{"updated":"2025-01-21T22:06:06.865191+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00073008","sets":["1164:5305:6345:6346"]},"path":["6346"],"owner":"10","recid":"73008","title":["TCGにおけるシャッフル手法に関する計算機実験を用いた考察"],"pubdate":{"attribute_name":"公開日","attribute_value":"2011-02-26"},"_buckets":{"deposit":"864e3184-4377-49c9-88c2-c67da413e5f4"},"_deposit":{"id":"73008","pid":{"type":"depid","value":"73008","revision_id":0},"owners":[10],"status":"published","created_by":10},"item_title":"TCGにおけるシャッフル手法に関する計算機実験を用いた考察","author_link":["0","0"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"TCGにおけるシャッフル手法に関する計算機実験を用いた考察"},{"subitem_title":"A Computer Simulation Study on Shuffles in Trading Card Game","subitem_title_language":"en"}]},"item_type_id":"4","publish_date":"2011-02-26","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"同志社大学文化情報学部"},{"subitem_text_value":"同志社大学文化情報学部"}]},"item_4_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Faculty of Culture and Information Science, Doshisha University","subitem_text_language":"en"},{"subitem_text_value":"Faculty of Culture and Information Science, Doshisha University","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/73008/files/IPSJ-GI11025004.pdf"},"date":[{"dateType":"Available","dateValue":"2013-02-26"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GI11025004.pdf","filesize":[{"value":"602.6 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":"18"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"0abe762b-f415-43aa-bbea-7ba17e852ee4","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2011 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"野瀬, 彰大"},{"creatorName":"深川, 大路"}],"nameIdentifiers":[{}]}]},"item_4_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Akihiro, Nose","creatorNameLang":"en"},{"creatorName":"Daiji, Fukagawa","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":"本研究では,トレーディングカードゲームにおけるカードのシャッフルを扱う.まず,シミュレーションプログラムを用いてシャッフル手法について分析し,理想的なシャッフル手法の提案を目的とする.また,シャッフル手法の分析を行うために,シャッフルの結果を視覚的に表示する方法を提案する.分析の結果,各シャッフル手法の特徴が分かった.また,制限時間の長短に応じて適切なシャッフル手法が変わる可能性が示唆された.複数のシャッフル手法の組合せも行い,同じ組合せであっても実行順序が結果に大きな影響を与えることを実験的に示した.","subitem_description_type":"Other"}]},"item_4_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"In this paper, we consider shuffles in trading card games. First we analyze shuffles by computer simulations. The purpose of this study is to develop an ideal shuffle methods. Furthermore, we propose a visualization method for results of the simulation programs. The analyses suggest that what matters includes tyoe of shuffles, the time limit, and ordering of the methods.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"8","bibliographic_titles":[{"bibliographic_title":"研究報告ゲーム情報学(GI)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2011-02-26","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"4","bibliographicVolumeNumber":"2011-GI-25"}]},"relation_version_is_last":true,"weko_creator_id":"10"},"created":"2025-01-18T23:31:09.813314+00:00","id":73008,"links":{}}