{"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00191045","sets":["6164:6165:6522:9547"]},"path":["9547"],"owner":"11","recid":"191045","title":["ゲームを「作る/支配する/理解する」人工知能"],"pubdate":{"attribute_name":"公開日","attribute_value":"2018-08-29"},"_buckets":{"deposit":"8eec0649-3303-410b-a566-c71e60dd1f01"},"_deposit":{"id":"191045","pid":{"type":"depid","value":"191045","revision_id":0},"owners":[11],"status":"published","created_by":11},"item_title":"ゲームを「作る/支配する/理解する」人工知能","author_link":["439031"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"ゲームを「作る/支配する/理解する」人工知能"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"基調講演","subitem_subject_scheme":"Other"}]},"item_type_id":"18","publish_date":"2018-08-29","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":"スクウェア・エニックス"}]},"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/191045/files/IPSJ-SES2018003.pdf","label":"IPSJ-SES2018003.pdf"},"date":[{"dateType":"Available","dateValue":"2020-08-29"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-SES2018003.pdf","filesize":[{"value":"67.0 kB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"0","billingrole":"5"},{"tax":["include_tax"],"price":"0","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"12"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"6b601976-af29-40ef-ac56-8f647444deff","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2018 by the Information Processing Society of Japan"}]},"item_18_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"三宅, 陽一郎"}],"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":"デジタルゲームは過渡期を迎えています.新しい世代になりつつあり,ハードウェアもクラウドへ,ソフトウェアも AI  を含み高度につきすすんでいます.デジタルゲームの開発における人工知能の応用は言い続けられていますが,そのためには,ゲームそのもののソフトウェア構造をある程度変更する必要があります.デジタルゲームが自分自身を知識表現することで,ゲームをテストする人工知能は,その表現を通じてゲーム全体の状況を理解し,ゲーム内部のテストを行うことができます.これに加えて,基本的なキャラクター AI,ナビゲーション AI,ゲーム全体を統御するメタ AI について解説いたします.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"1","bibliographic_titles":[{"bibliographic_title":"ソフトウェアエンジニアリングシンポジウム2018論文集"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2018-08-29","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2018"}]},"relation_version_is_last":true,"weko_creator_id":"11"},"id":191045,"updated":"2025-01-20T00:56:32.549722+00:00","links":{},"created":"2025-01-19T00:56:57.878725+00:00"}