{"links":{},"id":194981,"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00194981","sets":["1164:5305:9738:9739"]},"path":["9739"],"owner":"44499","recid":"194981","title":["GAを用いたターン制ストラテジーゲームのマップ自動生成"],"pubdate":{"attribute_name":"公開日","attribute_value":"2019-03-01"},"_buckets":{"deposit":"c0833ef8-2894-4818-a494-d1b350e5e731"},"_deposit":{"id":"194981","pid":{"type":"depid","value":"194981","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"GAを用いたターン制ストラテジーゲームのマップ自動生成","author_link":["463067","463066"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"GAを用いたターン制ストラテジーゲームのマップ自動生成"},{"subitem_title":"Initial game position generation for Turn based war simulation games using genetic algorithm technique","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":"佐世保工業高等専門学校"},{"subitem_text_value":"佐世保工業高等専門学校"}]},"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/194981/files/IPSJ-GI19041020.pdf","label":"IPSJ-GI19041020.pdf"},"date":[{"dateType":"Available","dateValue":"2021-03-01"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GI19041020.pdf","filesize":[{"value":"1.8 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":"9aff838e-3829-4911-b87d-ecd81ca8da9f","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":"田口, 紫織"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"佐藤, 直之"}],"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":"ターン制ストラテジーゲームでは初期局面を人間の設計者が数十個の規模でデザインする必要があるが,これは一般に手間の大きい作業であると考えられる.そこで本研究は遺伝的プログラミングを使って初期局面の自動生成を試みた.適応度は「強さの異なるコンピュータプレイヤの対戦戦績」の情報を用いて算出し,提案したシステムをTUBSTAPプラットフォーム上で実装した.提案システムの学習の挙動を観察して,適応度の向上が自動的に進む様子を確認した.また被験者実験によって,人間にとっての遊びごたえが提案手法の適応度関数の出力値にある程度相関する事を確かめた.","subitem_description_type":"Other"}]},"item_4_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"This research proposed an automatic map (initial game state from which game play starts) generation system in turn based war like simulation games. This system produces many vectors as game map candidates, and makes them evolved via the genetic algorithm technique. The algorithm adopts fitness function designed by win-rate scores of competitive computer players against less competitive players on the map. Performance of the algorithm was examined by offline experiments, and adequateness of the fitness function was examined by a subject experiment. These experiments showed the proposed method is likely to be capable of producing maps worth playing for human players.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"7","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":"20","bibliographicVolumeNumber":"2019-GI-41"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"created":"2025-01-19T01:00:00.098261+00:00","updated":"2025-01-19T23:15:45.787959+00:00"}