{"updated":"2025-01-21T19:34:30.501511+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00080933","sets":["1164:5305:6705:6706"]},"path":["6706"],"owner":"10","recid":"80933","title":["遺伝的アルゴリズムによる人間のレベルに適応する多様なオセロAIの生成"],"pubdate":{"attribute_name":"公開日","attribute_value":"2012-02-24"},"_buckets":{"deposit":"4544245f-a85e-4ce3-9c91-fa2edee23d1d"},"_deposit":{"id":"80933","pid":{"type":"depid","value":"80933","revision_id":0},"owners":[10],"status":"published","created_by":10},"item_title":"遺伝的アルゴリズムによる人間のレベルに適応する多様なオセロAIの生成","author_link":["0","0"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"遺伝的アルゴリズムによる人間のレベルに適応する多様なオセロAIの生成"},{"subitem_title":"Human-level Adaptive and Various Othello AIs with Genetic Algorithm","subitem_title_language":"en"}]},"item_type_id":"4","publish_date":"2012-02-24","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"北陸先端科学技術大学院大学"},{"subitem_text_value":"北陸先端科学技術大学院大学"}]},"item_4_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"JAPAN ADVANCED INSTITUTE OF SCIENCE AND TECHNOLOGY","subitem_text_language":"en"},{"subitem_text_value":"JAPAN ADVANCED INSTITUTE OF SCIENCE AND TECHNOLOGY","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/80933/files/IPSJ-GI12027005.pdf"},"date":[{"dateType":"Available","dateValue":"2014-02-24"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GI12027005.pdf","filesize":[{"value":"761.2 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":"b0e2a0a7-586b-4a26-b014-597288ed370b","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2012 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"上田, 陽平"},{"creatorName":"池田, 心"}],"nameIdentifiers":[{}]}]},"item_4_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Yohei, Ueda","creatorNameLang":"en"},{"creatorName":"Kokolo, Ikeda","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":"AI 技術の進展に伴い,多くのゲームで人間より強いAIを作成することが可能になった.一方で,初級中級者プレイヤにちょうどよい強さの,かつ不自然でない AI を多様に構成することは容易ではなく,課題となっている.本研究では,遺伝的アルゴリズムを用い,ちょうどよい強さと多様さを兼ねた “ライバルAI群” を構成する手法を提案する.さらにオセロにこれを適用し,被験者実験によって評価を行った.","subitem_description_type":"Other"}]},"item_4_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"Advancement of the AI technology makes stronger AIs than any human players in many games. On the other hand, structure of various Game AIs, which have the same strength as Beginners and Intermediates and act naturally, isn't easy work. I proposed the method for structing ”a group of rival AIs” which has suitable strength for general players and variety of strategies with Genetic Algorithm. In this paper, I applied the system to Othello game and evaluated its performance by an experiment with testees.","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":"2012-02-24","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"5","bibliographicVolumeNumber":"2012-GI-27"}]},"relation_version_is_last":true,"weko_creator_id":"10"},"created":"2025-01-18T23:35:16.538409+00:00","id":80933,"links":{}}