{"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00218736","sets":["1164:5305:10889:10954"]},"path":["10954"],"owner":"44499","recid":"218736","title":["コンピュータ大貧民における手札推定の有効性についての再評価と考察"],"pubdate":{"attribute_name":"公開日","attribute_value":"2022-06-25"},"_buckets":{"deposit":"113ba65a-f286-4e7c-bb3f-d912bc5d0dd0"},"_deposit":{"id":"218736","pid":{"type":"depid","value":"218736","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"コンピュータ大貧民における手札推定の有効性についての再評価と考察","author_link":["569513","569515","569516","569514"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"コンピュータ大貧民における手札推定の有効性についての再評価と考察"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"ゲームプレイヤの評価・説明","subitem_subject_scheme":"Other"}]},"item_type_id":"4","publish_date":"2022-06-25","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"高知工科大学情報学群"},{"subitem_text_value":"高知工科大学大学院工学研究科"},{"subitem_text_value":"高知工科大学情報学群"},{"subitem_text_value":"高知工科大学情報学群"}]},"item_4_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"School of Information, Kochi University of Technology","subitem_text_language":"en"},{"subitem_text_value":"Graduate School of Engineering, Kochi University of Technology","subitem_text_language":"en"},{"subitem_text_value":"School of Information, Kochi University of Technology","subitem_text_language":"en"},{"subitem_text_value":"School of Information, Kochi University of 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/218736/files/IPSJ-GI22048006.pdf","label":"IPSJ-GI22048006.pdf"},"date":[{"dateType":"Available","dateValue":"2024-06-25"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GI22048006.pdf","filesize":[{"value":"1.5 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":"32c7dbcc-bf03-4774-9100-e160778c5b00","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":"中山, 友里歌"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"植田, 桂広"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"鴨川, 翔太"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"松崎, 公紀"}],"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":"不完全情報ゲームにおいて,見えない情報を推定することは重要だと考えられている.不完全情報ゲームのひとつである大貧民における手札推定の研究は,吉原,大久保「コンピュータ大貧民における手札推定の有効性について」(2013,情報処理学会研究報告)に遡る.その論文では「手札推定が強さに与える影響は ±1% 程度である」と,手札推定はあまり有効でないと考察されている.(大久保の Web ページに置かれたその発表スライドでは,その実験結果が疑わしいこと,推定確率と得点に線形な関係が見られることが示されている.)本研究は,上記論文をより細粒度に追試するものである.具体的には,改造サーバから得た相手手札をもとに正しく推定するカードの選択方法として 4 つの方法を定義し,対戦実験により手札推定の効果を評価した.その結果,プレイヤ間で均等にカードを推定するよりも,全体の中で特徴的なカードの持ち主を推定することが有効であること,強いカードよりも弱いカードを推定することが有効なことなどの知見を得た.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"7","bibliographic_titles":[{"bibliographic_title":"研究報告ゲーム情報学(GI)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2022-06-25","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"6","bibliographicVolumeNumber":"2022-GI-48"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":218736,"updated":"2025-01-19T15:03:15.024906+00:00","links":{},"created":"2025-01-19T01:19:05.068332+00:00"}