{"updated":"2025-01-19T13:54:55.280595+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00222006","sets":["6164:6165:6210:11044"]},"path":["11044"],"owner":"44499","recid":"222006","title":["対戦テトリスにおける評価値を利用した動的難易度調整"],"pubdate":{"attribute_name":"公開日","attribute_value":"2022-11-04"},"_buckets":{"deposit":"559e2f11-fc08-4b39-8264-812b7ca86a5d"},"_deposit":{"id":"222006","pid":{"type":"depid","value":"222006","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"対戦テトリスにおける評価値を利用した動的難易度調整","author_link":["581750","581749","581747","581748"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"対戦テトリスにおける評価値を利用した動的難易度調整"},{"subitem_title":"Dynamic difficulty adjustment using evaluation values in competitive Tetris","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"対戦テトリス","subitem_subject_scheme":"Other"},{"subitem_subject":"動的難易度調整","subitem_subject_scheme":"Other"},{"subitem_subject":"ビデオゲームAI","subitem_subject_scheme":"Other"}]},"item_type_id":"18","publish_date":"2022-11-04","item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"item_18_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"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"}]},"item_18_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"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"}]},"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/222006/files/IPSJ-GPWS2022023.pdf","label":"IPSJ-GPWS2022023.pdf"},"date":[{"dateType":"Available","dateValue":"2022-11-04"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GPWS2022023.pdf","filesize":[{"value":"1.6 MB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"0","billingrole":"5"},{"tax":["include_tax"],"price":"0","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"18"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"af001b90-d045-42a2-9742-4a5cc3eac40a","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2022 by the Information Processing Society of Japan"}]},"item_18_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"土居, 海里"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"竹内, 聖悟"}],"nameIdentifiers":[{}]}]},"item_18_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"DOI, KAIRI","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"TAKEUCHI, SHOGO","creatorNameLang":"en"}],"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_18_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"対戦ゲームを楽しむために自分と同程度の相手は必要不可欠である。これまで行われてきた動的難易度調整の多くは将棋などの共通の盤面を持つボードゲームで行われてきた。本研究では共通の盤面を持たない対戦ゲームにおいて、形勢が偏らないように強さの調整を行う手法として評価値を揃える手法と順位を揃える手法の2 つとゲームのリアルタイム性における影響を少なくする手法として直近10 手の評価を利用する手法について提案した。それらの提案手法を対戦テトリスのAI のzetris に実装し、既存のテトリスAI との対戦実験を行いその勝率と対戦時間、形勢評価値を用いて評価を行った。本稿では提案手法の評価値を揃える手法と直近10 手の平均値を組み合わせて実装することで既存のAI に対して効果的に強さの調整ができることを示した。","subitem_description_type":"Other"}]},"item_18_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"An opponent comparable to oneself is essential for the enjoyment of a competitive game. Previous dynamic difficulty adjustment studies have focused on board games with a common board, such as Shogi.  In this study, we proposed two methods for adjusting the strength of the players in a competitive game without a common board: one is to align the evaluation values and the other is to align the rankings. We implemented those proposed methods in zetris, a competitive Tetris AI, and conducted experiments against existing Tetris AIs and evaluated them using their win rate, playing time, and formative evaluation values.  This study shows that the proposed method can be implemented by combining the method for aligning the evaluation values and the average of the last ten moves of the proposed method to effectively adjust the strength against existing AI.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"150","bibliographic_titles":[{"bibliographic_title":"ゲームプログラミングワークショップ2022論文集"}],"bibliographicPageStart":"144","bibliographicIssueDates":{"bibliographicIssueDate":"2022-11-04","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2022"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"created":"2025-01-19T01:21:59.186358+00:00","id":222006,"links":{}}