{"created":"2025-01-19T01:14:18.189385+00:00","updated":"2025-01-19T17:09:59.749929+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00213424","sets":["6164:6165:6210:10734"]},"path":["10734"],"owner":"44499","recid":"213424","title":["対戦型格闘ゲームにおけるゲームバランスの自動調整"],"pubdate":{"attribute_name":"公開日","attribute_value":"2021-11-06"},"_buckets":{"deposit":"8249b3c7-7fd3-4971-b0a9-cafb9f5f0c1c"},"_deposit":{"id":"213424","pid":{"type":"depid","value":"213424","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"対戦型格闘ゲームにおけるゲームバランスの自動調整","author_link":["546089","546088","546086","546085","546087","546090"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"対戦型格闘ゲームにおけるゲームバランスの自動調整"},{"subitem_title":"Automatic game balance adjustment in fighting games","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"ゲームAI","subitem_subject_scheme":"Other"},{"subitem_subject":"ゲームバランス","subitem_subject_scheme":"Other"},{"subitem_subject":"遺伝的アルゴリズム","subitem_subject_scheme":"Other"}]},"item_type_id":"18","publish_date":"2021-11-06","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":"関西学院大学"},{"subitem_text_value":"福知山公立大学"},{"subitem_text_value":"関西学院大学"}]},"item_18_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Kwansei Gakuin University","subitem_text_language":"en"},{"subitem_text_value":"The University of Fukuchiyama","subitem_text_language":"en"},{"subitem_text_value":"Kwansei Gakuin 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/213424/files/IPSJ-GPWS2021003.pdf","label":"IPSJ-GPWS2021003.pdf"},"date":[{"dateType":"Available","dateValue":"2021-11-06"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GPWS2021003.pdf","filesize":[{"value":"1.7 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":"90473adb-e13e-486d-8c1b-99ddd8435e9b","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2021 by the Information Processing Society of Japan"}]},"item_18_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"江口, 雄貴"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"藤井, 叙人"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"片寄, 晴弘"}],"nameIdentifiers":[{}]}]},"item_18_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Yuki, Eguchi","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Nobuto, Fujii","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Haruhiro, Katayose","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":"対戦ゲームにおけるゲームバランス(強さに関連するパラメータ)の調整は「楽しさ」の提供視点での根幹的な要求事項の一つである.キャラクタを選択して対戦を実施する格闘ゲームにおいては,一部キャラクタが絶対的に強いものにならないよう,キャラクタ毎との複数のパラメータを同時並行的に調整していかなければならない.このパラメータ調整は極めて煩雑であり,その回避手段として,ゲーム  AI  同士を対戦させた自動パラメータ調整が実施されつつある.自動パラメータ調整後,最終的に構成されたキャラクタには,人間がプレイする上で,自然で,かつ「適切なゲームバランス」と,いわゆる「キャラ付け」がなされていること求められる.本稿では  生物学的制約  による 「人間らしい」振る舞いを考慮したゲーム  AI  の利用と島モデル遺伝的アルゴリズム  の利用によって  人手を介さずに「適切なゲームバランス」と「キャラ付け」とを同時に実現する手法を提案した.  実験の結果,  提案手法は 3 種類のキャラクタの特徴を維持したまま,  平均勝率を 50%に近づけることができた. ","subitem_description_type":"Other"}]},"item_18_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"The adjustment of game balance (parameters related to strength) in competitive games is one of  the  fundamental  requirements  from  the  perspective  of  providing  \"fun\".  In  fighting  games,  where players  select  characters  to  play  against  each  other,  it  is  necessary  to  simultaneously  adjust  multiple parameters for each character to prevent some characters from becoming absolutely stronger than others. In  order  to  avoid  this  complicated  parameter  adjustment  process,  automatic  parameter  adjustment  is being  implemented  by  having  the  game  AI  play  against  each  other.  In  this  paper,  we  propose  a  new method of automatic parameter adjustment for game AI. In this paper, we propose a method to achieve both \"appropriate game balance\" and \"characterization\" without human intervention by using a game AI that takes into account \"human-like\" behavior due to biological constraints and an island model genetic algorithm. As a result of experiments, the proposed method maintains the characteristics of the three types of characters, and the average winning rate is close to 50%. ","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"19","bibliographic_titles":[{"bibliographic_title":"ゲームプログラミングワークショップ2021論文集"}],"bibliographicPageStart":"15","bibliographicIssueDates":{"bibliographicIssueDate":"2021-11-06","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2021"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":213424,"links":{}}