{"updated":"2025-01-19T17:09:55.457097+00:00","links":{},"id":213428,"created":"2025-01-19T01:14:18.415839+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00213428","sets":["6164:6165:6210:10734"]},"path":["10734"],"owner":"44499","recid":"213428","title":["京都将棋の弱解決"],"pubdate":{"attribute_name":"公開日","attribute_value":"2021-11-06"},"_buckets":{"deposit":"24293cb0-a204-4764-aba0-ce772ea8e51d"},"_deposit":{"id":"213428","pid":{"type":"depid","value":"213428","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"京都将棋の弱解決","author_link":["546101","546103","546104","546102"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"京都将棋の弱解決"},{"subitem_title":"Kyoto Shogi Is Weakly Solved","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"京都将棋","subitem_subject_scheme":"Other"},{"subitem_subject":"ゲームの解決","subitem_subject_scheme":"Other"},{"subitem_subject":"機械学習","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":"電気通信大学大学院情報理工学研究科"}]},"item_18_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Graduate School of Informatics and Engineering, The University of Electro-Communications","subitem_text_language":"en"},{"subitem_text_value":"Graduate School of Informatics and Engineering, The University of Electro-Communications","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/213428/files/IPSJ-GPWS2021007.pdf","label":"IPSJ-GPWS2021007.pdf"},"date":[{"dateType":"Available","dateValue":"2021-11-06"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GPWS2021007.pdf","filesize":[{"value":"1.0 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":"83ea86d6-b425-438f-baa0-6868e645fea5","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":"塩田, 雅弘"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"伊藤, 毅志"}],"nameIdentifiers":[{}]}]},"item_18_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Masahiro, Shioda","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Takeshi, Ito","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":"京都将棋は 1976 年に田宮克哉によって考案された二人零和有限確定完全情報ゲームである.5×5マスの盤を使用し,駒を一手ごとに裏返すというルールが特徴である.本論文では京都将棋エンジンを開発し,本将棋で広く使われている強化学習アルゴリズムを京都将棋に適用することで十分に強いプレイヤを作成した.そしてこのプレイヤを用いて証明木を効率良く発見した.この結果,京都将棋を弱解決し,本ゲームの初期局面が先手必勝であることを示した.","subitem_description_type":"Other"}]},"item_18_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"Kyoto shogi is a two-player zero-sum game invented by Tamiya Katsuya in 1976. It is played on a 5x5 board and each player has to flip the piece moved after each turn, which characterizes this game. In this research, we developed a kyoto shogi engine and then applied the reinforcement learning algorithm that is widely used in standard shogi to kyoto shogi to make a strong player. We found a proof tree effectively using this engine. As a result, we we weakly solved kyoto shogi and showed that the first player wins at the initial position.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"45","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":"42","bibliographicIssueDates":{"bibliographicIssueDate":"2021-11-06","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2021"}]},"relation_version_is_last":true,"weko_creator_id":"44499"}}