{"created":"2025-01-19T01:15:45.945348+00:00","updated":"2025-01-19T16:22:42.138430+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00214977","sets":["6504:10735:10808"]},"path":["10808"],"owner":"44499","recid":"214977","title":["デジタルスタンプラリーにおけるゲーム理論を用いた誘導"],"pubdate":{"attribute_name":"公開日","attribute_value":"2021-03-04"},"_buckets":{"deposit":"36f70da5-7877-4dce-b54e-83783a55934a"},"_deposit":{"id":"214977","pid":{"type":"depid","value":"214977","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"デジタルスタンプラリーにおけるゲーム理論を用いた誘導","author_link":["553262","553261"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"デジタルスタンプラリーにおけるゲーム理論を用いた誘導"}]},"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":"関西学院大"},{"subitem_text_value":"関西学院大"}]},"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/214977/files/IPSJ-Z83-1Q-07.pdf","label":"IPSJ-Z83-1Q-07.pdf"},"date":[{"dateType":"Available","dateValue":"2021-12-28"}],"format":"application/pdf","filename":"IPSJ-Z83-1Q-07.pdf","filesize":[{"value":"463.4 kB"}],"mimetype":"application/pdf","accessrole":"open_date","version_id":"359a5849-8ba0-4a87-ad79-220df3f41bd1","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":"芦田, 愛美"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"北村, 泰彦"}],"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":"従来のデジタルスタンプラリーでは参加者はラリーポイントを自由にまわるものとなっている.本研究では主催者が参加者に行ってほしいラリーポイントに誘導できるように,価値を付加したスタンプを用いる.参加者がスタンプを獲得した際に,主催者と参加者の利得が最大になるように,ゲーム理論を用いて,スタンプの価値や,それを置くラリーポイントの決定手法を明らかにする.","subitem_description_type":"Other"}]},"item_22_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"352","bibliographic_titles":[{"bibliographic_title":"第83回全国大会講演論文集"}],"bibliographicPageStart":"351","bibliographicIssueDates":{"bibliographicIssueDate":"2021-03-04","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"1","bibliographicVolumeNumber":"2021"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":214977,"links":{}}