{"updated":"2025-01-22T04:01:15.577560+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00058476","sets":["1164:5305:5306:5307"]},"path":["5307"],"owner":"1","recid":"58476","title":["大貧民におけるプレースタイルの相性に関する研究"],"pubdate":{"attribute_name":"公開日","attribute_value":"2008-06-20"},"_buckets":{"deposit":"e43adb61-cf3a-4eda-a110-7b42601483eb"},"_deposit":{"id":"58476","pid":{"type":"depid","value":"58476","revision_id":0},"owners":[1],"status":"published","created_by":1},"item_title":"大貧民におけるプレースタイルの相性に関する研究","author_link":["0","0"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"大貧民におけるプレースタイルの相性に関する研究"},{"subitem_title":"Congeniality between the play styles in DAIHINMIN ","subitem_title_language":"en"}]},"item_type_id":"4","publish_date":"2008-06-20","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"電気通信大学情報工学科"},{"subitem_text_value":"電気通信大学情報工学科"}]},"item_4_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Department of Computer Science, The University of Electro-Communications","subitem_text_language":"en"},{"subitem_text_value":"Department of Computer Science, The University of Electro-Communications","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/58476/files/IPSJ-GI08020006.pdf"},"date":[{"dateType":"Available","dateValue":"2010-06-20"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GI08020006.pdf","filesize":[{"value":"3.5 MB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"660","billingrole":"5"},{"tax":["include_tax"],"price":"330","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"18"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"1d3a5f79-8f4e-4c4b-8fdf-d0f1e2c265d7","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2008 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"佐藤, 裕紀"},{"creatorName":"伊藤, 毅志"}],"nameIdentifiers":[{}]}]},"item_4_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Yuuki, Sato","creatorNameLang":"en"},{"creatorName":"Takeshi, Ito","creatorNameLang":"en"}],"nameIdentifiers":[{}]}]},"item_4_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AA11362144","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":"カードゲーム「大貧民」では、ローカルルールに応じて、プレースタイルのバリエーションが増える。本研究では、電気通信大学で開催されている UECda2007 の基本的なローカルルールをもとに、考えうるプレースタイルを想定したプログラムを作成し、それぞれのプレースタイル間の相性を詳細に調べた。その結果、階段処理を行い、単体とペアを最弱縛りで縛るのが最も強いアルゴリズムであることが明らかになった。","subitem_description_type":"Other"}]},"item_4_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"In a card game DAIHINMIN, that is the most popular Japanese card game, the variations of play styles increase according to adding local rules. In this research, we created the algorithms supposing the play style which can be considered based on the basic rule used in UECda2007 currently held in the University of Electro-Communications. And we examined the effective algorithm by many competitions with these variations of play style. As a result, we found that of \"using KAIDAN argorithm\" and \"using a single or a pair with the weakest-SHIBARI\" is the strongest algorithm.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"43","bibliographic_titles":[{"bibliographic_title":"情報処理学会研究報告ゲーム情報学(GI)"}],"bibliographicPageStart":"37","bibliographicIssueDates":{"bibliographicIssueDate":"2008-06-20","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"59(2008-GI-020)","bibliographicVolumeNumber":"2008"}]},"relation_version_is_last":true,"weko_creator_id":"1"},"created":"2025-01-18T23:21:27.008444+00:00","id":58476,"links":{}}