{"links":{},"id":2007475,"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:02007475","sets":["1164:5305:1771205017738:1771205084619"]},"path":["1771205084619"],"owner":"80578","recid":"2007475","title":["人間プレイヤーの着手を誘導する囲碁AIに向けて"],"pubdate":{"attribute_name":"PubDate","attribute_value":"2026-02-23"},"_buckets":{"deposit":"074d3ab4-cf1c-4335-b87b-71b288b01bf2"},"_deposit":{"id":"2007475","pid":{"type":"depid","value":"2007475","revision_id":0},"owners":[80578],"status":"published","created_by":80578},"item_title":"人間プレイヤーの着手を誘導する囲碁AIに向けて","author_link":[],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"人間プレイヤーの着手を誘導する囲碁AIに向けて","subitem_title_language":"ja"}]},"item_type_id":"4","publish_date":"2026-02-23","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 Advanced Institute of Science and Technology","subitem_text_language":"en"},{"subitem_text_value":"Japan Advanced Institute of Science and Technology","subitem_text_language":"en"},{"subitem_text_value":"Japan Advanced 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/2007475/files/IPSJ-GI26057008.pdf","label":"IPSJ-GI26057008.pdf"},"date":[{"dateType":"Available","dateValue":"2028-02-23"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GI26057008.pdf","filesize":[{"value":"1.3 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":"c48e7e27-c0eb-41b6-9c15-c09c05004b12","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2026 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"シュエ,ジュウシュエン"}]},{"creatorNames":[{"creatorName":"窪木,響大"}]},{"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":"多くのゲームにおいて,AIプレイヤーは人間のトッププロを強さの面で凌駕している.近年は,単なる強化や汎用性向上とは別に,人間を楽しませたり教えたりすることを目的としたAIも注目されている.先行研究では,手加減の度合いと自然さのバランスを取る役割分担により,好ゲームを演出する接待碁AIが提案された.本稿では,この手法をもとに,相手プレイヤーの着手を“誘導”する手法を提案する.例えば,相手(生徒役)の着手における期待目数損失を計算し,その値が小さくなる着手を自分(先生役)が選びやすくすることで,「相手が自然に良い手を打てる碁」への展開誘導が可能になると考える.逆にすれば,「相手が失敗しやすい歯ごたえのある碁」への誘導も可能になると考える.本稿では,この期待目数損失に基づく誘導を一例として実装・評価する.相手着手の選択確率推定にはKataGoのHumanSLネットワークを用い,誘導対象として囲碁プログラムPachiを用いた.誘導の方針と強度を制御するパラメータを0.6(相手が自然に良い手を打てる),0.8,1.0(誘導なし),1.2,1.4(相手が失敗しやすい)と設定した.その結果,相手の平均目数損失は1.805,2.014,2.310,2.907,3.160と単調増加し,誘導効果が確認できた.","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":"2026-02-23","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"8","bibliographicVolumeNumber":"2026-GI-57"}]},"relation_version_is_last":true,"weko_creator_id":"80578"},"created":"2026-02-17T06:51:26.431720+00:00","updated":"2026-02-17T06:51:31.120798+00:00"}