{"updated":"2025-01-22T00:34:41.761222+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00067512","sets":["581:582:5996"]},"path":["5996"],"owner":"11","recid":"67512","title":["戦略型トレーディングカードゲームのための戦略獲得手法"],"pubdate":{"attribute_name":"公開日","attribute_value":"2009-12-15"},"_buckets":{"deposit":"3bb82876-3578-4678-a8b2-01d79b79b8ee"},"_deposit":{"id":"67512","pid":{"type":"depid","value":"67512","revision_id":0},"owners":[11],"status":"published","created_by":11},"item_title":"戦略型トレーディングカードゲームのための戦略獲得手法","author_link":["0","0"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"戦略型トレーディングカードゲームのための戦略獲得手法"},{"subitem_title":"Strategy-acquisition System for Video Trading Card Game","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"特集:エンタテインメントコンピューティング","subitem_subject_scheme":"Other"}]},"item_type_id":"2","publish_date":"2009-12-15","item_2_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"関西学院大学大学院理工学研究科"},{"subitem_text_value":"関西学院大学大学院理工学研究科/科学技術振興機構戦略的創造研究推進事業CrestMuseプロジェクト"}]},"item_2_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Graduate School of Science and Technology, Kwansei Gakuin University","subitem_text_language":"en"},{"subitem_text_value":"Graduate School of Science and Technology, Kwansei Gakuin University / CrestMuse Project, CREST, JST","subitem_text_language":"en"}]},"item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"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/67512/files/IPSJ-JNL5012005.pdf"},"date":[{"dateType":"Available","dateValue":"2011-12-15"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-JNL5012005.pdf","filesize":[{"value":"477.2 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":"8"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"d4b446b8-eef8-49eb-b574-506791cd1cbb","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2009 by the Information Processing Society of Japan"}]},"item_2_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"藤井, 叙人"},{"creatorName":"片寄, 晴弘"}],"nameIdentifiers":[{}]}]},"item_2_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Nobuto, Fujii","creatorNameLang":"en"},{"creatorName":"Haruhiro, Katayose","creatorNameLang":"en"}],"nameIdentifiers":[{}]}]},"item_2_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AN00116647","subitem_source_identifier_type":"NCID"}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourceuri":"http://purl.org/coar/resource_type/c_6501","resourcetype":"journal article"}]},"item_2_source_id_11":{"attribute_name":"ISSN","attribute_value_mlt":[{"subitem_source_identifier":"1882-7764","subitem_source_identifier_type":"ISSN"}]},"item_2_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"市販テレビゲームにおいて,ゲーム内のコンピュータ(COM)の戦略に対してプレイヤの意識が高まりつつある.特に,世界的に人気のある遊☆戯☆王やポケットモンスターに代表されるビデオトレーディングカードゲーム(ビデオTCG)においては,プレイヤの要求に合わせたCOMの強さの設定が必要不可欠である.現在ではゲームプログラマによる戦略の作り込みによって実現されているが,これは非常に煩雑で時間がかかる.本研究では,強化学習法を用いて,戦略型ビデオTCGの戦略を自動学習する戦略学習機構について検討する.COMの最適行動学習だけでなく,TCG特有の要素である“最適なカード組合せ” や“魔法や罠などの特殊効果” に関しても学習機構を実装する.戦略学習機構の評価として,ルールベース戦略を相手とした計算機実験を実施する.最後に,戦略学習機構の汎用性と,残された課題,その解決策について検討する.","subitem_description_type":"Other"}]},"item_2_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"Behavior and strategy of computers (COM) have recently attracted considerable attention with regards to video games, with the development of hardware and the spread of entertainment on the Internet. Previous studies have reported strategy-acquisition schemes for board games and fighting games. However, there have been few studies dealing with the scheme applicable for video Trading Card Games (video TCG). We present an automatic strategy-acquisition system for video TCGs. The proposed strategy-acquisition system uses a sampling technique, Action predictor, and State value function for obtaining rational strategy from many unobservable variables in a large state space. Computer simulations, where our agent played against a Rule-based agent, showed that a COM with the proposed strategy-acquisition system becomes stronger and more adaptable against an opponent's strategy.","subitem_description_type":"Other"}]},"item_2_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"2806","bibliographic_titles":[{"bibliographic_title":"情報処理学会論文誌"}],"bibliographicPageStart":"2796","bibliographicIssueDates":{"bibliographicIssueDate":"2009-12-15","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"12","bibliographicVolumeNumber":"50"}]},"relation_version_is_last":true,"weko_creator_id":"11"},"created":"2025-01-18T23:27:52.641257+00:00","id":67512,"links":{}}