{"links":{},"id":50840,"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00050840","sets":["1164:4402:4462:4465"]},"path":["4465"],"owner":"1","recid":"50840","title":["コンピュータによる逆算法を用いた詰め将棋の作成の試み"],"pubdate":{"attribute_name":"公開日","attribute_value":"1996-05-14"},"_buckets":{"deposit":"2c3c2f36-e3ed-4ec3-be07-2de6b98e82b1"},"_deposit":{"id":"50840","pid":{"type":"depid","value":"50840","revision_id":0},"owners":[1],"status":"published","created_by":1},"item_title":"コンピュータによる逆算法を用いた詰め将棋の作成の試み","author_link":["0","0"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"コンピュータによる逆算法を用いた詰め将棋の作成の試み"},{"subitem_title":"An Attmept to Make Tsume - Shogi (Japanese Chess mating) Problems Automatically by Reverse Method","subitem_title_language":"en"}]},"item_type_id":"4","publish_date":"1996-05-14","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"東京工業大学"},{"subitem_text_value":"NTTソフト研"},{"subitem_text_value":"電子技術総合研究所"}]},"item_4_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Tokyo Institute of Technology","subitem_text_language":"en"},{"subitem_text_value":"NTT Software Lab's","subitem_text_language":"en"},{"subitem_text_value":"Electrotechnical Lab.","subitem_text_language":"en"}]},"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/50840/files/IPSJ-ICS96104002.pdf"},"date":[{"dateType":"Available","dateValue":"1998-05-14"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-ICS96104002.pdf","filesize":[{"value":"538.6 kB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"660","billingrole":"5"},{"tax":["include_tax"],"price":"330","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"25"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"0d58c221-7dc9-4ad0-a9ca-8ba81ac22a5e","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 1996 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"広瀬, 正幸"},{"creatorName":"伊藤琢巳"},{"creatorName":"松原, 仁"}],"nameIdentifiers":[{}]}]},"item_4_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Masayuki, Hirose","creatorNameLang":"en"},{"creatorName":"Takumi, Ito","creatorNameLang":"en"},{"creatorName":"Hitoshi, Matsubara","creatorNameLang":"en"}],"nameIdentifiers":[{}]}]},"item_4_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AA11135936","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_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"従来の人工知能において,パズルの問題を解く手法に関してはかなりの研究がなされているが,問題を創作する手法に関してはあまり例がない.詰め将棋もある一定のルールに従って作り,ある一定のルールに従って解く一種のパズルである.本研究では,詰め手順の逆算による詰め将棋創作の探索手法を提案する.詰め手順の逆算をする場合,探索空間が爆発的に増加するが,本手法では制約条件を利用することで探索空間を削減している.本手法を用いて実際に詰め将棋の創作を行ない,短手数の詰め将棋の創作や曲詰めという趣向詰め将棋の創作において有効であることを示した.","subitem_description_type":"Other"}]},"item_4_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"Several techniques have been developed to solve puzzle problems in conventional AI, but there are few attempts to make problems automatically by computers. Tsume-Shogi, a mating problem of Japanese Chess, is a kind of puzzles that is created and solved according to specific rules. This paper presents a system to make Tsume-Shogi problems by reverse method. The search space increases enormously when the reverse method is adopted, but we can reduce it by using some constraints. We conducted several experiments with our method to make Tsume-Shogi problems and showed that our system could make some good short Tsume-Shogi problems and some special Kyoku-Tsume problems.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"16","bibliographic_titles":[{"bibliographic_title":"情報処理学会研究報告知能と複雑系(ICS)"}],"bibliographicPageStart":"9","bibliographicIssueDates":{"bibliographicIssueDate":"1996-05-14","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"36(1996-ICS-104)","bibliographicVolumeNumber":"1996"}]},"relation_version_is_last":true,"weko_creator_id":"1"},"created":"2025-01-18T23:15:31.456111+00:00","updated":"2025-01-22T07:26:21.276439+00:00"}