{"updated":"2025-01-20T13:09:51.742213+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00157982","sets":["1164:5305:8612:8613"]},"path":["8613"],"owner":"11","recid":"157982","title":["StarCraft AIにおけるDeep Q-Networkを用いたユニットコントロールの実装"],"pubdate":{"attribute_name":"公開日","attribute_value":"2016-03-01"},"_buckets":{"deposit":"9b3cbab7-eee0-4251-974d-59f85884c802"},"_deposit":{"id":"157982","pid":{"type":"depid","value":"157982","revision_id":0},"owners":[11],"status":"published","created_by":11},"item_title":"StarCraft AIにおけるDeep Q-Networkを用いたユニットコントロールの実装","author_link":["300496","300497"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"StarCraft AIにおけるDeep Q-Networkを用いたユニットコントロールの実装"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"ゲーム状態の評価および行動価値の推定と機械学習","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":"明石工業高等専門学校"},{"subitem_text_value":"明石工業高等専門学校"}]},"item_4_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"National Institute of Technology, Akashi College","subitem_text_language":"en"},{"subitem_text_value":"National Institute of Technology, Akashi College","subitem_text_language":"en"}]},"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/157982/files/IPSJ-GI16035013.pdf","label":"IPSJ-GI16035013.pdf"},"date":[{"dateType":"Available","dateValue":"2018-03-01"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GI16035013.pdf","filesize":[{"value":"1.3 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":"18"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"24a0be42-ecbd-46d3-b497-0472c21f62d7","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":"中田, 季利"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"新井, イスマイル"}],"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":"StarCraft: BroodWar は,Blizzard Entertainment が開発したリアルタイム・ストラテジーゲームである.大きな状態空間と複雑なゲームルールから,AI Competition が開催されるなど研究対象として注目されているゲームである.既存の戦闘 AI における弱点として,不利な地形への誘い込みへの弱さや,味方ユニット間の位置関係の悪さが指摘されている.既存の強化学習を用いた手法では,地形や味方ユニットとの位置関係を最大限利用できていないためと考えた.しかし,地形や味方ユニットの位置関係等を考慮すると状態空間が大きくなってしまい学習が難しい.これを解決するため,Convolutional Neural Network(CNN) を活用し大きな状態空間上で直接 Q 学習が可能となる手法である Deep Q-Network(DQN) の適用を試みた.CNN にマップの侵入可否情報を入力して,上下左右の移動方向もしくは攻撃を選択する DQN を作成して学習を行った結果,マップを理解して移動ができ,報酬に基づき敵ユニットから逃げる行動が学習されることを確認した.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"7","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":"13","bibliographicVolumeNumber":"2016-GI-35"}]},"relation_version_is_last":true,"weko_creator_id":"11"},"created":"2025-01-19T00:31:46.600420+00:00","id":157982,"links":{}}