{"links":{},"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00240738","sets":["6164:6165:6210:11853"]},"path":["11853"],"owner":"44499","recid":"240738","title":["ターン制ストラテジーゲームのための, 遺伝的アルゴリズムによる対等なマップ自動生成"],"pubdate":{"attribute_name":"公開日","attribute_value":"2024-11-15"},"_buckets":{"deposit":"c6fa8d12-c8bf-4278-987c-aac7461515e9"},"_deposit":{"id":"240738","pid":{"type":"depid","value":"240738","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"ターン制ストラテジーゲームのための, 遺伝的アルゴリズムによる対等なマップ自動生成","author_link":["660974","660976","660977","660975"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"ターン制ストラテジーゲームのための, 遺伝的アルゴリズムによる対等なマップ自動生成"},{"subitem_title":"Automated Equitable Map Generation for Turn-Based Strategy Games via Genetic Algorithms","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"ゲーム情報学","subitem_subject_scheme":"Other"},{"subitem_subject":"遺伝的アルゴリズム","subitem_subject_scheme":"Other"},{"subitem_subject":"ターン制ストラテジー","subitem_subject_scheme":"Other"},{"subitem_subject":"TUBSTAP","subitem_subject_scheme":"Other"}]},"item_type_id":"18","publish_date":"2024-11-15","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":"高知工科大学大学院工学研究科"},{"subitem_text_value":"高知工科大学情報学群"}]},"item_18_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Kochi University of Technology","subitem_text_language":"en"},{"subitem_text_value":"Kochi University of Technology","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/240738/files/IPSJ-GPWS2024020.pdf","label":"IPSJ-GPWS2024020.pdf"},"date":[{"dateType":"Available","dateValue":"2024-11-15"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GPWS2024020.pdf","filesize":[{"value":"953.2 kB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"0","billingrole":"5"},{"tax":["include_tax"],"price":"0","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"18"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"1698960f-7655-4249-90d7-dd271a74dc57","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2024 by the Information Processing Society of Japan"}]},"item_18_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"吉川, 実"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"竹内, 聖悟"}],"nameIdentifiers":[{}]}]},"item_18_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Minoru, Yoshikawa","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Shogo, Takeuchi","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":"TUBSTAP は, 一つのターンで複数の駒を動かすことができる , 二人零和有限確定完全情報ゲームである . TUBSTAP では, マップを自由に作成できるが, その作成には複数の要素が複雑に組み合わさり , 先手と後手の対等性が保証されたマップの作成が困難である . 本研究では, 対等性を保証したマップを自動生成するために, 遺伝的アルゴリズムを利用した. 対等性を確認するために MilitaryStaffSystem を用い, その対戦結果を基に適応度を評価した. 実験の結果, 対等性を保証したマップの生成には失敗した. また, 航空機ユニットを制限した場合, 航空機ユニットを制限しないものより比較すると , 適応度がやや高くなる結果が得られた.","subitem_description_type":"Other"}]},"item_18_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"TUBSTAP is a two-player zero-sum finite deterministic perfect-information game in which multiple pieces can be moved in a single turn. In TUBSTAP, maps can be freely created, but the creation process involves multiple complexly intertwined elements, making it difficult to design maps that guarantee equality between the first and second players. In this study, we utilized a genetic algorithm to automatically generate such challenging maps. To verify equality, we used the Military Staff System and evaluated fitness based on the results of matches. As a result of the experiments, the fitness stagnated at a low level. On the other hand, there were cases where a rapid increase in fitness was observed, but it was not carried over to the next generation. Additionally, when the use of aircraft units was restricted, slightly higher fitness values were obtained.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"141","bibliographic_titles":[{"bibliographic_title":"ゲームプログラミングワークショップ2024論文集"}],"bibliographicPageStart":"137","bibliographicIssueDates":{"bibliographicIssueDate":"2024-11-15","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2024"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"updated":"2025-01-19T07:52:56.144645+00:00","created":"2025-01-19T01:45:05.787366+00:00","id":240738}