{"updated":"2025-01-21T15:31:51.693871+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00091337","sets":["6164:6165:6210:7138"]},"path":["7138"],"owner":"10","recid":"91337","title":["次の一手課題に基づく囲碁と将棋の特徴比較"],"pubdate":{"attribute_name":"公開日","attribute_value":"2012-11-09"},"_buckets":{"deposit":"d621226a-4566-47dd-8170-94c40da39192"},"_deposit":{"id":"91337","pid":{"type":"depid","value":"91337","revision_id":0},"owners":[10],"status":"published","created_by":10},"item_title":"次の一手課題に基づく囲碁と将棋の特徴比較","author_link":["0","0"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"次の一手課題に基づく囲碁と将棋の特徴比較"},{"subitem_title":"Comparison of characteristics between Go and Shogi based on next move problems","subitem_title_language":"en"}]},"item_type_id":"18","publish_date":"2012-11-09","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":"公立はこだて未来大学"},{"subitem_text_value":"電気通信大学"},{"subitem_text_value":"電気通信大学"},{"subitem_text_value":"電気通信大学"},{"subitem_text_value":"公立はこだて未来大学"}]},"item_18_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Future University Hakodate","subitem_text_language":"en"},{"subitem_text_value":"University of Electro-Communications","subitem_text_language":"en"},{"subitem_text_value":"University of Electro-Communications","subitem_text_language":"en"},{"subitem_text_value":"University of Electro-Communications","subitem_text_language":"en"},{"subitem_text_value":"Future University Hakodate","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/91337/files/IPSJ-GPWS2012001.pdf"},"date":[{"dateType":"Available","dateValue":"2013-03-22"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GPWS2012001.pdf","filesize":[{"value":"1.0 MB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"0","billingrole":"5"},{"tax":["include_tax"],"price":"0","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"399c5228-d6ff-47b2-a139-bca2c61daa50","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2012 by the Information Processing Society of Japan"}]},"item_18_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"高橋, 克吉"},{"creatorName":"猪爪, 歩"},{"creatorName":"伊藤, 毅志"},{"creatorName":"村松, 正和"},{"creatorName":"松原, 仁"}],"nameIdentifiers":[{}]}]},"item_18_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Katsuyoshi, Takahashi","creatorNameLang":"en"},{"creatorName":"Ayumu, Inotsume","creatorNameLang":"en"},{"creatorName":"Takeshi, Ito","creatorNameLang":"en"},{"creatorName":"Masakazu, Muramatsu","creatorNameLang":"en"},{"creatorName":"Hitoshi, Matsubara","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":"本研究では,囲碁の次の一手課題を用いて,棋力の異なるプレイヤ間で思考過程にどのような違いが出るかを調べた.また,同様の実験を行った将棋における次の一手課題と比較して,囲碁と将棋の性質の違いについて考察した.囲碁と将棋のどちらにおいても,最も思考時間が長いのは中級者で,棋力が上がると思考時間が短くなる傾向があった.アイカメラによる記録では,囲碁の初級者は相手の手に直接対応する狭い範囲の視線が見られたが,強いプレイヤは盤面全体をくまなく見る視線が観察できた.これは囲碁における局面認識の特徴であると考えられる.将棋においては初級者は盤面全体を見て状況を局面を認識するが,上級者になると盤面にほとんど停留点が現れないことが示されており, 囲碁と将棋で反対の結果が現れた.この違いの理由として,囲碁では石のグループを死活などの単位に分けて理解するために空間的チャンクが優位に働くのに対して,将棋では局面に至るまでの経緯を推測して理解するために時間的チャンクが優位に働くということが考えられる.","subitem_description_type":"Other"}]},"item_18_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"In this research, we conducted a ’next move problems ’ experiment on the game of Go, and compared the result of experiment to the problems on Shogi. On both Go and Shogi, intermediate players took longer time than the other players to decide next move. On eye tracking data of Go, novice players looked limited spaces of a board. In contrast, expert players looked whole of the board to recognize stones positions. Shogi had an opposite result on eye tracking data. Novice Shogi players looked whole of a board, and expert Shogi players looked limited spaces. We considered that chunks made those differences. Expert Shogi players recognized positions to use‘ temporal chunk ’mainly, which is a chunk of meaningful move sequences. In contrast, expert Go players mainly used‘ spatial chunk ’because positions in Go games have many separated groups of stones on the board, and players need to unite groups to recognize the positions for stones.","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2012論文集"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2012-11-09","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"6","bibliographicVolumeNumber":"2012"}]},"relation_version_is_last":true,"weko_creator_id":"10"},"created":"2025-01-18T23:40:38.094567+00:00","id":91337,"links":{}}