Abstract :
This paper presents some aspects of a special multimodality in a two-person game-renju (a Japanese alignment game on a board); the authors believe such a renju multimodality will surely be a new base of ideas and understanding of adaptive processes in artificial intelligence requiring multimodal optimum search. After introducing renju rules, and basic renju technical terms and strategies, this paper develops the necessary concepts such as distance between any two points, four directions, string, jumstring, costring, dead (jum-)string,and criterion function of a placed stone (piece or chip) on a renju board. The essential aspects of renju multimodality studied here are as follows: possible values of the criterion function, the realized number of the highest peak (lowest valley) formed by the criterion function within a game, height of maximum peak vs. the issue of the game, possible number of the highest peak (lowest valley), illustration of the criterion function, developing processes of peak and valley, adaptive mobility of the optimum point, and practical appearance of the multimodality of renju problems.