{"updated":"2025-01-21T13:34:26.394334+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00095804","sets":["6164:6165:6210:7301"]},"path":["7301"],"owner":"11","recid":"95804","title":["降りるべき局面の認識による1人麻雀プレイヤの4人麻雀への適用"],"pubdate":{"attribute_name":"公開日","attribute_value":"2013-11-01"},"_buckets":{"deposit":"87a46c8b-ef01-4ff6-88d3-8ff0e55027f7"},"_deposit":{"id":"95804","pid":{"type":"depid","value":"95804","revision_id":0},"owners":[11],"status":"published","created_by":11},"item_title":"降りるべき局面の認識による1人麻雀プレイヤの4人麻雀への適用","author_link":["0","0"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"降りるべき局面の認識による1人麻雀プレイヤの4人麻雀への適用"},{"subitem_title":"Adapting One-Player Mahjong Player to Four-Player Mahjong by Recognising Fold Situations","subitem_title_language":"en"}]},"item_type_id":"18","publish_date":"2013-11-01","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":"東京大学"},{"subitem_text_value":"東京大学"},{"subitem_text_value":"東京大学"},{"subitem_text_value":"マンチェスター大学"},{"subitem_text_value":"東京大学"},{"subitem_text_value":"東京大学"}]},"item_18_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"The University of Tokyo","subitem_text_language":"en"},{"subitem_text_value":"The University of Tokyo","subitem_text_language":"en"},{"subitem_text_value":"The University of Tokyo","subitem_text_language":"en"},{"subitem_text_value":"The University of Manchester","subitem_text_language":"en"},{"subitem_text_value":"The University of Tokyo","subitem_text_language":"en"},{"subitem_text_value":"The Uiversity of Tokyo","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/95804/files/IPSJ-GPWS2013001.pdf"},"date":[{"dateType":"Available","dateValue":"2013-11-01"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GPWS2013001.pdf","filesize":[{"value":"1.5 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":"056d66c1-ba75-47e9-9e8b-87246cfa1f84","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2013 by the Information Processing Society of Japan"}]},"item_18_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"水上, 直紀"},{"creatorName":"中張, 遼太郎"},{"creatorName":"浦, 晃"},{"creatorName":"三輪, 誠"},{"creatorName":"鶴岡, 慶雅"},{"creatorName":"近山, 隆"}],"nameIdentifiers":[{}]}]},"item_18_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Naoki, Mizukami","creatorNameLang":"en"},{"creatorName":"Ryotaro, Nakahari","creatorNameLang":"en"},{"creatorName":"Akira, Ura","creatorNameLang":"en"},{"creatorName":"Makoto, Miwa","creatorNameLang":"en"},{"creatorName":"Yoshimasa, Tsuruoka","creatorNameLang":"en"},{"creatorName":"Takashi, Chikayama","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":"コンピュータ麻雀プレイヤの研究はあまり行われておらず、実力も平均レベルに届いていない状態である。\n本研究では4人零和不確定不完全情報ゲームである麻雀の多人数という要素を削除した1人麻雀を考え、\n1人麻雀と4人麻雀の差を解析し、その差を埋めることで1人麻雀の4人麻雀への適用を図る。\n解析の結果、4人麻雀と1人麻雀の最も大きな差は降りでことが分かったため、降りるべき局面を機械学習により認識できるようにした。\n降りを認識したプレイヤを4人麻雀で評価し、降りを認識しないプレイヤより有意に強いことを示した。\nまた得られたプレイヤは平均プレイヤと同等の実力であることを確認した。\n","subitem_description_type":"Other"}]},"item_18_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"The research of computer mahjong player is not active.\nComputer mahjong player not play better than average player.\nIn this study, we analyze difference Four-Player Mahjong and One-Player Mahjong that reduce the number of person, minimize the error, \nand Adapt One-Player Mahjong Player to Four-Player Mahjong.\nComputer mahjong player can Recognising Fold Situations by using machine learning.\nComputer mahjong player that can Recognising Fold Situations show that play better than Computer mahjong player that can not.\nComputer mahjong player play as well as average player.\n","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"7","bibliographic_titles":[{"bibliographic_title":"ゲームプログラミングワークショップ2013論文集"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2013-11-01","bibliographicIssueDateType":"Issued"}}]},"relation_version_is_last":true,"weko_creator_id":"11"},"created":"2025-01-18T23:42:48.332338+00:00","id":95804,"links":{}}