{"links":{},"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00234582","sets":["1164:5305:11555:11655"]},"path":["11655"],"owner":"44499","recid":"234582","title":["CNNを用いた3人麻雀における行動選択学習"],"pubdate":{"attribute_name":"公開日","attribute_value":"2024-06-07"},"_buckets":{"deposit":"c7c47db9-a7f7-48cb-a854-85a35905d902"},"_deposit":{"id":"234582","pid":{"type":"depid","value":"234582","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"CNNを用いた3人麻雀における行動選択学習","author_link":["639397","639394","639396","639395"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"CNNを用いた3人麻雀における行動選択学習"}]},"item_type_id":"4","publish_date":"2024-06-07","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"北海道大学大学院情報科学院"},{"subitem_text_value":"北海道大学数理・データサイエンス教育研究センター"},{"subitem_text_value":"北海道大学大学院情報科学研究院"},{"subitem_text_value":"北海道大学大学院情報科学研究院"}]},"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/234582/files/IPSJ-GI24052004.pdf","label":"IPSJ-GI24052004.pdf"},"date":[{"dateType":"Available","dateValue":"2026-06-07"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GI24052004.pdf","filesize":[{"value":"3.0 MB"}],"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":"a8e7a506-ce36-4796-b757-b776939b0ce4","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":"横山, 航汰"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"野口, 渉"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"田村, 康将"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"山本, 雅人"}],"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":"不完全情報ゲームである麻雀では,人間のトップレベル以上の実力をもつ AI が多数登場している.一方独自のルールやゲーム性をもつ 3 人麻雀では 4 人麻雀の AI を直接適用することは難しく,3 人麻雀に特化した AI の開発が望まれる.本研究では 3 人麻雀向けの AI 開発を目的とし,3 人麻雀の対戦記録を用いた教師あり学習を行い,打牌をはじめとした各種行動を決定する CNN モデルを構築した.学習したモデルは,打牌と立直の行動に関して,テストデータでの一致率で先行研究を上回る精度を達成した.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"4","bibliographic_titles":[{"bibliographic_title":"研究報告ゲーム情報学(GI)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2024-06-07","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"4","bibliographicVolumeNumber":"2024-GI-52"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"created":"2025-01-19T01:36:23.316227+00:00","updated":"2025-01-19T09:45:43.681555+00:00","id":234582}