{"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00236000","sets":["6504:11678:11689"]},"path":["11689"],"owner":"44499","recid":"236000","title":["ぷよぷよテトリスにおけるゲームAIアルゴリズムの比較"],"pubdate":{"attribute_name":"公開日","attribute_value":"2024-03-01"},"_buckets":{"deposit":"4fa57b89-2946-459e-9c51-0ff46adf8123"},"_deposit":{"id":"236000","pid":{"type":"depid","value":"236000","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"ぷよぷよテトリスにおけるゲームAIアルゴリズムの比較","author_link":["644958","644955","644957","644956"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"ぷよぷよテトリスにおけるゲームAIアルゴリズムの比較"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"人工知能と認知科学","subitem_subject_scheme":"Other"}]},"item_type_id":"22","publish_date":"2024-03-01","item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"item_22_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"同志社大"},{"subitem_text_value":"同志社大"},{"subitem_text_value":"同志社大"},{"subitem_text_value":"同志社大"}]},"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/236000/files/IPSJ-Z86-5Q-06.pdf","label":"IPSJ-Z86-5Q-06.pdf"},"date":[{"dateType":"Available","dateValue":"2024-07-03"}],"format":"application/pdf","filename":"IPSJ-Z86-5Q-06.pdf","filesize":[{"value":"206.3 kB"}],"mimetype":"application/pdf","accessrole":"open_date","version_id":"b31f5944-7fa0-4703-a142-786a2c2792c1","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2024 by the Information Processing Society of Japan"}]},"item_22_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"岩井, 駿人"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"西川, 瑳亮"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"佐々木, 雄大"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"佐藤, 健哉"}],"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_22_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AN00349328","subitem_source_identifier_type":"NCID"}]},"item_22_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"様々なゲームAIが幅広い領域で人間を上回る成果を出しており,その一例として,ZetrisなどのテトリスのゲームAIが挙げられる.これらのテトリスのゲームAIは,ぷよぷよテトリスというゲームを起点に注目されるようになった.このぷよぷよテトリスにおける,最善のアルゴリズムの候補としてパズルゲームで有用性が示されている複数のものが考えられる.本研究ではそれらのアルゴリズムをテトリス相手のぷよぷよに適用し,ぷよぷよテトリスにおけるアルゴリズムの有用性を比較した.実験の結果,モンテカルロ木探索のような数手先を推測するアルゴリズムの有用性が高いことが示された.","subitem_description_type":"Other"}]},"item_22_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"314","bibliographic_titles":[{"bibliographic_title":"第86回全国大会講演論文集"}],"bibliographicPageStart":"313","bibliographicIssueDates":{"bibliographicIssueDate":"2024-03-01","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"1","bibliographicVolumeNumber":"2024"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":236000,"updated":"2025-01-19T09:26:05.029265+00:00","links":{},"created":"2025-01-19T01:37:48.910352+00:00"}