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Design and implementation of Bonanza Method for the Evaluation in the Game of Arimaa
https://ipsj.ixsq.nii.ac.jp/records/80932
https://ipsj.ixsq.nii.ac.jp/records/80932180f47d5-0ba0-41eb-b4b8-1798a13f3f36
名前 / ファイル | ライセンス | アクション |
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Copyright (c) 2012 by the Information Processing Society of Japan
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オープンアクセス |
Item type | SIG Technical Reports(1) | |||||||
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公開日 | 2012-02-24 | |||||||
タイトル | ||||||||
タイトル | Design and implementation of Bonanza Method for the Evaluation in the Game of Arimaa | |||||||
タイトル | ||||||||
言語 | en | |||||||
タイトル | Design and implementation of Bonanza Method for the Evaluation in the Game of Arimaa | |||||||
言語 | ||||||||
言語 | eng | |||||||
資源タイプ | ||||||||
資源タイプ識別子 | http://purl.org/coar/resource_type/c_18gh | |||||||
資源タイプ | technical report | |||||||
著者所属 | ||||||||
Department of Computer and Information Sciences, Tokyo University of Agriculture and Technology | ||||||||
著者所属 | ||||||||
Department of Computer and Information Sciences, Tokyo University of Agriculture and Technology | ||||||||
著者所属 | ||||||||
Department of Computer and Information Sciences, Tokyo University of Agriculture and Technology | ||||||||
著者所属(英) | ||||||||
en | ||||||||
Department of Computer and Information Sciences, Tokyo University of Agriculture and Technology | ||||||||
著者所属(英) | ||||||||
en | ||||||||
Department of Computer and Information Sciences, Tokyo University of Agriculture and Technology | ||||||||
著者所属(英) | ||||||||
en | ||||||||
Department of Computer and Information Sciences, Tokyo University of Agriculture and Technology | ||||||||
著者名 |
Kanjanapa, Thitipong
× Kanjanapa, Thitipong
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著者名(英) |
Kanjanapa, Thitipong
× Kanjanapa, Thitipong
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論文抄録 | ||||||||
内容記述タイプ | Other | |||||||
内容記述 | Since the bonanza method had been discovered and proved to be required to make a strong Japanese chess program, the idea of applying it to the other 2-player perfect information game like Arimaa is proposed. In order to create a strong Arimaa program, the study aims to create the evaluation function that enables the accurate positional evaluation by using supervised learning algorithm called bonanza. | |||||||
論文抄録(英) | ||||||||
内容記述タイプ | Other | |||||||
内容記述 | Since the bonanza method had been discovered and proved to be required to make a strong Japanese chess program, the idea of applying it to the other 2-player perfect information game like Arimaa is proposed. In order to create a strong Arimaa program, the study aims to create the evaluation function that enables the accurate positional evaluation by using supervised learning algorithm called bonanza. | |||||||
書誌レコードID | ||||||||
収録物識別子タイプ | NCID | |||||||
収録物識別子 | AA11362144 | |||||||
書誌情報 |
研究報告ゲーム情報学(GI) 巻 2012-GI-27, 号 4, p. 1-4, 発行日 2012-02-24 |
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Notice | ||||||||
SIG Technical Reports are nonrefereed and hence may later appear in any journals, conferences, symposia, etc. | ||||||||
出版者 | ||||||||
言語 | ja | |||||||
出版者 | 情報処理学会 |