{"links":{},"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00182047","sets":["1164:3027:9042:9189"]},"path":["9189"],"owner":"11","recid":"182047","title":["道徳感情にもとづくNPCの意思決定モデル"],"pubdate":{"attribute_name":"公開日","attribute_value":"2017-05-25"},"_buckets":{"deposit":"4c817fcb-5dc9-43c1-9bac-4d55d0669d92"},"_deposit":{"id":"182047","pid":{"type":"depid","value":"182047","revision_id":0},"owners":[11],"status":"published","created_by":11},"item_title":"道徳感情にもとづくNPCの意思決定モデル","author_link":["395427","395425","395428","395426"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"道徳感情にもとづくNPCの意思決定モデル"},{"subitem_title":"Decision-Making Model of NPC witch Based on Moral-Sentiments","subitem_title_language":"en"}]},"item_type_id":"4","publish_date":"2017-05-25","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"和歌山大学"},{"subitem_text_value":"和歌山大学"}]},"item_4_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Wakayama University","subitem_text_language":"en"},{"subitem_text_value":"Wakayama University","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/182047/files/IPSJ-HCI17173006.pdf","label":"IPSJ-HCI17173006.pdf"},"date":[{"dateType":"Available","dateValue":"2019-05-25"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-HCI17173006.pdf","filesize":[{"value":"1.6 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":"33"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"a1c5c51b-167d-4a24-aab7-0335b5bf53cb","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2017 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"高橋, 拓也"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"床井, 浩平"}],"nameIdentifiers":[{}]}]},"item_4_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Takuya, Takahashi","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Kohe, Tokoi","creatorNameLang":"en"}],"nameIdentifiers":[{}]}]},"item_4_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AA1221543X","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":"2188-8760","subitem_source_identifier_type":"ISSN"}]},"item_4_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"デジタルゲームに登場する非プレイヤー操作キャラクター (NPC) の振舞の制御にはいくつかの課題がある.本研究では “コミュニケーション” ・ “感情” ・ “協調の仕組み” に焦点を当て,ゲームデザイナーが想定したキャラクター性をもとに振舞を決定する 「NPC の意思決定モデル」 を構築した.構築は Hume の “道徳感情論” と “信念-欲求モデル” に着想を得て行った.3D 対戦ゲームを対象として,挙動確認のためのテストケースを作成し結果の確認を行った.結果として,NPC の意思決定は正常に行われており,デッドロックも確認されなかった.今後の課題としてテストケースの追加とゲームデザイナーに向けた直感的に操作可能なインタフェースの追加が必要である.","subitem_description_type":"Other"}]},"item_4_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"There are some tasks in controlling behavior of NPC (Non - Player - Character) 's witch exists in Digital - Game. In our study, we constructed a “Decision - Making Model of NPC” witch makes a decision based on a characteristic of NPC witch designed by game - designer by focused on “Communication”, ”Emotion” and “Mechanism of Coordination”. We constructed a model by get an impression from “Moral-Sentiments” and “Belief-Desire Model” witch Hume said. In our study, we checked a result of our model by making a test-case and tests in 3D Fighting-Game. In our result, we can checked a correct decision-making of NPC and there are no Dead-Locks. After our study, we need to check some other test-cases for our model and need to add some interfaces witch can use our model intuitive for game-designer.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"6","bibliographic_titles":[{"bibliographic_title":"研究報告ヒューマンコンピュータインタラクション(HCI)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2017-05-25","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"6","bibliographicVolumeNumber":"2017-HCI-173"}]},"relation_version_is_last":true,"weko_creator_id":"11"},"updated":"2025-01-20T04:13:34.694183+00:00","created":"2025-01-19T00:49:42.687475+00:00","id":182047}