{"updated":"2025-01-21T20:34:24.141042+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00078250","sets":["6164:6165:6210:6568"]},"path":["6568"],"owner":"10","recid":"78250","title":["入玉指向の将棋プログラムの作成"],"pubdate":{"attribute_name":"公開日","attribute_value":"2011-11-04"},"_buckets":{"deposit":"85bfe732-f54d-4922-9b56-c911d71ac993"},"_deposit":{"id":"78250","pid":{"type":"depid","value":"78250","revision_id":0},"owners":[10],"status":"published","created_by":10},"item_title":"入玉指向の将棋プログラムの作成","author_link":["0","0"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"入玉指向の将棋プログラムの作成"},{"subitem_title":"Development of entering-king oriented shogi programs","subitem_title_language":"en"}]},"item_type_id":"18","publish_date":"2011-11-04","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":"東京大学大学院総合文化研究科"},{"subitem_text_value":"東京大学情報基盤センター"}]},"item_18_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Department of General Systems Studies, Graduate School of Arts and Sciences, The University of Tokyo","subitem_text_language":"en"},{"subitem_text_value":"Information Technology Center, The University of Tokyo","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":-1,"item_file_price":{"attribute_name":"Billing file","attribute_type":"file","attribute_value_mlt":[{"url":{"url":"https://ipsj.ixsq.nii.ac.jp/record/78250/files/IPSJ-GPWS2011004.pdf"},"date":[{"dateType":"Available","dateValue":"2011-11-04"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GPWS2011004.pdf","filesize":[{"value":"962.0 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":"f86d1366-1524-4a83-816a-684f0b755c2e","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2011 by the Information Processing Society of Japan"}]},"item_18_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"滝瀬, 竜司"},{"creatorName":"田中, 哲朗"}],"nameIdentifiers":[{}]}]},"item_18_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Ryuji, Takise","creatorNameLang":"en"},{"creatorName":"Tetsuro, Tanaka","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_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"現在の将棋プログラムの多くは入玉が絡む局面の扱いを不得意としているが,トッププロに勝つためには,入玉が絡む局面を正しく扱い「自玉が入玉できそうな時は入玉を目指す」,「敵玉の入玉を正しく阻止する」将棋プログラムの作成が不可欠だと考えられる.本稿ではオープンソースの将棋プログラムBonanzaの評価関数と定跡を変更することにより入玉志向の将棋プログラムを作成する試みをおこなう.その結果,元のBonanzaの評価関数に「入玉ステップ数」という特徴を加えて学習した評価関数を用いることにより,勝率を落とさずに入玉率を大幅に上げることができた","subitem_description_type":"Other"}]},"item_18_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"Most of recent shogi programs are thought not to treat entering-king positions correctly. In this paper, we tried to make a shogi progam that treats entering-king positions correctly; i.e. selects entering-king moves if possible and defends the opponent's entering-king moves. We have made a couple of experiments to make a entering-king oriented shogi program by means of modifying the evaluation function and the opening book of an open source shogi program Bonanza. We made an evaluation function which has a new feature \"entering-king step\" besides original features, and obtained the weight parameter of this feature by using machine learning.  As a result, we successed to raise the entering-king rate without decreasing winning rate.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"31","bibliographic_titles":[{"bibliographic_title":"ゲームプログラミングワークショップ2011論文集"}],"bibliographicPageStart":"25","bibliographicIssueDates":{"bibliographicIssueDate":"2011-10-28","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"6","bibliographicVolumeNumber":"2011"}]},"relation_version_is_last":true,"weko_creator_id":"10"},"created":"2025-01-18T23:33:38.585661+00:00","id":78250,"links":{}}