{"updated":"2025-01-19T15:28:12.698187+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00217512","sets":["1164:5305:10889:10890"]},"path":["10890"],"owner":"44499","recid":"217512","title":["予測精度の変化を用いた麻雀の役解析"],"pubdate":{"attribute_name":"公開日","attribute_value":"2022-03-11"},"_buckets":{"deposit":"b987e9f6-dfa0-44e1-aaa9-e8bd1cfdea90"},"_deposit":{"id":"217512","pid":{"type":"depid","value":"217512","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"予測精度の変化を用いた麻雀の役解析","author_link":["563708","563709"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"予測精度の変化を用いた麻雀の役解析"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"ゲームおよびゲームAIの開発とその支援","subitem_subject_scheme":"Other"}]},"item_type_id":"4","publish_date":"2022-03-11","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"東京理科大学理工学研究科情報科学専攻"},{"subitem_text_value":"東京理科大学理工学部情報科学科"}]},"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/217512/files/IPSJ-GI22047009.pdf","label":"IPSJ-GI22047009.pdf"},"date":[{"dateType":"Available","dateValue":"2024-03-11"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GI22047009.pdf","filesize":[{"value":"1.3 MB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"660","billingrole":"5"},{"tax":["include_tax"],"price":"330","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"18"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"373c125a-2ccd-4422-9bff-11d8a7f80ccd","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2022 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"嶋村, 文里"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"松澤, 智史"}],"nameIdentifiers":[{}]}]},"item_4_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AA11362144","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":"2188-8736","subitem_source_identifier_type":"ISSN"}]},"item_4_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"不完全情報ゲームである麻雀では取得可能な情報により不完全情報を推測する必要があり,麻雀における推測の初歩段階である役予測は重要である.そこで本研究では麻雀役と取得可能な情報との関連に注目し,役予測に関して重要性の高い情報の選別を目的とする.その達成のために打牌情報のみで役予測を行うベースモデルを実装し,入力情報の変化に伴う予測精度の違いの比較を行った.実験の結果,役予測における優先順位を降順にすると副露情報,ツモ切り・手出し情報と残存牌情報,ドラ情報,ゲーム状況となることを示した.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"5","bibliographic_titles":[{"bibliographic_title":"研究報告ゲーム情報学(GI)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2022-03-11","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"9","bibliographicVolumeNumber":"2022-GI-47"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"created":"2025-01-19T01:18:00.175212+00:00","id":217512,"links":{}}