{"updated":"2025-01-20T00:12:07.287854+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00192356","sets":["581:9322:9333"]},"path":["9333"],"owner":"44499","recid":"192356","title":["全自動麻雀卓のマルチエージェントモデルによる牌の撹拌に関するシミュレーション"],"pubdate":{"attribute_name":"公開日","attribute_value":"2018-11-15"},"_buckets":{"deposit":"46e20588-358d-4198-b9a8-e4d58130875f"},"_deposit":{"id":"192356","pid":{"type":"depid","value":"192356","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"全自動麻雀卓のマルチエージェントモデルによる牌の撹拌に関するシミュレーション","author_link":["448375","448376","448377","448374"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"全自動麻雀卓のマルチエージェントモデルによる牌の撹拌に関するシミュレーション"},{"subitem_title":"Simulation on Agitation of Tiles by Multi-agent Model of Automatic Mahjong Table","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"[特集:ゲームプログラミング] 麻雀,全自動麻雀卓,牌,撹拌,マルチエージェントシミュレーション","subitem_subject_scheme":"Other"}]},"item_type_id":"2","publish_date":"2018-11-15","item_2_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"愛知県立大学大学院情報科学研究科"},{"subitem_text_value":"愛知県立大学情報科学部情報科学科"}]},"item_2_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Graduate School of Information Science and Technology, Aichi Prefectural University","subitem_text_language":"en"},{"subitem_text_value":"Department of Information Science and Technology, Faculty of Information Science and Tehnology, Aichi Prefectural University","subitem_text_language":"en"}]},"item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"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/192356/files/IPSJ-JNL5911013.pdf","label":"IPSJ-JNL5911013.pdf"},"date":[{"dateType":"Available","dateValue":"2020-11-15"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-JNL5911013.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":"8"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"4dcb861d-240a-46a6-a8fa-0ca00aa04cc3","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2018 by the Information Processing Society of Japan"}]},"item_2_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"井手, 広康"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"奥田, 隆史"}],"nameIdentifiers":[{}]}]},"item_2_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Hiroyasu, Ide","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Takashi, Okuda","creatorNameLang":"en"}],"nameIdentifiers":[{}]}]},"item_2_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AN00116647","subitem_source_identifier_type":"NCID"}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourceuri":"http://purl.org/coar/resource_type/c_6501","resourcetype":"journal article"}]},"item_2_source_id_11":{"attribute_name":"ISSN","attribute_value_mlt":[{"subitem_source_identifier":"1882-7764","subitem_source_identifier_type":"ISSN"}]},"item_2_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"全自動麻雀卓とは「すべての牌を裏向きにしてかき混ぜ,それらを牌山に積み上げる」という作業を,プレイヤの代わりに自動で行う麻雀卓のことを指す.しかし全自動麻雀卓における牌の撹拌手法(牌のかき混ぜ方)には一定の規則性があるため,牌に偏りが生じている可能性があると従来より指摘されている.そこで本研究では,マルチエージェントシミュレーションを用いて全自動麻雀卓をマルチエージェントモデルとして表現し,シミュレーション結果から牌の撹拌率(牌の撹拌の度合い)について分析した.さらに実機による実験結果との比較を行い,マルチエージェントモデルの妥当性について検証した.","subitem_description_type":"Other"}]},"item_2_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"An automatic mahjong table is a table which has two functions of agitating all tiles and stacking them up automatically. However, it is pointed out for a long time that there is a possibility that tiles are biased because of certain rules to agitate tiles on automatic mahjong tables. Therefore, in this study, we modeled an automatic mahjong table using multi-agent simulation, and analyzed the degree of bias of tiles in the automatic mahjong table. Furthermore, we veried the validity of the model by comparing two results of an actual machine and a multi-agent simulation.","subitem_description_type":"Other"}]},"item_2_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"2053","bibliographic_titles":[{"bibliographic_title":"情報処理学会論文誌"}],"bibliographicPageStart":"2044","bibliographicIssueDates":{"bibliographicIssueDate":"2018-11-15","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"11","bibliographicVolumeNumber":"59"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"created":"2025-01-19T00:58:04.443467+00:00","id":192356,"links":{}}