{"updated":"2025-01-23T03:22:52.217478+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00009512","sets":["581:586:592"]},"path":["592"],"owner":"1","recid":"9512","title":["模倣学習により成長する格闘ゲームキャラクタ"],"pubdate":{"attribute_name":"公開日","attribute_value":"2008-07-15"},"_buckets":{"deposit":"7dec0dba-cdf9-4935-a2fa-1485f913943d"},"_deposit":{"id":"9512","pid":{"type":"depid","value":"9512","revision_id":0},"owners":[1],"status":"published","created_by":1},"item_title":"模倣学習により成長する格闘ゲームキャラクタ","author_link":["0","0"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"模倣学習により成長する格闘ゲームキャラクタ"},{"subitem_title":"The Fighting Game Character that Grows up by Imitation Learning","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"特集:21世紀の情報環境","subitem_subject_scheme":"Other"}]},"item_type_id":"2","publish_date":"2008-07-15","item_2_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"筑波大学大学院システム情報工学研究科"},{"subitem_text_value":"株式会社クレスコ"},{"subitem_text_value":"筑波大学大学院システム情報工学研究科"}]},"item_2_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Graduate School of Systems and Information Engineering, University of Tsukuba","subitem_text_language":"en"},{"subitem_text_value":"Cresco, Ltd.","subitem_text_language":"en"},{"subitem_text_value":"Graduate School of Systems and Information Engineering, University of Tsukuba","subitem_text_language":"en"}]},"item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"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/9512/files/IPSJ-JNL4907027.pdf"},"date":[{"dateType":"Available","dateValue":"2010-07-15"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-JNL4907027.pdf","filesize":[{"value":"1.4 MB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"660","billingrole":"5"},{"tax":["include_tax"],"price":"330","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"8"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"bac8ca0d-6d15-4197-a63c-7e61b6098270","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2008 by the Information Processing Society of Japan"}]},"item_2_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"星野, 准一"},{"creatorName":"田中, 彰人"},{"creatorName":"濱名克季"}],"nameIdentifiers":[{}]}]},"item_2_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Junichi, Hoshino","creatorNameLang":"en"},{"creatorName":"Akihito, Tanaka","creatorNameLang":"en"},{"creatorName":"Katsutoki, Hamana","creatorNameLang":"en"}],"nameIdentifiers":[{}]}]},"item_2_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AN00116647","subitem_source_identifier_type":"NCID"}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourceuri":"http://purl.org/coar/resource_type/c_6501","resourcetype":"journal article"}]},"item_2_source_id_11":{"attribute_name":"ISSN","attribute_value_mlt":[{"subitem_source_identifier":"1882-7764","subitem_source_identifier_type":"ISSN"}]},"item_2_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"格闘ゲームのような対戦型のアクションゲームにおいて,コンピュータが操作するキャラクタ(以下COM)の行動は変化に乏しく,プレイヤは繰り返しプレイすることによってCOMの行動パターンを憶えてしまい,ゲームに飽きてしまうという問題がある.そこで,本稿ではプレイヤを模倣学習する手法を用いて,COMの行動パターンを拡張する手法を提案する.本手法では,プレイログを記録し,対戦相手であるプレイヤの行動パターンを分析し,そのプレイヤの行動パターンの一部を模倣することでCOMの行動パターンを拡張する.本手法を用いることで,試合ごとに行動パターンを拡張し,成長していけるCOMを生成することが可能となる.","subitem_description_type":"Other"}]},"item_2_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"In action game, the computer's behavior lacks diversity and human players are able to learn how the computer behaves by playing the same game over and over again. As a result, human players eventually grow tired of the game. Therefore, this paper proposes technique to expand the behavior pattern of COM. To this end, we use imitation learning. In this technique, play log is recorded. And COM expands the behavior pattern by imitating a part of player's behavior pattern. In the result, COM is able to expand the behavior pattern every match and grow up.","subitem_description_type":"Other"}]},"item_2_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"2548","bibliographic_titles":[{"bibliographic_title":"情報処理学会論文誌"}],"bibliographicPageStart":"2539","bibliographicIssueDates":{"bibliographicIssueDate":"2008-07-15","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"7","bibliographicVolumeNumber":"49"}]},"relation_version_is_last":true,"item_2_alternative_title_2":{"attribute_name":"その他タイトル","attribute_value_mlt":[{"subitem_alternative_title":"アプリケーション"}]},"weko_creator_id":"1"},"created":"2025-01-18T22:44:42.592999+00:00","id":9512,"links":{}}