{"created":"2025-01-19T01:15:44.723150+00:00","updated":"2025-01-19T16:23:23.998335+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00214956","sets":["6504:10735:10808"]},"path":["10808"],"owner":"44499","recid":"214956","title":["完全情報ゲームにおける行動価値関数を用いた不完全情報ゲームの盤面推定"],"pubdate":{"attribute_name":"公開日","attribute_value":"2021-03-04"},"_buckets":{"deposit":"be84e70e-943e-4ded-a7bd-d4ce69f434b2"},"_deposit":{"id":"214956","pid":{"type":"depid","value":"214956","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"完全情報ゲームにおける行動価値関数を用いた不完全情報ゲームの盤面推定","author_link":["553217","553218"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"完全情報ゲームにおける行動価値関数を用いた不完全情報ゲームの盤面推定"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"人工知能と認知科学","subitem_subject_scheme":"Other"}]},"item_type_id":"22","publish_date":"2021-03-04","item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"item_22_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"筑波大"},{"subitem_text_value":"筑波大"}]},"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/214956/files/IPSJ-Z83-6P-01.pdf","label":"IPSJ-Z83-6P-01.pdf"},"date":[{"dateType":"Available","dateValue":"2021-12-28"}],"format":"application/pdf","filename":"IPSJ-Z83-6P-01.pdf","filesize":[{"value":"399.7 kB"}],"mimetype":"application/pdf","accessrole":"open_date","version_id":"d674ca8f-a614-409c-bf0f-89fa5acc0caf","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2021 by the Information Processing Society of Japan"}]},"item_22_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"共田, 圭佑"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"長谷部, 浩二"}],"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_22_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AN00349328","subitem_source_identifier_type":"NCID"}]},"item_22_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"ゲームをプレイするプログラムを作成する際に、深層強化学習を用いることがある。しかし、単純な深層強化学習ではゲーム内の非公開の情報を推定することが難しい。そこで、本研究では不完全情報ゲームであるガイスターを題材として不完全情報の推定を行う方法の提案を目的とする。推定を行う方法として、ガイスターの非公開情報を公開情報とした完全情報ゲームのガイスターを定義し、深層強化学習を用いて完全情報ゲームのガイスターをプレイするプログラムを作成し、そのプログラムから得られる局面ごとの行動価値を用いて非公開情報の推定を行う。得られた推定方法をガイスターの対戦で試すことにより、推定方法の有用性を示す。","subitem_description_type":"Other"}]},"item_22_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"306","bibliographic_titles":[{"bibliographic_title":"第83回全国大会講演論文集"}],"bibliographicPageStart":"305","bibliographicIssueDates":{"bibliographicIssueDate":"2021-03-04","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"1","bibliographicVolumeNumber":"2021"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":214956,"links":{}}