{"created":"2025-01-19T01:30:16.265920+00:00","updated":"2025-01-19T11:07:50.119321+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00230478","sets":["1164:1384:11164:11367"]},"path":["11367"],"owner":"44499","recid":"230478","title":["盤上ゲームに対するファジングの適用"],"pubdate":{"attribute_name":"公開日","attribute_value":"2023-11-23"},"_buckets":{"deposit":"01d8cd12-9ce2-4083-bf4d-10c273f4423d"},"_deposit":{"id":"230478","pid":{"type":"depid","value":"230478","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"盤上ゲームに対するファジングの適用","author_link":["620974","620972","620973","620968","620969","620971","620970","620975"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"盤上ゲームに対するファジングの適用"},{"subitem_title":"Applying Fuzz Testing to Board 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雅友"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"吉田, 則裕"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"槇原, 絵里奈"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"藤原, 賢二"}],"nameIdentifiers":[{}]}]},"item_4_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Masatomo, Doke","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Norihiro, Yoshida","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Erina, Makihara","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Kenji, Fujiwara","creatorNameLang":"en"}],"nameIdentifiers":[{}]}]},"item_4_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AN10112981","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":"2188-8825","subitem_source_identifier_type":"ISSN"}]},"item_4_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"開発者の負担を減らすための自動化が可能なソフトウェアテスト手法の 1 つとして,ファジングと呼ばれる手法がある.ファジングは,与えられたテストケースを変異させ,新たなテストケースとしてソフトウェアを実行することでテストを繰り返す.この手法はビデオゲーム開発においては有効性が確認されていない.本研究では,過去のテストケースを蓄積し,蓄積したテストケースを変異させテストを実行する手法を提案する.ビデオゲームは複数のプレイヤが様々な入力をするため,開発者が想定していない特定の入力の組合せに起因する不具合が発生する可能性がある.このような不具合を予め発見することは非常に困難である.これは盤上ゲームにおいても同じことがいえる.盤上ゲームであるチェッカーとチャイニーズチェッカーに対し,勝敗の決着や引き分けを判定する機能のテストを行った.これらを目的としたテストケースを生成し,提案手法とランダムに生成する手法や盤上ゲーム内の条件を組合せ,テストケースの生成数の比較を行った.結果はプログラムの複雑さや設定する条件により,目的のテストケースの生成数が増加する手法が異なることが分かった.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"8","bibliographic_titles":[{"bibliographic_title":"研究報告ソフトウェア工学(SE)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2023-11-23","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"2","bibliographicVolumeNumber":"2023-SE-215"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":230478,"links":{}}