{"links":{},"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00222472","sets":["6164:6805:6807:11061"]},"path":["11061"],"owner":"44499","recid":"222472","title":["第1回スモウルビー甲子園優勝プログラムと将来の展望"],"pubdate":{"attribute_name":"公開日","attribute_value":"2017-01-06"},"_buckets":{"deposit":"757477ba-8f9d-4ccd-ac69-32b2898a4bd1"},"_deposit":{"id":"222472","pid":{"type":"depid","value":"222472","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"第1回スモウルビー甲子園優勝プログラムと将来の展望","author_link":["583814"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"第1回スモウルビー甲子園優勝プログラムと将来の展望"},{"subitem_title":"Introduction of Making AI Program for the 1st 'Smalruby Koshien' and its Future Prospects","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"スモウルビー,スモウルビー甲子園,AI,Ruby,強化学習","subitem_subject_scheme":"Other"}]},"item_type_id":"29","publish_date":"2017-01-06","item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"item_29_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"松江工業高等専門学校 情報工学科;;松江工業高等専門学校 情報工学科"}]},"item_29_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"National Institute of Technology, Matsue College, Department of Information Engineering;;National Institute of Technology, Matsue College, Department of Information Engineering","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/222472/files/IPSJ-WPRO2017014.pdf","label":"IPSJ-WPRO2017014.pdf"},"date":[{"dateType":"Available","dateValue":"2022-11-17"}],"format":"application/pdf","filename":"IPSJ-WPRO2017014.pdf","filesize":[{"value":"950.8 kB"}],"mimetype":"application/pdf","accessrole":"open_date","version_id":"3397fc80-ead2-4224-9e85-ff74add724c3","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2017 by the Information Processing Society of Japan"}]},"item_29_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"高田, 亮介 加藤 聡","creatorNameLang":"en"},{"creatorName":"Ryosuke, Takata Satoru Kato","creatorNameLang":"ja-Kana"}],"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_29_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"「スモウルビー甲子園」はRubyベースのビジュアルプログラミング環境である「スモウルビー」を用いてAIプログラムを作成し,他のAIプログラムと対戦することで勝敗を決める大会である.迷路のようなマップに,ゴールや加点アイテム,減点アイテム,妨害キャラクタ等の様々なオブジェクトが存在し,それらのオブジェクトを考慮しつつゴールを目指す.両者がゴールした時点あるいは一定ターンが経過した時点での得点が競われる.対戦はターン制で進行し,1ターン内の行動回数および行動の種類が複数あるため,場合に応じた行動をとるようにAIをプログラミングする必要がある.本稿では,第1回スモウルビー甲子園で優勝したAIプログラムについて説明する.将来の展望として,例えば強化学習のような機械学習を取り入れることができれば,より強いAIプログラムを作ることができると考えられる.","subitem_description_type":"Other"}]},"item_29_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"83","bibliographic_titles":[{}],"bibliographicPageStart":"81","bibliographicVolumeNumber":"2017"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"created":"2025-01-19T01:22:25.593591+00:00","updated":"2025-01-19T13:44:19.944062+00:00","id":222472}