{"created":"2025-02-21T00:49:32.438150+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:02000783","sets":["1164:5305:1740054036090:1740054110519"]},"path":["1740054110519"],"owner":"80578","recid":"2000783","title":["大規模言語モデルを報酬計算に用いたキャラクタらしいNPCの強化学習"],"pubdate":{"attribute_name":"PubDate","attribute_value":"2025-02-27"},"_buckets":{"deposit":"42e2905d-7eac-4acb-b533-deef55a69ce9"},"_deposit":{"id":"2000783","pid":{"type":"depid","value":"2000783","revision_id":0},"owners":[80578],"status":"published","created_by":80578},"item_title":"大規模言語モデルを報酬計算に用いたキャラクタらしいNPCの強化学習","author_link":[],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"大規模言語モデルを報酬計算に用いたキャラクタらしいNPCの強化学習","subitem_title_language":"ja"}]},"item_type_id":"4","publish_date":"2025-02-27","item_4_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"},{"subitem_text_value":"北陸先端科学技術大学院大学"},{"subitem_text_value":"北陸先端科学技術大学院大学"}]},"item_4_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Japan Advance Institute of Science and Technology","subitem_text_language":"en"},{"subitem_text_value":"Japan Advance Institute of Science and Technology","subitem_text_language":"en"},{"subitem_text_value":"Japan Advance Institute of Science and Technology","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/2000783/files/IPSJ-GI25054011.pdf","label":"IPSJ-GI25054011.pdf"},"date":[{"dateType":"Available","dateValue":"2027-02-27"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GI25054011.pdf","filesize":[{"value":"2.1 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":"18f926f9-ae24-41a9-9710-2f4b41924104","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2025 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"徳永,遼太"}]},{"creatorNames":[{"creatorName":"シュエ,ジュウシュエン"}]},{"creatorNames":[{"creatorName":"池田,心"}]}]},"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":"近年のノンプレイヤキャラクタ(NPC)のゲームAI研究においては,従来の「強さ」や「上手さ」の追求だけでなく,「人間らしさ」や「キャラクタらしさ」の向上にも注目が集まっている.本研究では,大規模言語モデル(LLM)を強化学習の報酬関数として利用することで,文章で表現されたキャラクタの背景設定に基づき「人間らしさ」および「キャラクタらしさ」を備えたNPCを自動的に構築する手法を開発することを目指す.「ゲーム内の場面やキャラクタの背景設定」「各キャラクタの状態」「各キャラクタの行動ログ」などを説明した文章をLLMに入力し,「その場面・キャラクタとしての,行動ログのふさわしさ」を表したスコアをLLMに出力させることによって,報酬関数として利用する.簡易的なロールプレイングゲーム風の環境において実験を行った結果,キャラクタに設定した異なる背景設定に応じた振る舞いが学習されることを確認した.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"8","bibliographic_titles":[{"bibliographic_title":"研究報告ゲーム情報学(GI)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2025-02-27","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"11","bibliographicVolumeNumber":"2025-GI-54"}]},"relation_version_is_last":true,"weko_creator_id":"80578"},"id":2000783,"updated":"2025-02-21T00:49:37.458958+00:00","links":{}}