPU, which is a high performance graphic processing unit. In addition, to achieve higher performance, I optimized my program on GPU by loop unrolling. Finally, I designed an interface that was able to begin the simulation after the data of two or more Galaxies had been read. As a result, the program was able to execute the simulation according to user specifications. file:///home/committee/aac/Thesis2009/s1140194 = 渡邉公偉 = == Simulation of Collision Between Elastic Material == The establishment of the high-speed calculation method for a physical simulation is one of the important problems. There are various objects such as rigid bodies, elastic bodies, and fluids in material simulation, and the equation of motion and the computational method for each object are different. In this thesis, whether the rigid bodies can be reproduced virtually is examined by using a spring-mass model. The elastic bodies are made by using a spring-mass model, and when force is added to the object, crooking the object is suppressed by adjustment for the spring constant, the damping coefficient, and the number of springs in the elastic bodies. In this paper, the regular hexahedron that expressed u sing a spring-mass model is made to collide with a cylinder shape elastic body that connects the regular hexahedron. And the maximum displacement of the cylinder shape elastic body when the cylinder bends is measured.The spring constant, the damping coefficient, and the van der Waals force coefficient are adjusted so that the maximum displasment become small . file:///home/committee/aac/Thesis2009/s1140238