{"created":"2025-01-19T01:33:00.132450+00:00","updated":"2025-01-19T10:30:26.680733+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00232248","sets":["6164:6805:6807:11587"]},"path":["11587"],"owner":"44499","recid":"232248","title":["最中限における戦略学習の試み"],"pubdate":{"attribute_name":"公開日","attribute_value":"2021-01-08"},"_buckets":{"deposit":"3d9e40d7-d2d0-4755-be50-1b7f112dd558"},"_deposit":{"id":"232248","pid":{"type":"depid","value":"232248","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"最中限における戦略学習の試み","author_link":["628094","628093","628091","628092"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"最中限における戦略学習の試み"},{"subitem_title":"Department of Computer Science, School of Science and Technology, Meiji University","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"最中限, ヒューリスティックプレイヤ, 機械学習","subitem_subject_scheme":"Other"}]},"item_type_id":"18","publish_date":"2021-01-08","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":"明治大学理工学部情報科学科"}]},"item_18_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Department of Computer Science, School of Science and Technology, Meiji University","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/232248/files/IPSJ-WPRO2021010.pdf","label":"IPSJ-WPRO2021010.pdf"},"date":[{"dateType":"Available","dateValue":"2021-01-08"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-WPRO2021010.pdf","filesize":[{"value":"237.1 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":"44"}],"accessrole":"open_date","version_id":"880ff153-8155-40ba-9af3-5cb346e7e89d","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2021 by the Information Processing Society of Japan"}]},"item_18_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"大室, 光"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"横山, 大作"}],"nameIdentifiers":[{}]}]},"item_18_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Hikaru, Ohmuro","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Daisaku, Yokoyama","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":"最中限とは3人プレイのトランプゲームである.ルールはシンプルだが, 多くの場面で中間の順位を狙う必要がある, 独特の難しさがあるゲームである.大域的な戦略をたててちょうど良い程度の得点を狙い, 局所的な戦術を用いてその得点を実際に獲得していく, という組み合わせが必要となり, コンピュータプレイヤ作成には複雑な要求があるゲームであるといってよい.本研究では, ヒューリスティックな解法によるプレイヤを作成し, ランダムプレイヤとの対戦を用いてその有効性を探る.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"61","bibliographic_titles":[{"bibliographic_title":"第62回プログラミング・シンポジウム予稿集"}],"bibliographicPageStart":"55","bibliographicIssueDates":{"bibliographicIssueDate":"2021-01-08","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2021"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":232248,"links":{}}