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Design and implementation of Bonanza Method for the Evaluation in the Game of Arimaa
https://ipsj.ixsq.nii.ac.jp/records/80932
https://ipsj.ixsq.nii.ac.jp/records/80932180f47d5-0ba0-41eb-b4b8-1798a13f3f36
| 名前 / ファイル | ライセンス | アクション |
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Copyright (c) 2012 by the Information Processing Society of Japan
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| オープンアクセス | ||
| Item type | SIG Technical Reports(1) | |||||||
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| 公開日 | 2012-02-24 | |||||||
| タイトル | ||||||||
| タイトル | Design and implementation of Bonanza Method for the Evaluation in the Game of Arimaa | |||||||
| タイトル | ||||||||
| 言語 | en | |||||||
| タイトル | Design and implementation of Bonanza Method for the Evaluation in the Game of Arimaa | |||||||
| 言語 | ||||||||
| 言語 | eng | |||||||
| 資源タイプ | ||||||||
| 資源タイプ識別子 | http://purl.org/coar/resource_type/c_18gh | |||||||
| 資源タイプ | technical report | |||||||
| 著者所属 | ||||||||
| Department of Computer and Information Sciences, Tokyo University of Agriculture and Technology | ||||||||
| 著者所属 | ||||||||
| Department of Computer and Information Sciences, Tokyo University of Agriculture and Technology | ||||||||
| 著者所属 | ||||||||
| Department of Computer and Information Sciences, Tokyo University of Agriculture and Technology | ||||||||
| 著者所属(英) | ||||||||
| en | ||||||||
| Department of Computer and Information Sciences, Tokyo University of Agriculture and Technology | ||||||||
| 著者所属(英) | ||||||||
| en | ||||||||
| Department of Computer and Information Sciences, Tokyo University of Agriculture and Technology | ||||||||
| 著者所属(英) | ||||||||
| en | ||||||||
| Department of Computer and Information Sciences, Tokyo University of Agriculture and Technology | ||||||||
| 著者名 |
Kanjanapa, Thitipong
Kanako, Komiya
Yoshiyuki, Kotani
× Kanjanapa, Thitipong Kanako, Komiya Yoshiyuki, Kotani
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| 著者名(英) |
Kanjanapa, Thitipong
Kanako, Komiya
Yoshiyuki, Kotani
× Kanjanapa, Thitipong Kanako, Komiya Yoshiyuki, Kotani
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| 論文抄録 | ||||||||
| 内容記述タイプ | Other | |||||||
| 内容記述 | Since the bonanza method had been discovered and proved to be required to make a strong Japanese chess program, the idea of applying it to the other 2-player perfect information game like Arimaa is proposed. In order to create a strong Arimaa program, the study aims to create the evaluation function that enables the accurate positional evaluation by using supervised learning algorithm called bonanza. | |||||||
| 論文抄録(英) | ||||||||
| 内容記述タイプ | Other | |||||||
| 内容記述 | Since the bonanza method had been discovered and proved to be required to make a strong Japanese chess program, the idea of applying it to the other 2-player perfect information game like Arimaa is proposed. In order to create a strong Arimaa program, the study aims to create the evaluation function that enables the accurate positional evaluation by using supervised learning algorithm called bonanza. | |||||||
| 書誌レコードID | ||||||||
| 収録物識別子タイプ | NCID | |||||||
| 収録物識別子 | AA11362144 | |||||||
| 書誌情報 |
研究報告ゲーム情報学(GI) 巻 2012-GI-27, 号 4, p. 1-4, 発行日 2012-02-24 |
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| Notice | ||||||||
| SIG Technical Reports are nonrefereed and hence may later appear in any journals, conferences, symposia, etc. | ||||||||
| 出版者 | ||||||||
| 言語 | ja | |||||||
| 出版者 | 情報処理学会 | |||||||