{"created":"2025-01-19T01:37:49.095359+00:00","updated":"2025-01-19T09:26:02.342208+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00236002","sets":["6504:11678:11689"]},"path":["11689"],"owner":"44499","recid":"236002","title":["相手の駒色予測を考慮したブラフ戦略を行うガイスターAI"],"pubdate":{"attribute_name":"公開日","attribute_value":"2024-03-01"},"_buckets":{"deposit":"6541f6b7-8eee-474f-89f5-c3fc1653c8cb"},"_deposit":{"id":"236002","pid":{"type":"depid","value":"236002","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"相手の駒色予測を考慮したブラフ戦略を行うガイスターAI","author_link":["644961","644962"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"相手の駒色予測を考慮したブラフ戦略を行うガイスターAI"}]},"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":"東京都市大"},{"subitem_text_value":"東京都市大"}]},"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/236002/files/IPSJ-Z86-5Q-08.pdf","label":"IPSJ-Z86-5Q-08.pdf"},"date":[{"dateType":"Available","dateValue":"2024-07-03"}],"format":"application/pdf","filename":"IPSJ-Z86-5Q-08.pdf","filesize":[{"value":"293.2 kB"}],"mimetype":"application/pdf","accessrole":"open_date","version_id":"ca4f2213-27ae-4356-a676-a94f94beedb7","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":"佐藤, 光希"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"穴田, 一"}],"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":"不完全情報ゲームではトッププレイヤー並みの実力を持つAIが実現されていない.実現には,相手が持つ情報を正しく予測することや自分の情報を偽ることが重要となる.二人不完全情報ゲームである「ガイスター」には,相手が持つ情報である駒色の推定エージェントが多く存在しているが,対人戦では非常に弱いことが指摘されている.これはAIが合理的な行動しかとらず,対戦相手にAIの見えない情報の推測がされやすいことが原因だと考えられる.そこで本研究では,我々が提案したLSTMを用いた駒色推定を自身の駒に行い,その推定結果を相手からの見え方とすることで駒色を偽る動きを行うべきか判断する方法を提案し,その有効性を検証する.","subitem_description_type":"Other"}]},"item_22_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"318","bibliographic_titles":[{"bibliographic_title":"第86回全国大会講演論文集"}],"bibliographicPageStart":"317","bibliographicIssueDates":{"bibliographicIssueDate":"2024-03-01","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"1","bibliographicVolumeNumber":"2024"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":236002,"links":{}}