{"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00213531","sets":["1164:3206:10513:10738"]},"path":["10738"],"owner":"44499","recid":"213531","title":["カタンの開拓者たちにおけるAI生成のための対戦人数を考慮した実験手法の提案"],"pubdate":{"attribute_name":"公開日","attribute_value":"2021-10-29"},"_buckets":{"deposit":"4730124b-2669-4705-8e45-8cde441b804e"},"_deposit":{"id":"213531","pid":{"type":"depid","value":"213531","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"カタンの開拓者たちにおけるAI生成のための対戦人数を考慮した実験手法の提案","author_link":["546544","546545"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"カタンの開拓者たちにおけるAI生成のための対戦人数を考慮した実験手法の提案"},{"subitem_title":"Ways of psychophysical experiments considering number of players to produce AI at Catan","subitem_title_language":"en"}]},"item_type_id":"4","publish_date":"2021-10-29","item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"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/213531/files/IPSJ-CG21184001.pdf","label":"IPSJ-CG21184001.pdf"},"date":[{"dateType":"Available","dateValue":"2023-10-29"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-CG21184001.pdf","filesize":[{"value":"836.9 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":"28"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"0d8c7d1e-78e6-4156-8cb8-8e48af4441ed","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2021 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"荒木, 開人"}],"nameIdentifiers":[{}]}]},"item_4_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Kaito, Araki","creatorNameLang":"en"}],"nameIdentifiers":[{}]}]},"item_4_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AN10100541","subitem_source_identifier_type":"NCID"}]},"item_4_textarea_12":{"attribute_name":"Notice","attribute_value_mlt":[{"subitem_textarea_value":"SIG Technical Reports are nonrefereed and hence may later appear in any journals, conferences, symposia, etc."}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourceuri":"http://purl.org/coar/resource_type/c_18gh","resourcetype":"technical report"}]},"item_4_source_id_11":{"attribute_name":"ISSN","attribute_value_mlt":[{"subitem_source_identifier":"2188-8949","subitem_source_identifier_type":"ISSN"}]},"item_4_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"ヒトを対象とした心理実験において,被験者にボードゲームを遊ばせたうえで,行動を観察し,対戦相手である AI の強さについて評価する心理実験が多くなされている.これらの試験において被験者及び AI の対戦人数の多寡について余り議論がなされていない.三者関係やバランス理論等社会心理学的な観点から分析することで,ゲーム展開や最適な戦術は対戦人数次第で変わることが示唆されうる.本研究では「カタンの開拓者たち」(以下「カタン」)というボードゲームを例として,ヒトと AI がボードゲームの対戦を行う心理実験の設計にて,個々のボードゲーム固有のシステム及び社会心理学での理論両面から試験デザイン手法を提案する.","subitem_description_type":"Other"}]},"item_4_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"Some of them are constructed psychophysical experiments for human-kind, which subjects play board games with AI. These studies are not considered how many subjects and AIs participate the board game. It is suggested that evolutions and optimum tactics of the games depend on the number of players with aspects of sociopsychology. For example, triadic relationship, balance theory. This studies I suggest how to design psychophysical experiments which subjects and AIs participate. It is considered with aspects of both particular systems of each games and theory of sociopsychology.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"8","bibliographic_titles":[{"bibliographic_title":"研究報告コンピュータグラフィックスとビジュアル情報学(CG)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2021-10-29","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"1","bibliographicVolumeNumber":"2021-CG-184"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":213531,"updated":"2025-01-19T17:07:42.926189+00:00","links":{},"created":"2025-01-19T01:14:24.237594+00:00"}