{"updated":"2025-01-19T17:09:41.736806+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00213439","sets":["6164:6165:6210:10734"]},"path":["10734"],"owner":"44499","recid":"213439","title":["認知バイアスを用いた「ミスをする」AI の設計"],"pubdate":{"attribute_name":"公開日","attribute_value":"2021-11-06"},"_buckets":{"deposit":"b119f8f1-3845-400c-9cd1-1233dfd4411f"},"_deposit":{"id":"213439","pid":{"type":"depid","value":"213439","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"認知バイアスを用いた「ミスをする」AI の設計","author_link":["546150","546148","546149","546147"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"認知バイアスを用いた「ミスをする」AI の設計"},{"subitem_title":"Design of AI taking mistakes with cognitive bias","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"人工知能","subitem_subject_scheme":"Other"},{"subitem_subject":"認知心理学","subitem_subject_scheme":"Other"},{"subitem_subject":"ヒューマンエラー","subitem_subject_scheme":"Other"},{"subitem_subject":"ゲームAI","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":"公立はこだて未来大学"},{"subitem_text_value":"公立はこだて未来大学"}]},"item_18_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Graduate School of Future University Hakodate","subitem_text_language":"en"},{"subitem_text_value":"Graduate School of Future University Hakodate","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/213439/files/IPSJ-GPWS2021018.pdf","label":"IPSJ-GPWS2021018.pdf"},"date":[{"dateType":"Available","dateValue":"2021-11-06"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GPWS2021018.pdf","filesize":[{"value":"1.2 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":"c31a4bb6-aaf3-4a8b-b294-ef6f30b2a0f6","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":"高橋, 翔太"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"松原, 仁"}],"nameIdentifiers":[{}]}]},"item_18_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"SHOTA, TAKAHASHI","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"HITOSHI, MATSUBARA","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":"人間はタスクを実行する際に,しばしば最適解以外の行動,つまりミスを犯す.言い換えると,行動の中でミスをすることは人間らしい行為と言える.そのため,ある特定のタスクを実行するエージェントに認知バイアスによるミスを実装し,人間らしい AI の設計を試みる.本研究では,タスクを将棋に設定し,将棋で起こりうる認知バイアスを分析した.分析の結果から,直近効果が将棋に作用していることが分かった.今後は直近効果を実装した将棋 AI を用いて,定性的な実験を行う.","subitem_description_type":"Other"}]},"item_18_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"When performing task, Human often do suboptimal behavior, or mistakes. In other words, Taking mistakes in perform is a human-like behavior. Therefore, we design a human-like AI by implementing mistakes caused by cognitive biases in agents that perform a certain task. In this study, We set shogi as task, and we analyzed what the possible cognitive biases in shogi were. As a result, it was found that recency effect is working in shogi. In the future, we will conduct qualitative experiments using a Shogi AI that implements the recency effect.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"101","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":"98","bibliographicIssueDates":{"bibliographicIssueDate":"2021-11-06","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2021"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"created":"2025-01-19T01:14:19.037120+00:00","id":213439,"links":{}}