{"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00217513","sets":["1164:5305:10889:10890"]},"path":["10890"],"owner":"44499","recid":"217513","title":["感情演出による楽しませる対戦型格闘ゲームAI"],"pubdate":{"attribute_name":"公開日","attribute_value":"2022-03-11"},"_buckets":{"deposit":"737512f6-dba7-45c0-9200-802f701b4eec"},"_deposit":{"id":"217513","pid":{"type":"depid","value":"217513","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"感情演出による楽しませる対戦型格闘ゲームAI","author_link":["563713","563710","563711","563712"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"感情演出による楽しませる対戦型格闘ゲームAI"},{"subitem_title":"Human-Like AI Players Considering Emotions in Fighting Games","subitem_title_language":"en"}]},"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":"北陸先端科学技術大学院大学"},{"subitem_text_value":"北陸先端科学技術大学院大学"}]},"item_4_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Japan Advanced Institute of Science and Technology","subitem_text_language":"en"},{"subitem_text_value":"Japan Advanced Institute of Science and Technology","subitem_text_language":"en"}]},"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/217513/files/IPSJ-GI22047010.pdf","label":"IPSJ-GI22047010.pdf"},"date":[{"dateType":"Available","dateValue":"2024-03-11"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GI22047010.pdf","filesize":[{"value":"1.6 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":"8eb4a45e-d867-4d85-97f4-b5e83a2bdd74","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":"南, 基大"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"池田, 心"}],"nameIdentifiers":[{}]}]},"item_4_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Motohiro, Minami","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Kokolo, Ikeda","creatorNameLang":"en"}],"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":"人間のゲームプレイを観察していると,「調子に乗って強気な行動をしてしまう」ことや,「やる気を損ない,投げやりな行動を取る」といった感情に起因した行動が確認できる.これらの行動傾向の変化は「多様性」や「人間らしさ」を演出すると推測され,ゲーム AI に取り入れることでゲームの楽しさ向上が期待できる.しかし,このような行動傾向の変化は「高スコアを取る」や「対戦相手を倒す」などのゲームの主たる目的のみを達成しようとするゲーム AI には生まれにくい行動である.そこで我々はゲーム AI に感情に起因した行動を取り入れることで,ゲーム AI に対し人間らしさの演出を試みた.まず,被験者 12 名にゲーム AI と対戦をしてもらい,状況ごとの行動とそのときの感情を採取した.そして,状況と感情のペア群から,教師あり学習によって感情推定器を構築した.さらに,状況と行動のペア群を,感情によって分割したうえで教師あり学習することで,「喜び時行動モデル」等 4 つの感情行動モデルを作成した.教師あり学習に加えて,より明確な行動傾向の変化を演出するため,特殊な報酬を用いた強化学習による感情行動モデルも作成した.対戦評価実験の結果,「楽しさ」「行動傾向変化の自然さ」について提案手法が優れていること,強化学習によるモデルのほうがより良い結果となることが分かった.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"8","bibliographic_titles":[{"bibliographic_title":"研究報告ゲーム情報学(GI)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2022-03-11","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"10","bibliographicVolumeNumber":"2022-GI-47"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":217513,"updated":"2025-01-19T15:28:11.655253+00:00","links":{},"created":"2025-01-19T01:18:00.233977+00:00"}