{"updated":"2025-01-19T19:05:52.111149+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00207666","sets":["6164:6165:6210:10402"]},"path":["10402"],"owner":"44499","recid":"207666","title":["負け側の残り枚数を最大化する二人単貧民の解析 "],"pubdate":{"attribute_name":"公開日","attribute_value":"2020-11-06"},"_buckets":{"deposit":"58804ff2-7954-4248-93bd-57000cd9cb03"},"_deposit":{"id":"207666","pid":{"type":"depid","value":"207666","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"負け側の残り枚数を最大化する二人単貧民の解析 ","author_link":["518889","518886","518888","518887"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"負け側の残り枚数を最大化する二人単貧民の解析 "},{"subitem_title":"An analysis of the number of remaining cards of losers in two-player TANHINMIN","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"大富豪","subitem_subject_scheme":"Other"},{"subitem_subject":"単貧民","subitem_subject_scheme":"Other"},{"subitem_subject":"ゲーム","subitem_subject_scheme":"Other"},{"subitem_subject":"最適戦略","subitem_subject_scheme":"Other"},{"subitem_subject":"アルゴリズム","subitem_subject_scheme":"Other"},{"subitem_subject":"計算量","subitem_subject_scheme":"Other"},{"subitem_subject":"グラフ理論","subitem_subject_scheme":"Other"}]},"item_type_id":"18","publish_date":"2020-11-06","item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"item_18_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"名古屋大学大学院情報学研究科数理情報学専攻"}]},"item_18_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Department of athematical Informatics, Graduate School of\nInformatics, Nagoya University","subitem_text_language":"en"}]},"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/207666/files/IPSJ-GPWS2020022.pdf","label":"IPSJ-GPWS2020022.pdf"},"date":[{"dateType":"Available","dateValue":"2020-11-06"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GPWS2020022.pdf","filesize":[{"value":"8.9 MB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"0","billingrole":"5"},{"tax":["include_tax"],"price":"0","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"18"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"4e0bf1c9-e760-476b-941c-27f0747e79d4","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2020 by the Information Processing Society of Japan"}]},"item_18_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"大渡, 勝己"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"木谷, 裕紀"}],"nameIdentifiers":[{}]}]},"item_18_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Katsuki, Ohto","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Hironori, Kiya","creatorNameLang":"en"}],"nameIdentifiers":[{}]}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourceuri":"http://purl.org/coar/resource_type/c_5794","resourcetype":"conference paper"}]},"item_18_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"二人単貧民はトランプゲームの大富豪(大貧民)を簡略化した二人零和確定完全情報ゲームである.二人単貧民において勝敗のみに着目した場合,必勝プレイヤと必勝の戦略は手札の総数N に対してO(N)時間で計算できることが知られている.一方本研究では,二人単貧民において負け側の残り手札枚数を得点として扱い,できる限り相手に出させずに勝ち,逆に負けるとしてもできる限り多く出すことを競う設定を考え,検証を行った.結果として,この得点のミニマックス値と得点を最大化する提出札の必要十分な範囲のいずれもO(N) 時間で計算できることを示し,得点最大化とゲーム中のパスの回数や手数との間に密接な関係があることも確かめた.","subitem_description_type":"Other"}]},"item_18_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"Two-player TANHINMIN is a two-player zero-sum perfect information game that is a simplified version of a card game called DAIFUGO or DAIHINMIN. Previous studies showed that deciding the winning player and the winning strategy can be computed in O(N) time when the total number of cards is N. In this paper, we consider the scoring rule of TAHINMIN. In this rule, we regard the number of cards of the loser as a score and each player competes to achieve as many scores as possible. As a result, we show that both the minimax value of this score and the necessary and sufficient range of discarded cards to maximize the score can be computed in O(N) time, and that there is a close relationship among the score maximization, the number of passes and the number of moves.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"138","bibliographic_titles":[{"bibliographic_title":"ゲームプログラミングワークショップ2020論文集"}],"bibliographicPageStart":"131","bibliographicIssueDates":{"bibliographicIssueDate":"2020-11-06","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2020"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"created":"2025-01-19T01:09:17.284483+00:00","id":207666,"links":{}}