{"links":{},"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00221479","sets":["6504:11035:11040"]},"path":["11040"],"owner":"44499","recid":"221479","title":["Advantage関数を用いたコントローラキャリブレーションによるユーザ好みのマッピングの獲得"],"pubdate":{"attribute_name":"公開日","attribute_value":"2022-02-17"},"_buckets":{"deposit":"a249b7a3-dcee-45e3-afd7-ccfe38785f10"},"_deposit":{"id":"221479","pid":{"type":"depid","value":"221479","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"Advantage関数を用いたコントローラキャリブレーションによるユーザ好みのマッピングの獲得","author_link":["579892","579891","579893","579894"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"Advantage関数を用いたコントローラキャリブレーションによるユーザ好みのマッピングの獲得"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"インタフェース","subitem_subject_scheme":"Other"}]},"item_type_id":"22","publish_date":"2022-02-17","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":"慶大"},{"subitem_text_value":"慶大"},{"subitem_text_value":"慶大"},{"subitem_text_value":"慶大"}]},"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/221479/files/IPSJ-Z84-5ZD-06.pdf","label":"IPSJ-Z84-5ZD-06.pdf"},"date":[{"dateType":"Available","dateValue":"2022-10-22"}],"format":"application/pdf","filename":"IPSJ-Z84-5ZD-06.pdf","filesize":[{"value":"406.7 kB"}],"mimetype":"application/pdf","accessrole":"open_date","version_id":"9da07e5a-f7f0-480b-9d12-476b10967438","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2022 by the Information Processing Society of Japan"}]},"item_22_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"長谷川, 麟太郎"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"福地, 庸介"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"奥岡, 耕平"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"今井, 倫太"}],"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":"既存の機械の操作方法は設計者のデザインに依存している.しかし、障害などの身体的特徴や習熟度に応じて、ユーザに合った操作方法は異なる.本研究では、ユーザ間で異なる操作を行っても対応可能な、操作と操作の結果のマッピングを行うシステムを提案する.既存の手法では、単純なグリッドワールドにしか対応してないが、本研究では連続的でより複雑なゲーム環境を扱う.具体的には、初期段階及び操作が上手くいかないことを検知した時、ゲーム内でマッピングの獲得に効果的な局面をプレイさせマッピングの修正を行う.局面の選択は行動価値関数と状態価値関数の差分であるAdvantage関数を参照することで行う.また提案システムをユーザに操作してもらい、ユーザの反応からシステムを評価する.","subitem_description_type":"Other"}]},"item_22_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"40","bibliographic_titles":[{"bibliographic_title":"第84回全国大会講演論文集"}],"bibliographicPageStart":"39","bibliographicIssueDates":{"bibliographicIssueDate":"2022-02-17","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"1","bibliographicVolumeNumber":"2022"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"created":"2025-01-19T01:21:28.858679+00:00","updated":"2025-01-19T14:08:37.370510+00:00","id":221479}