{"updated":"2025-01-20T04:43:21.092028+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00180994","sets":["6504:9168:9182"]},"path":["9182"],"owner":"6748","recid":"180994","title":["アメーバからヒントを得た数理モデルを用いた格闘ゲームAIの提案"],"pubdate":{"attribute_name":"公開日","attribute_value":"2017-03-16"},"_buckets":{"deposit":"c85979f8-afff-4446-a2e6-4b36614e1ef3"},"_deposit":{"id":"180994","pid":{"type":"depid","value":"180994","revision_id":0},"owners":[6748],"status":"published","created_by":6748},"item_title":"アメーバからヒントを得た数理モデルを用いた格闘ゲームAIの提案","author_link":["391521","391523","391522","391520"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"アメーバからヒントを得た数理モデルを用いた格闘ゲームAIの提案"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"人工知能と認知科学","subitem_subject_scheme":"Other"}]},"item_type_id":"22","publish_date":"2017-03-16","item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"item_22_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"立命館大"},{"subitem_text_value":"立命館大"},{"subitem_text_value":"立命館大"},{"subitem_text_value":"立命館大"}]},"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/180994/files/IPSJ-Z79-6P-04.pdf","label":"IPSJ-Z79-6P-04.pdf"},"date":[{"dateType":"Available","dateValue":"2017-05-22"}],"format":"application/pdf","filename":"IPSJ-Z79-6P-04.pdf","filesize":[{"value":"252.3 kB"}],"mimetype":"application/pdf","accessrole":"open_date","version_id":"05458d97-5585-4f21-9eec-f635083d8ec1","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2017 by the Information Processing Society of Japan"}]},"item_22_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"吉田, 修武"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"石原, 誠"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"原田, 智弘"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"ラック, ターウォンマット"}],"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_22_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AN00349328","subitem_source_identifier_type":"NCID"}]},"item_22_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"本研究では,格闘ゲームの一種であるFightingICEを用いて,綱引きモデル(Tag-Of-War; TOW)を適用したAIの性能を評価する.この綱引きモデルは2010年に青野氏らが考案したもので,アメーバが光刺激を避ける行動や生物の探索と活用を数理モデル化したものであり,多腕バンディット問題において優れた性能を示している.現在FightingICEのAIに用いられている手法で,優れた性能を示しているモンテカルロ木探索も,この問題において優れた性能を示しているため,TOWも同等以上の性能が期待できる.性能評価の結果,モンテカルロ木探索と同等以上の性能を示した.","subitem_description_type":"Other"}]},"item_22_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"466","bibliographic_titles":[{"bibliographic_title":"第79回全国大会講演論文集"}],"bibliographicPageStart":"465","bibliographicIssueDates":{"bibliographicIssueDate":"2017-03-16","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"1","bibliographicVolumeNumber":"2017"}]},"relation_version_is_last":true,"weko_creator_id":"6748"},"created":"2025-01-19T00:48:47.236786+00:00","id":180994,"links":{}}