{"created":"2025-01-19T01:34:04.003807+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00232920","sets":["1164:5305:11555:11556"]},"path":["11556"],"owner":"44499","recid":"232920","title":["二人対戦人狼「ギシンアンキ」に対する対話情報の利用方法"],"pubdate":{"attribute_name":"公開日","attribute_value":"2024-03-01"},"_buckets":{"deposit":"8ebe8684-2234-4f78-a852-f8e016d13bd4"},"_deposit":{"id":"232920","pid":{"type":"depid","value":"232920","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"二人対戦人狼「ギシンアンキ」に対する対話情報の利用方法","author_link":["631544","631543"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"二人対戦人狼「ギシンアンキ」に対する対話情報の利用方法"},{"subitem_title":"An LLM using method for two-player Werewolf game “Gishin-anki”","subitem_title_language":"en"}]},"item_type_id":"4","publish_date":"2024-03-01","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"岡山県立大学情報システム工学科"}]},"item_4_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Okayama Prefectural University","subitem_text_language":"en"}]},"item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"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/232920/files/IPSJ-GI24051032.pdf","label":"IPSJ-GI24051032.pdf"},"date":[{"dateType":"Available","dateValue":"2026-03-01"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GI24051032.pdf","filesize":[{"value":"609.8 kB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"660","billingrole":"5"},{"tax":["include_tax"],"price":"330","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"18"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"a2c02570-cde4-405f-b1b4-d8f511635305","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2024 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"但馬, 康宏"}],"nameIdentifiers":[{}]}]},"item_4_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Yasuhiro, Tajima","creatorNameLang":"en"}],"nameIdentifiers":[{}]}]},"item_4_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AA11362144","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":"2188-8736","subitem_source_identifier_type":"ISSN"}]},"item_4_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"二人対戦型の人狼ゲームである「ギシンアンキ」において,対話を進める方向性を考察する.このゲームは多人数の人狼と同じく対話により相手の行動に影響を与えてゆくが,最終アクションが「去る」か「残る」かのみである.さらに複数のカードから役職を決め,残ったカードから相手の役職を推定することができる.本研究では残りカードの状況から次に対話すべき内容を決定し,有利な局面にする手法を提案する.このとき有利な局面に移るために取れる行動が何通りか存在するが,いずれも対話により達成されるので,対話の方向性を本手法で評価することができる.評価実装として,本研究による提案方法を複数のLLMにより実装し,その効果を確かめる.","subitem_description_type":"Other"}]},"item_4_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"In this paper, we present a direction method for the dialogue on two-player Werewolf game called “Gishin-anki”. In this game, like multiplayer werewolves, you can influence the actions of your opponent through dialogue, but the final action is only to ``leave'' or ``stay''. The role of players is decided by random cards and each player can guess the opponent's role. In this study, we propose an evaluation method for the state of the game and the direction of dialogue. This direction can be classified into some moves of the game states. Our method is also useful for the evaluation of dialogues. For evaluation, we have created some LLMs by our proposal method and we show some examples of the dialogue.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"6","bibliographic_titles":[{"bibliographic_title":"研究報告ゲーム情報学(GI)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2024-03-01","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"32","bibliographicVolumeNumber":"2024-GI-51"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"links":{},"id":232920,"updated":"2025-01-19T10:16:38.206948+00:00"}