{"created":"2025-01-19T01:33:00.228743+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00232249","sets":["6164:6805:6807:11587"]},"path":["11587"],"owner":"44499","recid":"232249","title":["立体連結ゲームBridgetのプログラミング"],"pubdate":{"attribute_name":"公開日","attribute_value":"2021-01-08"},"_buckets":{"deposit":"5c92366f-88a4-49b9-a6be-e4eee2c56e5e"},"_deposit":{"id":"232249","pid":{"type":"depid","value":"232249","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"立体連結ゲームBridgetのプログラミング","author_link":["628096","628095","628097"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"立体連結ゲームBridgetのプログラミング"},{"subitem_title":"Programming for 3D connection game Bridget – Classical method revisited","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"Bridget,古典的ゲームプログラミング,定跡半自動生成","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":"東京大学名誉教授"},{"subitem_text_value":"プログラマ"}]},"item_18_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"The University of Tokyo Emeritus Professor, Programmer","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/232249/files/IPSJ-WPRO2021011.pdf","label":"IPSJ-WPRO2021011.pdf"},"date":[{"dateType":"Available","dateValue":"2021-01-08"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-WPRO2021011.pdf","filesize":[{"value":"4.0 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":"44"}],"accessrole":"open_date","version_id":"640ed2bd-d998-4e19-a99b-2b222edf250f","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":"竹内, 郁雄"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"天海, 良治"}],"nameIdentifiers":[{}]}]},"item_18_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Ikuo, Takeuchi Yoshiji Amagai","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":"英国の立体型連結ゲームBridget(ブリジット)は競技してみると予想外に奥深い.両者それぞれテトロミノの駒14個を交互に打ち,8x8の盤面の(上から見て)対辺同士を連結すれば勝利するゲームだが,手の分岐数が多いのと,形状の組合せを取り扱うのでプログラミングは比較的面倒である.BridgetはGPCC2019の問題にもなっており,2020夏のプロシンで対戦デビューをした.本稿では,深層学習や最新のGUIを使わない「古典的手法」のみで,定跡の半自動生成を含め,ある程度強いプログラムを開発したことについて報告する.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"71","bibliographic_titles":[{"bibliographic_title":"第62回プログラミング・シンポジウム予稿集"}],"bibliographicPageStart":"63","bibliographicIssueDates":{"bibliographicIssueDate":"2021-01-08","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2021"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":232249,"updated":"2025-01-19T10:30:25.374521+00:00","links":{}}