{"created":"2025-01-19T01:12:38.557490+00:00","updated":"2025-01-19T17:46:58.266608+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00211494","sets":["1164:5305:10533:10609"]},"path":["10609"],"owner":"44499","recid":"211494","title":["2D迷路における行動選択の予測と自然なプレイヤ誘導への応用"],"pubdate":{"attribute_name":"公開日","attribute_value":"2021-06-12"},"_buckets":{"deposit":"c551e69c-d4ab-4806-bd3c-5e6099cce009"},"_deposit":{"id":"211494","pid":{"type":"depid","value":"211494","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"2D迷路における行動選択の予測と自然なプレイヤ誘導への応用","author_link":["537408","537411","537409","537410"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"2D迷路における行動選択の予測と自然なプレイヤ誘導への応用"},{"subitem_title":"Prediction of Human Player's Behavior and Applications to Implicit Navigation in 2D Maze","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"ゲームと人との関係","subitem_subject_scheme":"Other"}]},"item_type_id":"4","publish_date":"2021-06-12","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"}]},"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"}]},"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/211494/files/IPSJ-GI21046004.pdf","label":"IPSJ-GI21046004.pdf"},"date":[{"dateType":"Available","dateValue":"2023-06-12"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GI21046004.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":"839a2c59-15c9-49df-9160-315b574a4854","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2021 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"藤平, 啓汰"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"池田, 心"}],"nameIdentifiers":[{}]}]},"item_4_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Keita, Fujihira","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Kokolo, Ikeda","creatorNameLang":"en"}],"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":"RPG では,ゲームデザイナの意図したとおりにゲームを進行させるために,マップ構造やオブジェクトの配置を工夫してプレイヤを誘導する.このとき,あまりに露骨な誘導を行うと,プレイヤは探索の自由が奪われたと不快感を覚えるため,自然に誘導する必要がある.研究の初期段階ではまず,敵や NPC といった要素を含まず,壁と通路のみで構成された迷路を対象ゲームとする.本稿では,プレイヤを自然に誘導する迷路の自動生成へ応用することを目的に,迷路プレイヤの行動選択の傾向について考察する.被験者実験によって収集したプレイログをもとに,分岐点の特徴やプレイヤの行動データを入力とする分岐選択確率予測モデルを学習・テストした結果,約 70% の精度で「人間プレイヤが選択するか否か」を判別することができた.学習結果や分析結果から得た「自然な誘導」に応用可能な知見について報告する.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"6","bibliographic_titles":[{"bibliographic_title":"研究報告ゲーム情報学(GI)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2021-06-12","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"4","bibliographicVolumeNumber":"2021-GI-46"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":211494,"links":{}}