{"id":240743,"updated":"2025-01-19T07:52:49.384893+00:00","links":{},"created":"2025-01-19T01:45:06.275974+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00240743","sets":["6164:6165:6210:11853"]},"path":["11853"],"owner":"44499","recid":"240743","title":["コンピュータ大貧民における相手手札推定を切り替えるプレイヤの検討"],"pubdate":{"attribute_name":"公開日","attribute_value":"2024-11-15"},"_buckets":{"deposit":"3dce149a-1717-4abf-8d22-f4faba3df7c1"},"_deposit":{"id":"240743","pid":{"type":"depid","value":"240743","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"コンピュータ大貧民における相手手札推定を切り替えるプレイヤの検討","author_link":["660998","660999","660996","660997"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"コンピュータ大貧民における相手手札推定を切り替えるプレイヤの検討"},{"subitem_title":"A Study on Players Switching Opponent-hand-estimation Methods in Computer DAIHINMIN","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"大貧民","subitem_subject_scheme":"Other"},{"subitem_subject":"大富豪","subitem_subject_scheme":"Other"},{"subitem_subject":"相手手札推定","subitem_subject_scheme":"Other"},{"subitem_subject":"バンディットアルゴリズム","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/240743/files/IPSJ-GPWS2024025.pdf","label":"IPSJ-GPWS2024025.pdf"},"date":[{"dateType":"Available","dateValue":"2024-11-15"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GPWS2024025.pdf","filesize":[{"value":"596.7 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":"e06ba4b5-2d5f-4400-a854-bc9814b0ecdf","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":"中山, 友里歌"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"松崎, 公紀"}],"nameIdentifiers":[{}]}]},"item_18_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Yukika, Nakayama","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Kiminori, Matsuzaki","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":"不完全情報ゲームにおいて,相手プレイヤの手札など見えない情報の推定は重要であると考えられている.本研究の対象である不完全情報ゲームのひとつである大貧民では,相手手札推定の推定精度がプレイヤの強さに正の影響があることが示されている.しかしながら,これまでに相手手札推定を行う手法が複数提案されているものの,他のゲームと比較して高い推定精度が達成できているとは言えない.本研究では,相手手札推定をより効果的に行うためのアプローチとして,事前に用意した複数の相手手札推定手法を対戦中に切り替えることを提案する.相手手札を完全に知るチートを含めた 5 つの相手手札推定手法を切り替えるプレイヤを作成し, 2 種類のプレイヤを相手に評価実験を行った.その結果,用意した相手手札推定手法のうち最も適切なものに収束するという結果が得られた.","subitem_description_type":"Other"}]},"item_18_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"In incomplete information games, estimating hidden information such as the opponents’ hand is important in general. In the target game of this study — DAIHINMIN, an incomplete information game —, it has been shown that the accuracy of opponent-hand estimation positively affects the player’s strength. Despite several methods being proposed for estimating the opponents’ hand, the estimation accuracy remains relatively low compared to other games. In this study, to achieve more effective estimation, we propose an approach to switch between multiple pre-prepared hand-estimation methods during gameplay. We created a player that switches between five hand-estimation methods, including a cheating method that fully knows the opponent’s hand, and conducted evaluation experiments against two types of players. As a result, the player converged to the most appropriate estimation method among those available.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"178","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":"173","bibliographicIssueDates":{"bibliographicIssueDate":"2024-11-15","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2024"}]},"relation_version_is_last":true,"weko_creator_id":"44499"}}