{"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00204057","sets":["1164:5305:10161:10162"]},"path":["10162"],"owner":"44499","recid":"204057","title":["ガイスターにおける必勝局面を利用した敵駒推定"],"pubdate":{"attribute_name":"公開日","attribute_value":"2020-03-06"},"_buckets":{"deposit":"01aba069-5871-4cfc-9352-12df5f5e1701"},"_deposit":{"id":"204057","pid":{"type":"depid","value":"204057","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"ガイスターにおける必勝局面を利用した敵駒推定","author_link":["504610","504611"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"ガイスターにおける必勝局面を利用した敵駒推定"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"ガイスター","subitem_subject_scheme":"Other"}]},"item_type_id":"4","publish_date":"2020-03-06","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"京都大学大学院人間・環境学研究科/現在,国立情報学研究所"},{"subitem_text_value":"大阪大学大学院情報科学研究科"}]},"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/204057/files/IPSJ-GI20043019.pdf","label":"IPSJ-GI20043019.pdf"},"date":[{"dateType":"Available","dateValue":"2022-03-06"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GI20043019.pdf","filesize":[{"value":"783.5 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":"dadc37f7-3af7-42aa-8db5-10fc4dc8fd83","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2020 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"末續, 鴻輝"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"織田, 祐輔"}],"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":"ガイスターは,2 人で行う不完全情報ゲームであり,一般には,必勝手順を求めることはできない.しかしながら,特定の局面においては,適切に行動すれば必ず勝てる状況となる.本研究では,そのような必勝局面を記憶させたガイスター AI を開発した.更に,相手が必勝手順に入らなかったことを,相手の駒推測に利用する機能も付け加えた.本研究によって開発された AI は,ガイスター AI 大会@GAT2018,ガイスター AI 大会@GPW2018 およびガイスター AI 大会@GPW2019 のいずれにおいても優勝したことから,本開発手法によって得られたガイスター AI は一定の力量を持っていることが認められるため,本稿においてその思考アルゴリズムについて報告する.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"4","bibliographic_titles":[{"bibliographic_title":"研究報告ゲーム情報学(GI)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2020-03-06","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"19","bibliographicVolumeNumber":"2020-GI-43"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":204057,"updated":"2025-01-19T20:20:31.967384+00:00","links":{},"created":"2025-01-19T01:06:22.675697+00:00"}