{"updated":"2025-01-20T00:18:48.884394+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00192072","sets":["6164:6165:6210:9595"]},"path":["9595"],"owner":"44499","recid":"192072","title":["テトリスにおけるT-spin構成力向上のための問題作成"],"pubdate":{"attribute_name":"公開日","attribute_value":"2018-11-05"},"_buckets":{"deposit":"056406d4-bfa5-4f7b-8af5-3df19585866d"},"_deposit":{"id":"192072","pid":{"type":"depid","value":"192072","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"テトリスにおけるT-spin構成力向上のための問題作成","author_link":["445343","445345","445344","445346"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"テトリスにおけるT-spin構成力向上のための問題作成"},{"subitem_title":"Procedural Problem Generation of Tetris for Improving T-spin Skill","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"教育","subitem_subject_scheme":"Other"},{"subitem_subject":"パズル","subitem_subject_scheme":"Other"},{"subitem_subject":"テトリス","subitem_subject_scheme":"Other"},{"subitem_subject":"問題の自動生成","subitem_subject_scheme":"Other"}]},"item_type_id":"18","publish_date":"2018-11-05","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":"北陸先端科学技術大学院大学"}]},"item_18_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"}]},"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/192072/files/IPSJ-GPWS2018027.pdf","label":"IPSJ-GPWS2018027.pdf"},"date":[{"dateType":"Available","dateValue":"2018-11-09"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GPWS2018027.pdf","filesize":[{"value":"1.8 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":"b81b34f3-dbfb-485c-98a4-b316dac1f00c","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":"及川, 大志"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"池田, 心"}],"nameIdentifiers":[{}]}]},"item_18_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Taishi, Oikawa","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Kokolo, Ikeda","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":"近年ゲームAIの研究は対戦相手として強いAIのみならず,ゲームそのものを楽しくするために様々な役割を担うようになってきている.テトリスは落下型パズルゲームとして長年数多くのプレイヤから愛されているゲームであるが,近年,T-spinと呼ばれている技術の登場により戦略の幅が大きく広がった.一方でこの技術は初心者にとって難解であり,また練習するための環境が十分整っていない.そこで本研究ではこのT-spinを学ぶ上で補助となる「詰めテトリス問題」を自動で生成する手法,さらにその面白さと難しさを教師あり学習で推定する手法を提案した.現時点では1手詰めのみを扱っているが,その面白さ・難しさを5段階評価の0.4ポイント程度の誤差で推測することに成功した.","subitem_description_type":"Other"}]},"item_18_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"In recent years, the target of research in computer game player is not only focused on strength of the player but also the other roles for entertaining human players. Meanwhile, strategies of the classical famous tile-matching puzzle game \"Tetris\" has been expanded widely due to the existence of the technique called \"T-spin\". However, it is hard for beginners to learn the technique and the environment for training is not well-prepared. Thus, we aim at automatic generation of the \"Mating Tetris Problem\" to help players master the skill of T-spin. We proposed an estimation method for evaluating the playability and difficulty of the problem by supervised learning. As the current result, we successfully generated one-step problems and the estimation method shows 0.4 mean square error in five-grade evaluation.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"182","bibliographic_titles":[{"bibliographic_title":"ゲームプログラミングワークショップ2018論文集"}],"bibliographicPageStart":"175","bibliographicIssueDates":{"bibliographicIssueDate":"2018-11-09","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2018"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"created":"2025-01-19T00:57:50.141751+00:00","id":192072,"links":{}}