{"created":"2025-01-18T23:49:54.672006+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00106521","sets":["6164:6165:6210:7725"]},"path":["7725"],"owner":"11","recid":"106521","title":["二人ゲームプレイヤのPrior Knowledgeを用いたUCTによる個性の実現手法と評価"],"pubdate":{"attribute_name":"公開日","attribute_value":"2014-10-31"},"_buckets":{"deposit":"1dfc676e-ed69-43eb-a13e-273cc67c934a"},"_deposit":{"id":"106521","pid":{"type":"depid","value":"106521","revision_id":0},"owners":[11],"status":"published","created_by":11},"item_title":"二人ゲームプレイヤのPrior Knowledgeを用いたUCTによる個性の実現手法と評価","author_link":["12088","12089","12086","12087"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"二人ゲームプレイヤのPrior Knowledgeを用いたUCTによる個性の実現手法と評価"},{"subitem_title":"Evaluation and Implementation of UCT with Prior Knowledge for Computer's Styles of Playing Two-Player Games","subitem_title_language":"en"}]},"item_type_id":"18","publish_date":"2014-10-31","item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"item_18_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"東京大学大学院総合文化研究科"},{"subitem_text_value":"東京大学大学院総合文化研究科"}]},"item_18_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Graduate School of Arts and Sciences, The University of Tokyo","subitem_text_language":"en"},{"subitem_text_value":"Graduate School of Arts and Sciences, The University of Tokyo","subitem_text_language":"en"}]},"item_publisher":{"attribute_name":"出版者","attribute_value_mlt":[{"subitem_publisher":"情報処理学会","subitem_publisher_language":"ja"}]},"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/106521/files/IPSJ-GPWS2014031.pdf"},"date":[{"dateType":"Available","dateValue":"2014-10-31"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GPWS2014031.pdf","filesize":[{"value":"1.3 MB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"0","billingrole":"5"},{"tax":["include_tax"],"price":"0","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"18"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"cc339435-acc5-4bbf-8c93-a70491d48418","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2014 by the Information Processing Society of Japan"}]},"item_18_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"志水, 翔"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"金子, 知適"}],"nameIdentifiers":[{}]}]},"item_18_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Sho, Shimizu","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Tomoyuki, Kaneko","creatorNameLang":"en"}],"nameIdentifiers":[{}]}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourceuri":"http://purl.org/coar/resource_type/c_5794","resourcetype":"conference paper"}]},"item_18_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"本研究は,個性を持つコンピュータプレイヤの実現を目的として, UCT とprior knowledge を用いる方法を提案する.現在までに囲碁や将棋などのコンピュータにとって難しいゲームでも,強いプログラムが作られるようになってきており,強さだけでなく個性を持つプレイヤが期待されている.本研究ではUCT を対象とし,UCT は囲碁プログラムの思考方法として標準的に使われている探索手法である.またprior knowledge はUCT の探索を効率化するための技術である.これまでprior knowledge は局面の有利不利のヒューリスティックな判定のために用いられてきたが,本研究ではこれをプレイヤの個性がどの程度表れている局面かの判定に用いることを提案する.どうぶつしょうぎは完全データベースが利用可能であるので,どうぶつしょうぎを対象に実験を行い,提案手法の評価を行った. どうぶつしょうぎは他のゲームと比べると探索空間が小さく, 提案手法の性能を多角的に評価しやすいためである.実験結果から,指し手に特徴を持つコンピュータプレイヤを複数実現できたことが確認された. 個性を持たせると,そうでない場合に比べて同じ条件では,探索効率が劣り弱くなる傾向にある.しかし,プレイアウト回数や前向き枝刈を組み合わせることで強さは調整可能であり,広い範囲の強さで提案手法は個性を実現できることも確認された.","subitem_description_type":"Other"}]},"item_18_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"This paper presents a method for generating computer players with different playing styles, by incorporating customized prior knowledge in UCT. Recently, strong computer players have been made even in Go and Shogi, where ordinary human players had outperformed computer players for many years. Therefore, researches toward computer players with playing different styles become important for providing more fun in playing against computers. We adopted UCT which is a popular search algorithm with many Go programs, and prior knowledge which is an enhancement to improve the playing strength of UCT players. While original prior knowledge is to heuristically discriminate good positions from bad ones, it is adapted here to present whether a position is preferable in terms of its playing style. We conducted experiments in Dobutsu-shogi and evaluate the proposed method. Dobutsu-shogi is suitable for our evaluation because its state space is relatively small. Our experiments showed that computer players with playing different styles are successfully generated by our method. Basically, a player having its playing style tends to be weaker than normal players. However, it is also confirmed that the playing strength can be controlled by the number of playouts and by the forward pruning with oracles while keeping its playing style.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"195","bibliographic_titles":[{"bibliographic_title":"ゲームプログラミングワークショップ2014論文集"}],"bibliographicPageStart":"188","bibliographicIssueDates":{"bibliographicIssueDate":"2014-10-31","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2014"}]},"relation_version_is_last":true,"weko_creator_id":"11"},"id":106521,"updated":"2025-01-21T09:30:02.741477+00:00","links":{}}