@techreport{oai:ipsj.ixsq.nii.ac.jp:00095738, author = {龍田, 篤弥 and 谷, 賢太朗 and 加藤, 浩介 and 前田, 義信 and Atsuya, Tatsuta and Kentaro, Tani and Kosuke, Kato and Yoshinobu, Maeda}, issue = {13}, month = {Oct}, note = {いじめ問題は現代社会問題のひとつであり,教育学,医学等,様々な分野から解決の試みがなされてきた.問題解決のためのひとつの手法として我々は社会学の立場から人工学級ゲームを提案する.ゲーム内では趣味等の価値観を持ち自発的に他者と交流しようとするエージェントが存在している.その中でヒトがプレイヤとして学級の一員になり疑似的な学級生活を通していじめ問題や友人関係問題を当事者の立場から考えることができる.本研究では,プレイヤのゲーム内行動から得られた情報を用いて,よりエージェントの行動をヒトに近づけるための手法について検討した., For the last several decades, the bullying problem (peer aggression or victimization) has transformed, from a situation in which a particular bully attacks a particular victim with negative attributes into one in which a bully may become a victim depending on circumstances. There has been tried to solve the bullying problem from educational, medical, and so on. We have investigated a mechanism generating the bullying, using an artificial school class model (ACM) based on multi-agent simulation (MAS). Every agent is programmed so as to make friends with those who have similar interests, hobbies and tastes. The player can think of the school bullying to manipulate the pseudo-experience game. In this technical report, first, a gaming simulation of the ACM, or a serious game, was used to investigate friendship formation, by means of changing one agent to a human player who is the participant in the ACM to virtually interact with other agents. Next, we programmed agent's behavior using the data obtained from human behaviors through the game playing to imitate human behaviors.}, title = {人工学級ゲームを用いたプレイヤ行動のモデリング}, year = {2013} }