{"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00157977","sets":["1164:5305:8612:8613"]},"path":["8613"],"owner":"11","recid":"157977","title":["学習の教師例となる指手の選択を目的とした,複数プログラムを用いる探索についての考察"],"pubdate":{"attribute_name":"公開日","attribute_value":"2016-03-01"},"_buckets":{"deposit":"a2f3250a-1fd3-4153-904c-843969e6a136"},"_deposit":{"id":"157977","pid":{"type":"depid","value":"157977","revision_id":0},"owners":[11],"status":"published","created_by":11},"item_title":"学習の教師例となる指手の選択を目的とした,複数プログラムを用いる探索についての考察","author_link":["300472","300473"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"学習の教師例となる指手の選択を目的とした,複数プログラムを用いる探索についての考察"},{"subitem_title":"Search Method using a few Programs to Generate Moves for Training","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"探索などによる二人零和ゲームの合理的な戦略探求","subitem_subject_scheme":"Other"}]},"item_type_id":"4","publish_date":"2016-03-01","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"北海道大学大学院情報科学研究科"}]},"item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"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/157977/files/IPSJ-GI16035008.pdf","label":"IPSJ-GI16035008.pdf"},"date":[{"dateType":"Available","dateValue":"2018-03-01"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GI16035008.pdf","filesize":[{"value":"767.6 kB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"660","billingrole":"5"},{"tax":["include_tax"],"price":"330","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"18"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"a625f2eb-1d9e-44ac-8d1c-b06a25f7e52c","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2016 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"竹内, 聖悟"}],"nameIdentifiers":[{}]}]},"item_4_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Shogo, Takeuchi","creatorNameLang":"en"}],"nameIdentifiers":[{}]}]},"item_4_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AA11362144","subitem_source_identifier_type":"NCID"}]},"item_4_textarea_12":{"attribute_name":"Notice","attribute_value_mlt":[{"subitem_textarea_value":"SIG Technical Reports are nonrefereed and hence may later appear in any journals, conferences, symposia, etc."}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourceuri":"http://purl.org/coar/resource_type/c_18gh","resourcetype":"technical report"}]},"item_4_source_id_11":{"attribute_name":"ISSN","attribute_value_mlt":[{"subitem_source_identifier":"2188-8736","subitem_source_identifier_type":"ISSN"}]},"item_4_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"強いプレイヤを作成するために,将棋を始めとした様々なゲームで棋譜からの学習が行われており,学習のためのデータ生成も研究課題となっている.例えば将棋の学習への利用を目的とした,局面と指手のペアの生成の研究がある.この研究の中で,教師例となる指手の質が重要であることが述べられている.従来は,深い探索によって得られる指手を教師として利用しているが,1 つのプログラム,特にそれが学習するプログラムと同じ場合,局所解に陥り,適当でないことがある.ところで,教師例となる指手の生成は対局後に行うため,対局中とは異なった様々なリソース,時間や他のプログラムなど,を使うことが可能である.本研究では,学習の教師となる質の高い指手の選択を目的として,複数プログラムを用いる探索を提案する.対象の局面を各プログラムで探索し,次に各プログラムの最善手を指した局面から探索を行う.この探索結果から各自の最善手を決定する手法である.複数プログラムの利用により,読み抜けを防ぎ,質を高めることができると考えられる.また,再帰的に上記の探索を行うことも可能であり,さらに質を高められると考えている.将棋を対象として提案手法の性能評価を行った.正答数の比較の結果から,単一プログラムの深い探索や異種合議と同程度の性能を確認した.また,複数プログラムを用いることで,単一プログラムだけでの探索よりも幅広く質の高い指手を探索していることを確認できた.","subitem_description_type":"Other"}]},"item_4_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"Training parameters plays an important role in developing strong game programs. We required a large number of training positions and moves for the training. Thus, generating training data is an issue. Ura et al. reported that self-generated data may have a bad effect on the training. Therefore, we proposed a search method with two or more programs in order to avoid self-generation. Experimental results showed that performance of the proposed method is almost the same with the normal search and majority voting.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"5","bibliographic_titles":[{"bibliographic_title":"研究報告ゲーム情報学(GI)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2016-03-01","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"8","bibliographicVolumeNumber":"2016-GI-35"}]},"relation_version_is_last":true,"weko_creator_id":"11"},"id":157977,"updated":"2025-01-20T13:09:42.561131+00:00","links":{},"created":"2025-01-19T00:31:46.335900+00:00"}