{"created":"2025-01-18T23:30:12.243195+00:00","updated":"2025-01-21T23:07:35.987043+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00071306","sets":["6164:6165:6210:6220"]},"path":["6220"],"owner":"10","recid":"71306","title":["Ms. Pac-Man におけるモンテカルロ木探索"],"pubdate":{"attribute_name":"公開日","attribute_value":"2010-11-12"},"_buckets":{"deposit":"e66fd588-50dc-4d29-9605-c61e9a19e870"},"_deposit":{"id":"71306","pid":{"type":"depid","value":"71306","revision_id":0},"owners":[10],"status":"published","created_by":10},"item_title":"Ms. Pac-Man におけるモンテカルロ木探索","author_link":["0","0"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"Ms. Pac-Man におけるモンテカルロ木探索"},{"subitem_title":"Montecarlo Tree Search In Ms. Pac-Man","subitem_title_language":"en"}]},"item_type_id":"18","publish_date":"2010-11-12","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":"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_18_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Department of Computer Science, University of Electro-Communications","subitem_text_language":"en"},{"subitem_text_value":"Department of Computer Science, University of Electro-Communications","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":10,"item_file_price":{"attribute_name":"Billing file","attribute_type":"file","attribute_value_mlt":[{"url":{"url":"https://ipsj.ixsq.nii.ac.jp/record/71306/files/IPSJ-GPWS2010001.pdf","label":"IPSJ-GPWS2010001"},"date":[{"dateType":"Available","dateValue":"2010-11-18"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GPWS2010001.pdf","filesize":[{"value":"760.6 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":"c01fd616-79c6-4b2c-8dc7-51db24ff17a3","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2010 by the Information Processing Society of Japan"}]},"item_18_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"池畑, 望"},{"creatorName":"伊藤, 毅志"}],"nameIdentifiers":[{}]}]},"item_18_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Nozomu, Ikehata","creatorNameLang":"en"},{"creatorName":"Takeshi, Ito","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_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AA12496601","subitem_source_identifier_type":"NCID"}]},"item_18_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"2007 年より IEEE の CIG シンポジウムの中で Ms. Pac-Man の自動コントロールを競う大会が開かれている。この大 会以来、Ms. Pac-Man は、デジタルゲーム AI の研究対象として注目を集めつつある。これまでの大会では、知識ベー スを用いた古典的な手法による AI が最も良い成績を収めているが、その性能には限界が見え始めており、知識ベース に代わる新しいアプローチが求められている。そこで、本稿では囲碁で成功したモンテカルロ木探索による Ms. Pac- Man コントローラーを実現し、その有効性を検証した。モンテカルロ木探索は乱数によって生成された未来局面につ いてのシミュレーションを繰返すことで、専門的知識に頼らずに期待値の高い次の手を求めることができる。性能評 価実験ではモンテカルロ木探索によるコントローラーは過去に Ms. Pac-Man Competition に参加した全てのプログラム よりも優秀な成績を示し、Ms. Pac-Man におけるコンピュータの世界記録を上回る結果を得た。","subitem_description_type":"Other"}]},"item_18_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"The competition of controller program for Ms. Pac-Man has been held in the CIG symposium of IEEE every year from 2007. Since this competition was held, Ms. Pac-Man has become to an attractive subject of research on digital game AI. In the competition by this year, the classical AI method by using the knowledge base has gotten the best result. But, since the improvement by this method is becoming a limit, a new approach is required. In this paper, we realized the Ms. Pac-Man controller by the using Monte-Carlo tree search which is effective on Go, and examined the effectiveness. By repeating the simulation about the future phase generated with the random number, the Monte Carlo tree search can select the next move with a high expected value, without depending on professional expertise. In an evaluation experiment, the controller by the Monte Carlo tree search showed results more excellent than all the programs which participated in Ms. Pac-Man Competition in the past.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"8","bibliographic_titles":[{"bibliographic_title":"ゲームプログラミングワークショップ2010論文集"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2010-11-12","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"12","bibliographicVolumeNumber":"2010"}]},"relation_version_is_last":true,"weko_creator_id":"10"},"id":71306,"links":{}}