{"id":102186,"updated":"2025-01-21T10:55:40.082338+00:00","links":{},"created":"2025-01-18T23:47:30.677256+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00102186","sets":["581:7397:7625"]},"path":["7625"],"owner":"11","recid":"102186","title":["生物学的制約の導入によるビデオゲームエージェントの「人間らしい」振舞いの自動獲得"],"pubdate":{"attribute_name":"公開日","attribute_value":"2014-07-15"},"_buckets":{"deposit":"a07ad575-575a-4046-876f-3a386016b9e7"},"_deposit":{"id":"102186","pid":{"type":"depid","value":"102186","revision_id":0},"owners":[11],"status":"published","created_by":11},"item_title":"生物学的制約の導入によるビデオゲームエージェントの「人間らしい」振舞いの自動獲得","author_link":["0","0"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"生物学的制約の導入によるビデオゲームエージェントの「人間らしい」振舞いの自動獲得"},{"subitem_title":"Autonomously Acquiring Video-Game Agent's Human-like behaviors with Biological Constraints","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"[一般論文] ビデオゲーム,NPC,機械学習,スーパーマリオワールド,人間の生物学的制約","subitem_subject_scheme":"Other"}]},"item_type_id":"2","publish_date":"2014-07-15","item_2_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"関西学院大学大学院理工学研究科人間システム工学専攻/日本学術振興会特別研究員 DC2"},{"subitem_text_value":"関西学院大学大学院理工学研究科人間システム工学専攻"},{"subitem_text_value":"関西学院大学大学院理工学研究科人間システム工学専攻"},{"subitem_text_value":"関西学院大学大学院理工学研究科人間システム工学専攻"},{"subitem_text_value":"関西学院大学大学院理工学研究科人間システム工学専攻"}]},"item_2_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Department of Human System Interaction, Graduate School of Science and Technology, Kwansei Gakuin University / Research Fellow of Japan Society for the Promotion of Science","subitem_text_language":"en"},{"subitem_text_value":"Department of Human System Interaction, Graduate School of Science and Technology, Kwansei Gakuin University","subitem_text_language":"en"},{"subitem_text_value":"Department of Human System Interaction, Graduate School of Science and Technology, Kwansei Gakuin University","subitem_text_language":"en"},{"subitem_text_value":"Department of Human System Interaction, Graduate School of Science and Technology, Kwansei Gakuin University","subitem_text_language":"en"},{"subitem_text_value":"Department of Human System Interaction, Graduate School of Science and Technology, Kwansei Gakuin University","subitem_text_language":"en"}]},"item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"publish_status":"0","weko_shared_id":-1,"item_file_price":{"attribute_name":"Billing file","attribute_type":"file","attribute_value_mlt":[{"url":{"url":"https://ipsj.ixsq.nii.ac.jp/record/102186/files/IPSJ-JNL5507004.pdf"},"date":[{"dateType":"Available","dateValue":"2016-07-15"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-JNL5507004.pdf","filesize":[{"value":"1.2 MB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"660","billingrole":"5"},{"tax":["include_tax"],"price":"330","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"8"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"fd7a3752-fbf4-4637-b2c2-0862ec828bb2","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2014 by the Information Processing Society of Japan"}]},"item_2_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"藤井, 叙人"},{"creatorName":"佐藤, 祐一"},{"creatorName":"若間, 弘典"},{"creatorName":"風井, 浩志"},{"creatorName":"片寄, 晴弘"}],"nameIdentifiers":[{}]}]},"item_2_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Nobuto, Fujii","creatorNameLang":"en"},{"creatorName":"Yuichi, Sato","creatorNameLang":"en"},{"creatorName":"Hironori, Wakama","creatorNameLang":"en"},{"creatorName":"Koji, Kazai","creatorNameLang":"en"},{"creatorName":"Haruhiro, Katayose","creatorNameLang":"en"}],"nameIdentifiers":[{}]}]},"item_2_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AN00116647","subitem_source_identifier_type":"NCID"}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourceuri":"http://purl.org/coar/resource_type/c_6501","resourcetype":"journal article"}]},"item_2_source_id_11":{"attribute_name":"ISSN","attribute_value_mlt":[{"subitem_source_identifier":"1882-7764","subitem_source_identifier_type":"ISSN"}]},"item_2_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"ビデオゲームエージェント(ノンプレイヤキャラクタ:NPC)の振舞いの自動獲得において,「人間の熟達者に勝利する」という長年の目標を達成する日もそう遠くない.一方で,ユーザエクスペリエンスの向上策として,『人間らしい』NPCをどう構成するかが,ゲームAI領域の課題になりつつある.本研究では,人間らしい振舞いを表出するNPCを,開発者の経験に基づいて実現するのではなく,『人間の生物学的制約』を課した機械学習により,自動的に獲得することを目指す.人間の生物学的制約としては「身体的な制約:“ゆらぎ”,“遅れ”,“疲れ”」,「生き延びるために必要な欲求:“訓練と挑戦のバランス”」を定義する.人間の生物学的制約の導入対象として,アクションゲームの“Infinite Mario Bros.”を採用し,本研究で獲得されたNPCが人間らしい振舞いを表出できているか検討する.最後に,獲得されたNPCの振舞いが人間らしいかどうかを主観評価実験により検証する.","subitem_description_type":"Other"}]},"item_2_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"Designing the behavioral patterns of video game agents (Non Player Character: NPC) is a crucial aspect in developing video games. While various systems that have aimed at automatically acquiring behavioral patterns have been proposed and some have successfully obtained stronger patterns than human players, those patterns have looked mechanical. We propose the autonomous acquisition of video game agent behaviors, which emulate the behaviors of human players. Instead of implementing straightforward heuristics, the behaviors are acquired using techniques of reinforcement learning with Q-Learning, where biological constraints are imposed. Human-like behaviors that imply human cognitive processes were obtained by imposing sensory error, perceptual and motion delay, physical fatigue, and balancing between repetition and novelty as the biological constraints in computational simulations using “Infinite Mario Bros.”. We evaluated human-like behavioral patterns through subjective assessments, and discuss the possibility of implementing the proposed system.","subitem_description_type":"Other"}]},"item_2_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"1664","bibliographic_titles":[{"bibliographic_title":"情報処理学会論文誌"}],"bibliographicPageStart":"1655","bibliographicIssueDates":{"bibliographicIssueDate":"2014-07-15","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"7","bibliographicVolumeNumber":"55"}]},"relation_version_is_last":true,"weko_creator_id":"11"}}