{"updated":"2025-01-20T03:30:30.216842+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00183840","sets":["6164:6165:6210:9269"]},"path":["9269"],"owner":"11","recid":"183840","title":["HICHAIN: カードの向きを指定して着手する二人完全情報ゲームの提案と、そのAIへの展望"],"pubdate":{"attribute_name":"公開日","attribute_value":"2017-11-03"},"_buckets":{"deposit":"4826f4e6-109e-47bd-bc92-9e779677b2c9"},"_deposit":{"id":"183840","pid":{"type":"depid","value":"183840","revision_id":0},"owners":[11],"status":"published","created_by":11},"item_title":"HICHAIN: カードの向きを指定して着手する二人完全情報ゲームの提案と、そのAIへの展望","author_link":["404585","404588","404586","404587"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"HICHAIN: カードの向きを指定して着手する二人完全情報ゲームの提案と、そのAIへの展望"},{"subitem_title":"HICHAIN: A proposal of a new game for 2 people with perfect information by making moves specified a card direction and a prospect of an AI player of this game","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"HICHAIN","subitem_subject_scheme":"Other"},{"subitem_subject":"完全情報ゲーム","subitem_subject_scheme":"Other"},{"subitem_subject":"コネクションゲーム","subitem_subject_scheme":"Other"},{"subitem_subject":"ゲームAI","subitem_subject_scheme":"Other"},{"subitem_subject":"相対参照アルゴリズム","subitem_subject_scheme":"Other"}]},"item_type_id":"18","publish_date":"2017-11-03","item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"item_18_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"明治大学総合数理学部先端メディアサイエンス学科"},{"subitem_text_value":"明治大学総合数理学部先端メディアサイエンス学科"}]},"item_18_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Department of Frontier Media Science, School of Interdisciplinary Mathematical Science, Meiji University","subitem_text_language":"en"},{"subitem_text_value":"Department of Frontier Media Science, School of Interdisciplinary Mathematical Science, Meiji University","subitem_text_language":"en"}]},"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/183840/files/IPSJ-GPWS2017013.pdf","label":"IPSJ-GPWS2017013.pdf"},"date":[{"dateType":"Available","dateValue":"2017-11-03"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GPWS2017013.pdf","filesize":[{"value":"1.3 MB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"0","billingrole":"5"},{"tax":["include_tax"],"price":"0","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"18"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"9d1fa129-971a-45e6-aab4-1edece710f8f","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2017 by the Information Processing Society of Japan"}]},"item_18_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"伊藤, 滉貴"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"阿原, 一志"}],"nameIdentifiers":[{}]}]},"item_18_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Koki, Ito","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Kazushi, Ahara","creatorNameLang":"en"}],"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_18_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"本研究は第一著者が考案したHICHAIN(以下本ゲーム)という二人完全情報ゲームの提案,実装と,そのAI開発に関する研究である.本ゲームはアルファベットのカードを使ったゲームで,サイズに制限のない2次元の盤にカードの向きを指定して着手することで実質的に3次元の盤を実現している.また1ターンあたり平均約1000手と多く,探索空間は10162になる.このような盤を構成するため「相対参照アルゴリズム」とルールの実装に必要なアルゴリズムを考案し,本ゲームのAIの実装に向けて探索アルゴリズムや評価方法を考察した.","subitem_description_type":"Other"}]},"item_18_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"This research proposes a new game \"HICHAIN\" for 2 people with perfect information. The first author designs this game and implements the platform. We discuss algorithm of the implementation and survey an AI player of this game. This game uses alphabet cards and a 3-dimensional board substantially by making moves specified a card direction on 2-dimensional board without a limit of the size. The average of moves per turn is about 1,000 and search space is the 10162. We devise \"Relative Reference Algorithm\" for the framework of board and other algorithm for programming the rule of the game. Thus we consider searching algorithm and evaluation method for developing the AI player. ","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"95","bibliographic_titles":[{"bibliographic_title":"ゲームプログラミングワークショップ2017論文集"}],"bibliographicPageStart":"88","bibliographicIssueDates":{"bibliographicIssueDate":"2017-11-03","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2017"}]},"relation_version_is_last":true,"weko_creator_id":"11"},"created":"2025-01-19T00:51:19.933418+00:00","id":183840,"links":{}}