{"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00194969","sets":["1164:5305:9738:9739"]},"path":["9739"],"owner":"44499","recid":"194969","title":["リアルタイムプレイログを用いた人狼ゲーム発言生成方法の提案"],"pubdate":{"attribute_name":"公開日","attribute_value":"2019-03-01"},"_buckets":{"deposit":"cd2fd4eb-3a91-4cc8-bca2-e6be4f6639fe"},"_deposit":{"id":"194969","pid":{"type":"depid","value":"194969","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"リアルタイムプレイログを用いた人狼ゲーム発言生成方法の提案","author_link":["463013","463015","463014","463016"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"リアルタイムプレイログを用いた人狼ゲーム発言生成方法の提案"},{"subitem_title":"Generations of Utterances in Werewolf Games Using Real-Time Play Log","subitem_title_language":"en"}]},"item_type_id":"4","publish_date":"2019-03-01","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"群馬工業高等専門学校生産システム工学専攻科"},{"subitem_text_value":"群馬工業高等専門学校電子情報工学科"}]},"item_4_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Advanced Production, National Institute of Technology, Gunma College","subitem_text_language":"en"},{"subitem_text_value":"Information and Computer Engineering, National Institute of Technology, Gunma College","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/194969/files/IPSJ-GI19041008.pdf","label":"IPSJ-GI19041008.pdf"},"date":[{"dateType":"Available","dateValue":"2021-03-01"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GI19041008.pdf","filesize":[{"value":"663.0 kB"}],"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":"732cb38b-1dba-4aa9-ac85-1cb069ec9104","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2019 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"宮田, 洋輝"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"荒川, 達也"}],"nameIdentifiers":[{}]}]},"item_4_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Hiroki, Miyata","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Tatsuya, Arakawa","creatorNameLang":"en"}],"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":"本研究では,人狼ゲームにおいて,プレイヤーの発言を生成または支援する方法を提案する.人狼ゲームにおいて,各プレイヤーは自分が推理するだけでなく,他のプレイヤーを説得しなければならない.そこで本研究では,他のプレイヤーを説得するための方法として,プレイ中のゲームの,それまでのプレイログから発言の根拠となる情報を検索して提示する方法を検討する.人狼のプレイログは参加者全員に公開されているが,人間の記憶力や推理力には限界があるため,「過去の記録のうちどの部分に注目するか」という情報は,他者を説得するための材料になりうると考えられる.また,将来的には対人戦のための機能として人狼知能への導入も検討している.","subitem_description_type":"Other"}]},"item_4_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"We propose generations of utterances in werewolf games using real-time play log. The players in werewolf games have to, not only think but also persuade other players. With this view, we search the play log of the present game and retrieve some useful data to generate valid utterances.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"3","bibliographic_titles":[{"bibliographic_title":"研究報告ゲーム情報学(GI)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2019-03-01","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"8","bibliographicVolumeNumber":"2019-GI-41"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":194969,"updated":"2025-01-19T23:16:02.770592+00:00","links":{},"created":"2025-01-19T00:59:59.407845+00:00"}