{"updated":"2025-01-22T00:11:58.197683+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00068410","sets":["934:989:6006:6069"]},"path":["6069"],"owner":"10","recid":"68410","title":["多人数不完全情報ゲームの簡略化評価値による探索を用いた終盤データベースの構築"],"pubdate":{"attribute_name":"公開日","attribute_value":"2010-03-17"},"_buckets":{"deposit":"1b363816-4b0d-49f5-be35-24cdc5853eca"},"_deposit":{"id":"68410","pid":{"type":"depid","value":"68410","revision_id":0},"owners":[10],"status":"published","created_by":10},"item_title":"多人数不完全情報ゲームの簡略化評価値による探索を用いた終盤データベースの構築","author_link":["0","0"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"多人数不完全情報ゲームの簡略化評価値による探索を用いた終盤データベースの構築"},{"subitem_title":"An Endgame Database Construction for an N-person Imperfect Information Game Based on Singleton Leaf Value","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"オリジナル論文","subitem_subject_scheme":"Other"}]},"item_type_id":"3","publish_date":"2010-03-17","item_3_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"電気通信大学"},{"subitem_text_value":"電気通信大学"}]},"item_3_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"University of Electro Communications","subitem_text_language":"en"},{"subitem_text_value":"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/68410/files/IPSJ-TOM0302003.pdf"},"date":[{"dateType":"Available","dateValue":"2012-03-17"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-TOM0302003.pdf","filesize":[{"value":"572.3 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":"17"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"fc86ae28-dd98-44eb-bead-044207bbc609","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2010 by the Information Processing Society of Japan"}]},"item_3_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"西野, 順二"},{"creatorName":"西野, 哲朗"}],"nameIdentifiers":[{}]}]},"item_3_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Junji, Nishino","creatorNameLang":"en"},{"creatorName":"Tetsuro, Nishino","creatorNameLang":"en"}],"nameIdentifiers":[{}]}]},"item_3_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AA11464803","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_3_source_id_11":{"attribute_name":"ISSN","attribute_value_mlt":[{"subitem_source_identifier":"1882-7780","subitem_source_identifier_type":"ISSN"}]},"item_3_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"本論文では簡略化した評価値を導入することで,不決定性を持つため探索がしにくい多人数ゲームの終盤データベースを構築した.さらに,これを用いて多人数不完全情報ゲームの意思決定を行うプレイヤモデルへ適用し,コンピュータ大貧民大会サーバを用いた実験によりデータベースの有効性を示した.多人数ゲームには自己の判断によって利得を制御できず,第三者の合理的でない判断によって左右される不決定という状態を持つ.これに対して大貧民のサブセットである単貧民化を行って手の縮約を施し局面を限ったうえで,シングルトンにより単純化した評価を用いることで最終 10 枚の終盤データベースの構築を行い,3 人の場合で 38%,4 人で 25% の場合について必勝手を発見した.不完全情報の局面を必勝手に帰着することで着手決定を行うプレイヤモデルを構築し,対戦実験によりパフォーマンスの向上がみられ,有効なモデルであることを示した.","subitem_description_type":"Other"}]},"item_3_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"In this paper, we introduce a new endgame database making method for nperson games using simplified singleton values as search tree leaf values. We show a player model for an n-person imperfect information game using this endgame database which was pre-made. Multiplayer games have tie-breaking nodes in which the winner can not be determined by his own decision, thus searching was difficult to approach these games. Tanhinmin, that is a small sized Daihinmin game is introduced to make the endgame database, which use a singleton value model and shrinking method for game situations. As a result of making endgame database in 10 cards for 3 or 4 persons, 38%, 25% of game moves are revealed to be the winning moves. The result of experiments using Daihinmin game tournament server system show good performance of the model.","subitem_description_type":"Other"}]},"item_3_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"21","bibliographic_titles":[{"bibliographic_title":"情報処理学会論文誌数理モデル化と応用(TOM)"}],"bibliographicPageStart":"11","bibliographicIssueDates":{"bibliographicIssueDate":"2010-03-17","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"2","bibliographicVolumeNumber":"3"}]},"relation_version_is_last":true,"weko_creator_id":"10"},"created":"2025-01-18T23:28:27.723324+00:00","id":68410,"links":{}}