{"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00213310","sets":["581:10433:10443"]},"path":["10443"],"owner":"44499","recid":"213310","title":["『紫駒』を用いたMinMax探索によるガイスターAIの研究"],"pubdate":{"attribute_name":"公開日","attribute_value":"2021-10-15"},"_buckets":{"deposit":"42b39477-b547-41c8-b0be-b6183e9b7b6d"},"_deposit":{"id":"213310","pid":{"type":"depid","value":"213310","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"『紫駒』を用いたMinMax探索によるガイスターAIの研究","author_link":["545669","545672","545671","545670"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"『紫駒』を用いたMinMax探索によるガイスターAIの研究"},{"subitem_title":"Research of Geister AI by MinMax Method Using the Idea of “Purple Piece”","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"[一般論文] 不完全情報ゲーム,ゲーム木探索","subitem_subject_scheme":"Other"}]},"item_type_id":"2","publish_date":"2021-10-15","item_2_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"株式会社Lightblue Technology"},{"subitem_text_value":"松江工業高等専門学校"}]},"item_2_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Lightblue Technology","subitem_text_language":"en"},{"subitem_text_value":"National Institute of Technology, Matsue College","subitem_text_language":"en"}]},"item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"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/213310/files/IPSJ-JNL6210015.pdf","label":"IPSJ-JNL6210015.pdf"},"date":[{"dateType":"Available","dateValue":"2023-10-15"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-JNL6210015.pdf","filesize":[{"value":"862.5 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":"8"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"f2a439fa-5d7e-42d7-87e1-bc9f1f882764","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2021 by the Information Processing Society of Japan"}]},"item_2_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"川上, 直人"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"橋本, 剛"}],"nameIdentifiers":[{}]}]},"item_2_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Naoto, Kawakami","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Tsuyoshi, Hashimoto","creatorNameLang":"en"}],"nameIdentifiers":[{}]}]},"item_2_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AN00116647","subitem_source_identifier_type":"NCID"}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourceuri":"http://purl.org/coar/resource_type/c_6501","resourcetype":"journal article"}]},"item_2_source_id_11":{"attribute_name":"ISSN","attribute_value_mlt":[{"subitem_source_identifier":"1882-7764","subitem_source_identifier_type":"ISSN"}]},"item_2_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"近年,囲碁や将棋などの完全情報ゲームだけでなく,不完全情報ゲームの研究がさかんに行われている.麻雀,ポーカーといったカード型ゲームでは人間を超えるAIが実現している.一方,駒移動型不完全情報ゲームではまだ十分強いAIが報告されていない.本研究では,駒移動型不完全情報ゲームのテストベッドとして注目されている「ガイスター」を題材とし,終盤が強いAIに焦点を当て,まずはMinMax探索を用いた強いAIプレイヤ開発を目指す.ベースライン手法とした「色配置全列挙」には必勝手順を正しく選択できない場合がある.そこで,AND/OR木探索に用いられた『紫駒』のアイデアを導入する手法「紫駒AI」を提案し,MinMax探索に実装する.紫駒AIを実装したプログラムは,対戦実験の全プログラム(ランダム,ルールベース,色配置全列挙)に勝ち越した.紫駒AIは,負けにつながる危険な手を避け,確実な勝ちを狙う.また,紫駒AIはGAT2020ガイスターAI大会で8チーム中1位を獲得した.","subitem_description_type":"Other"}]},"item_2_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"In recent years, there has been a lot of research on imperfect information games as well as perfect information games such as Go and Shogi. In card-based games such as mahjong and poker, AIs that can outperform humans have been achieved. On the other hand, strong AI has not yet been reported for piece-moving incomplete information games. In this study, we focus on AI that is strong in endgames, using “Geister”, which has attracted attention as a testbed for piece-moving imperfect information games, and first aim to develop a strong AI player using MinMax search. We employ an “Enumerating All Color Placements” method as a baseline method, but it may not be able to correctly select the winning move. Therefore, we propose “Purple Piece AI”, a method to introduce the idea of “Purple Piece” used in AND/OR tree search, and implement it in MinMax search. The program that implements the Purple Piece AI outperforms all the programs in the competitive experiments (random, rule-based, and EACP). The Purple Piece AI avoids risky moves that lead to losses, and aims for a sure win. In addition, the Purple Piece AI won the first place out of eight teams in the GAT2020 Geister AI competition.","subitem_description_type":"Other"}]},"item_2_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"1723","bibliographic_titles":[{"bibliographic_title":"情報処理学会論文誌"}],"bibliographicPageStart":"1716","bibliographicIssueDates":{"bibliographicIssueDate":"2021-10-15","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"10","bibliographicVolumeNumber":"62"}]},"relation_version_is_last":true,"item_2_identifier_registration":{"attribute_name":"ID登録","attribute_value_mlt":[{"subitem_identifier_reg_text":"10.20729/00213202","subitem_identifier_reg_type":"JaLC"}]},"weko_creator_id":"44499"},"id":213310,"updated":"2025-01-19T17:10:14.595302+00:00","links":{},"created":"2025-01-19T01:14:11.611805+00:00"}