{"created":"2025-01-19T01:14:18.586261+00:00","updated":"2025-01-19T17:09:51.629684+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00213431","sets":["6164:6165:6210:10734"]},"path":["10734"],"owner":"44499","recid":"213431","title":["会話ゲーム「インサイダーゲーム」の 情報エントロピーを用いたエージェント構築"],"pubdate":{"attribute_name":"公開日","attribute_value":"2021-11-06"},"_buckets":{"deposit":"8c013350-221a-4ff4-ab64-c5c95234e145"},"_deposit":{"id":"213431","pid":{"type":"depid","value":"213431","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"会話ゲーム「インサイダーゲーム」の 情報エントロピーを用いたエージェント構築","author_link":["546113","546114","546115","546116"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"会話ゲーム「インサイダーゲーム」の 情報エントロピーを用いたエージェント構築"},{"subitem_title":"Constructing Agents of Dialogue game “INSIDER”   by using Information Entropy","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"会話ゲーム","subitem_subject_scheme":"Other"},{"subitem_subject":"情報エントロピー","subitem_subject_scheme":"Other"},{"subitem_subject":"エージェント","subitem_subject_scheme":"Other"},{"subitem_subject":"知識リスト","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":"立教大学大学院人工知能科学研究科"},{"subitem_text_value":"立教大学大学院人工知能科学研究科"}]},"item_18_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Rikkyo University,Graduate School of Artificial Intelligence and Sciences","subitem_text_language":"en"},{"subitem_text_value":"Rikkyo University,Graduate School of Artificial Intelligence and Sciences","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/213431/files/IPSJ-GPWS2021010.pdf","label":"IPSJ-GPWS2021010.pdf"},"date":[{"dateType":"Available","dateValue":"2021-11-06"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GPWS2021010.pdf","filesize":[{"value":"2.0 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":"291be516-8f57-41ed-b0a1-69bccd96fb53","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":"成清, 龍之介"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"三宅, 陽一郎"}],"nameIdentifiers":[{}]}]},"item_18_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"RYUNOSUKE, NARIKIYO","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"YOUICHIRO, MIYAKE","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":"本稿では,会話形式で相手の持つ情報を推論する「インサイダーゲーム」についてプレイヤーとしてのエージェントにおける人工知能を扱う.エージェント構築の方法の一つは,知識リストをエージェントに与え,情報エントロピーを計算させることで質問の優先度を決めインサイダーゲームをエージェントにプレイさせることである.「インサイダーゲーム」の協力パートにおいて,お題を変更した場合,また,与える知識リストに変化を持たせた場合に,ゲーム進行にどのような変化が見られるかを実験した.実験により,知識リストに追加する情報エントロピーが多い方が,ゲーム進行をより大きく変化させることを確認できた.","subitem_description_type":"Other"}]},"item_18_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"In this paper, we deal with Artificial Intelligence in agents as players in \"INSIDER”, which is Dialogue game players reason about information other player have. One way to construct agents is to give the agents knowledge lists and let them play \"INSIDER\" by determining the priority of questions by calculating Information Entropy. In the \"Cooperative Part\" of the \"INSIDER,\" we test how the game progress when the subject is changed and when the knowledge list given is varied. The experiments confirm that the more Information Entropy added to the knowledge list, the greater the change in game progression.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"64","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":"57","bibliographicIssueDates":{"bibliographicIssueDate":"2021-11-06","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2021"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":213431,"links":{}}