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          <dc:title>道徳感情にもとづくNPCの意思決定モデル</dc:title>
          <dc:title xml:lang="en">Decision-Making Model of NPC witch Based on Moral-Sentiments</dc:title>
          <jpcoar:creator>
            <jpcoar:creatorName>高橋, 拓也</jpcoar:creatorName>
          </jpcoar:creator>
          <jpcoar:creator>
            <jpcoar:creatorName>床井, 浩平</jpcoar:creatorName>
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          <jpcoar:creator>
            <jpcoar:creatorName xml:lang="en">Takuya, Takahashi</jpcoar:creatorName>
          </jpcoar:creator>
          <jpcoar:creator>
            <jpcoar:creatorName xml:lang="en">Kohe, Tokoi</jpcoar:creatorName>
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          <datacite:description descriptionType="Other">デジタルゲームに登場する非プレイヤー操作キャラクター （NPC） の振舞の制御にはいくつかの課題がある．本研究では “コミュニケーション” ・ “感情” ・ “協調の仕組み” に焦点を当て，ゲームデザイナーが想定したキャラクター性をもとに振舞を決定する 「NPC の意思決定モデル」 を構築した．構築は Hume の “道徳感情論” と “信念-欲求モデル” に着想を得て行った．3D 対戦ゲームを対象として，挙動確認のためのテストケースを作成し結果の確認を行った．結果として，NPC の意思決定は正常に行われており，デッドロックも確認されなかった．今後の課題としてテストケースの追加とゲームデザイナーに向けた直感的に操作可能なインタフェースの追加が必要である．</datacite:description>
          <datacite:description descriptionType="Other">There are some tasks in controlling behavior of NPC (Non - Player - Character) 's witch exists in Digital - Game. In our study, we constructed a “Decision - Making Model of NPC” witch makes a decision based on a characteristic of NPC witch designed by game - designer by focused on “Communication”, ”Emotion” and “Mechanism of Coordination”. We constructed a model by get an impression from “Moral-Sentiments” and “Belief-Desire Model” witch Hume said. In our study, we checked a result of our model by making a test-case and tests in 3D Fighting-Game. In our result, we can checked a correct decision-making of NPC and there are no Dead-Locks. After our study, we need to check some other test-cases for our model and need to add some interfaces witch can use our model intuitive for game-designer.</datacite:description>
          <dc:publisher xml:lang="ja">情報処理学会</dc:publisher>
          <datacite:date dateType="Issued">2017-05-25</datacite:date>
          <dc:language>jpn</dc:language>
          <dc:type rdf:resource="http://purl.org/coar/resource_type/c_18gh">technical report</dc:type>
          <jpcoar:identifier identifierType="URI">https://ipsj.ixsq.nii.ac.jp/records/182047</jpcoar:identifier>
          <jpcoar:sourceIdentifier identifierType="ISSN">2188-8760</jpcoar:sourceIdentifier>
          <jpcoar:sourceIdentifier identifierType="NCID">AA1221543X</jpcoar:sourceIdentifier>
          <jpcoar:sourceTitle>研究報告ヒューマンコンピュータインタラクション（HCI）</jpcoar:sourceTitle>
          <jpcoar:volume>2017-HCI-173</jpcoar:volume>
          <jpcoar:issue>6</jpcoar:issue>
          <jpcoar:pageStart>1</jpcoar:pageStart>
          <jpcoar:pageEnd>6</jpcoar:pageEnd>
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            <jpcoar:extent>1.6 MB</jpcoar:extent>
            <datacite:date dateType="Available">2019-05-25</datacite:date>
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