{"updated":"2025-01-20T01:16:15.237843+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00190315","sets":["1164:5305:9416:9515"]},"path":["9515"],"owner":"11","recid":"190315","title":["コンピューターゲームプレイヤにおける人間らしさの調査"],"pubdate":{"attribute_name":"公開日","attribute_value":"2018-06-22"},"_buckets":{"deposit":"1c3dace2-6e67-40dd-b44f-0c57bf2ea37d"},"_deposit":{"id":"190315","pid":{"type":"depid","value":"190315","revision_id":0},"owners":[11],"status":"published","created_by":11},"item_title":"コンピューターゲームプレイヤにおける人間らしさの調査","author_link":["435124","435123","435125","435122"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"コンピューターゲームプレイヤにおける人間らしさの調査"}]},"item_type_id":"4","publish_date":"2018-06-22","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"},{"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":"Japan advanced institute of science and technology","subitem_text_language":"en"},{"subitem_text_value":"Japan advanced institute of science and technology","subitem_text_language":"en"},{"subitem_text_value":"Japan advanced institute of science and technology","subitem_text_language":"en"},{"subitem_text_value":"Japan advanced institute of science and technology","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/190315/files/IPSJ-GI18040007.pdf","label":"IPSJ-GI18040007.pdf"},"date":[{"dateType":"Available","dateValue":"2020-06-22"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GI18040007.pdf","filesize":[{"value":"1.0 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":"4c6abc9f-8e4b-4c08-8eb5-212b790e58ab","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2018 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"テンシリリックン, シラ"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"高橋, 一幸"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"ナム, サンギュ"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"池田, 心"}],"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":"これまでのコンピュータゲームプレイヤ (ゲーム AI) における研究の多くは,“強さ” を目的として行われてきた.近年では,ゲーム AI は人間プレイヤの対戦相手として十分な強さに達しつつある一方,それ以外の部分,特に “人間らしい振る舞い” に関心が集まってきている.人間らしいゲーム AI の利用目的 ・ 着眼点 ・ 実現法は多岐にわたる.例えば利用目的では,対戦する人間プレイヤを楽しませたり観賞用の映像を作成する目的だけでなく,人間プレイヤにとっての難易度を計測する目的,それを発展させステージを生成する目的などにも使われている.また着眼点もさまざまであり,人間の疲れ ・ 見間違い ・ 操作ミスなど身体的な部分に着目したもの,感情や認知バイアスなど心理的な部分に着目したもの,またそもそも 「ゲームは勝つためではなく楽しむためにプレイする」 などの人間の目的設定に着目したものなどが挙げられる.実現法についても各目的 ・ 着眼点ごとに複数ありえ,人間の挙動を学習データとして機械学習を用いるもの,疲れや見間違いなどを再現した環境下での学習を行うもの,など多様である.近年のこれらの研究を体系的に俯瞰しておくことは価値があると考え,本稿では第一次の文献調査の結果をまとめたものを紹介する.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"6","bibliographic_titles":[{"bibliographic_title":"研究報告ゲーム情報学(GI)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2018-06-22","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"7","bibliographicVolumeNumber":"2018-GI-40"}]},"relation_version_is_last":true,"weko_creator_id":"11"},"created":"2025-01-19T00:56:17.505006+00:00","id":190315,"links":{}}