{"created":"2025-01-19T00:42:14.137410+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00171780","sets":["1164:5336:8617:8867"]},"path":["8867"],"owner":"11","recid":"171780","title":["カーレーシングゲームにおける多目的最適化に基づくコントローラの設計"],"pubdate":{"attribute_name":"公開日","attribute_value":"2016-07-29"},"_buckets":{"deposit":"6ad2cc32-762b-4cad-bd16-bc1d31400bc7"},"_deposit":{"id":"171780","pid":{"type":"depid","value":"171780","revision_id":0},"owners":[11],"status":"published","created_by":11},"item_title":"カーレーシングゲームにおける多目的最適化に基づくコントローラの設計","author_link":["348381","348380","348383","348382"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"カーレーシングゲームにおける多目的最適化に基づくコントローラの設計"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"ゲームのAI","subitem_subject_scheme":"Other"}]},"item_type_id":"4","publish_date":"2016-07-29","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"北陸先端科学技術大学院大学"},{"subitem_text_value":"北陸先端科学技術大学院大学"}]},"item_4_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"JAIST","subitem_text_language":"en"},{"subitem_text_value":"JAIST","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/171780/files/IPSJ-EC16041012.pdf","label":"IPSJ-EC16041012.pdf"},"date":[{"dateType":"Available","dateValue":"2018-07-29"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-EC16041012.pdf","filesize":[{"value":"559.6 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":"40"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"6bd7a49f-cca8-4e09-860a-f6fe14497a42","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":"金澤, 直人"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"池田, 心"}],"nameIdentifiers":[{}]}]},"item_4_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Naoto, Kanazawa","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Kokolo, Ikeda","creatorNameLang":"en"}],"nameIdentifiers":[{}]}]},"item_4_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AA12049625","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":"2188-8914","subitem_source_identifier_type":"ISSN"}]},"item_4_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"シューティングゲームなど,リアルタイム性をもつコンピュータゲームにおけるコンピュータプレイヤーは多くの場合チェス等のボードゲームにおける強さを獲得するには至っていない.これは深度の大きい木探索を行うには,与えられる時間が短すぎるためである.このうちいわゆるカーレーシングゲームにおいては入出力モデルを操作決定のために設定し,“あるコースでのラップタイム” を用いたオフラインでのパラメータ最適化を行う手法が主流となっている.しかしこの手法では,必ずしも初めて走行させるコースで満足な性能を発揮できないことが分かっている.本稿ではラップタイムと “走行時のマージン” を目的関数とした 2 目的最適化を実行し,“高速だが危険” から “低速だが安全” まで多様なパラメータの候補を保持し,未知のコース毎に切り替えを行うというアプローチを取る.提案した目的関数に基づいて実際に最適化を行い,その後未知のコースで走行し候補から選択させる実験を行い,実際に多様かつ優れた解が獲得され,与えられた未知のコース毎に適切な候補を選択できることを示した.さらに,本稿での最適化での評価1回当たりの所要時間の長さを鑑みて,評価関数を推定しながらの最適化によって評価回数を大幅に減少させるアルゴリズムを導入した.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"8","bibliographic_titles":[{"bibliographic_title":"研究報告エンタテインメントコンピューティング(EC)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2016-07-29","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"12","bibliographicVolumeNumber":"2016-EC-41"}]},"relation_version_is_last":true,"weko_creator_id":"11"},"links":{},"id":171780,"updated":"2025-01-20T08:02:36.220005+00:00"}