{"id":229357,"updated":"2025-01-19T10:48:31.107263+00:00","links":{},"created":"2025-01-19T01:28:27.607281+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00229357","sets":["6164:6165:6210:11423"]},"path":["11423"],"owner":"44499","recid":"229357","title":["囲碁布石問題における不正解手の自動生成"],"pubdate":{"attribute_name":"公開日","attribute_value":"2023-11-10"},"_buckets":{"deposit":"47204b0f-1ebc-4d4c-bb8e-9fcba7862c43"},"_deposit":{"id":"229357","pid":{"type":"depid","value":"229357","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"囲碁布石問題における不正解手の自動生成","author_link":["616634","616633","616636","616635"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"囲碁布石問題における不正解手の自動生成"},{"subitem_title":"Procedural Generation of Unsuggested Moves for Go Opening Puzzles","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"囲碁","subitem_subject_scheme":"Other"},{"subitem_subject":"布石問題","subitem_subject_scheme":"Other"},{"subitem_subject":"不正解手","subitem_subject_scheme":"Other"},{"subitem_subject":"自動生成","subitem_subject_scheme":"Other"}]},"item_type_id":"18","publish_date":"2023-11-10","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":"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_18_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_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":44499,"item_file_price":{"attribute_name":"Billing file","attribute_type":"file","attribute_value_mlt":[{"url":{"url":"https://ipsj.ixsq.nii.ac.jp/record/229357/files/IPSJ-GPWS2023024.pdf","label":"IPSJ-GPWS2023024.pdf"},"date":[{"dateType":"Available","dateValue":"2023-11-10"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GPWS2023024.pdf","filesize":[{"value":"927.6 kB"}],"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":"3180f8db-17a0-490c-954a-b1284d854b0e","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2023 by the Information Processing Society of Japan"}]},"item_18_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"シュエ, ジュウシュエン"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"池田, 心"}],"nameIdentifiers":[{}]}]},"item_18_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Chu-Hsuan, Hsueh","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Kokolo, Ikeda","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":"囲碁の問題集はプレイヤが上達するための勉強によく使われている.市販の問題集はたくさん存在するが,問題数が限られているし,個人ごとの弱点や好みに合わせて提供することも殆ど不可能である.そこで本研究はプレイヤの要望に応じた囲碁問題の自動生成を目指す.まずは囲碁問題の自動生成に向ける第一歩として,本稿では問題の局面と正解手が与えられると仮定するうえで,不正解手の自動生成を行う.本稿での調査対象を布石問題とする.具体的には市販の布石問題集を,ヒューリスティック特徴量と強い囲碁プログラムによる特徴量で分析し,不正解手が選ばれる条件を明らかにする.また,調査の結果に基づき,ルールベースの方法で不正解手の自動生成も行う.","subitem_description_type":"Other"}]},"item_18_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"Go puzzle sets are often used by players in their studies to improve their playing skills. Although there are many commercially available puzzle sets, the number of puzzles is limited, and personalization is almost impossible. In this research, we aim to automatically generate Go puzzles according to players’ requests. As a first step toward automatic (procedural) generation of Go puzzles, this paper assumes that the game states and the suggested moves are given and tries to automatically generate unsuggested moves. The target of our investigation is opening (fuseki) puzzles. Specifically, we analyze commercially available opening puzzles using heuristic features and features from strong Go programs to identify the conditions under which unsuggested moves are selected. Based on the investigation results, we also use rule-based methods to automatically generate unsuggested moves.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"138","bibliographic_titles":[{"bibliographic_title":"ゲームプログラミングワークショップ2023論文集"}],"bibliographicPageStart":"131","bibliographicIssueDates":{"bibliographicIssueDate":"2023-11-10","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2023"}]},"relation_version_is_last":true,"weko_creator_id":"44499"}}