{"updated":"2025-01-21T13:35:02.936023+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00095825","sets":["6164:6165:6210:7301"]},"path":["7301"],"owner":"11","recid":"95825","title":["複数ソルバを用いた上海ゲームのインスタンス生成"],"pubdate":{"attribute_name":"公開日","attribute_value":"2013-11-01"},"_buckets":{"deposit":"764e599f-0e1e-40cb-9259-343f0ce687e1"},"_deposit":{"id":"95825","pid":{"type":"depid","value":"95825","revision_id":0},"owners":[11],"status":"published","created_by":11},"item_title":"複数ソルバを用いた上海ゲームのインスタンス生成","author_link":["0","0"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"複数ソルバを用いた上海ゲームのインスタンス生成"},{"subitem_title":"Instance Generator of Mahjong Solitaire using Multiple Solvers","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":"北陸先端科学技術大学院大学情報科学研究科"},{"subitem_text_value":"北陸先端科学技術大学院大学情報科学研究科"},{"subitem_text_value":"北陸先端科学技術大学院大学情報科学研究科"}]},"item_18_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"},{"subitem_text_value":"Japan Advanced Institute of Science and Technology","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/95825/files/IPSJ-GPWS2013022.pdf"},"date":[{"dateType":"Available","dateValue":"2013-11-01"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GPWS2013022.pdf","filesize":[{"value":"625.6 kB"}],"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":"36776ca5-0af6-44f7-8914-cb778ae2802b","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":"大町, 洋"},{"creatorName":"佐藤, 直之"},{"creatorName":"池田, 心"}],"nameIdentifiers":[{}]}]},"item_18_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Hiroshi, Omachi","creatorNameLang":"en"},{"creatorName":"Naoyuki, Sato","creatorNameLang":"en"},{"creatorName":"Kokolo, Ikeda","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":"数独を代表とする一人パズルに対する求解・インスタンス生成の研究はさかんに行われているが,そのうち“上海”やマインスイーパなど不完全情報性を持つものにおける研究は依然少ない.本研究では,上海を題材に,不完全情報性を踏まえた着手決定法を考案し,その上で人間にとって面白いインスタンスを生成することを目的とする.具体的にはまず,モンテカルロ法と評価関数ベースの木探索を組み合わせ,高性能・低性能の仮想プレイヤを作成する.その上でランダムに生成したインスタンスを解かせ,“高性能の仮想プレイヤには解け,低性能の仮想プレイヤには解けない”,つまり簡単あるいは難しすぎず,また不完全情報性による理不尽さの少ない,実力が物をいうインスタンスを提供する.","subitem_description_type":"Other"}]},"item_18_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"A lot of research has been done in the field of single player puzzles, especially for solving or creating instances. However, research is still limited for puzzles of imperfect information games like Shanghai solitaire (Mahjong solitaire) or Minesweeper. Our aim is to create interesting instances for human players in puzzles of imperfect information games. First, we propose a decision-making method in Shanghai solitaire, by applying Monte-Carlo method and action-value functions. Then, we implement two virtual players, which have high-performance and low-performance, and we use virtual players to solve instances of Shanghai solitaire puzzle. This allows us to pick out interesting instances, that is, the instances which high-performance players can solve but low-performance players cannot. These instances are interesting for human players because they reflect the level of the player at solving the puzzle.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"129","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":"126","bibliographicIssueDates":{"bibliographicIssueDate":"2013-11-01","bibliographicIssueDateType":"Issued"}}]},"relation_version_is_last":true,"weko_creator_id":"11"},"created":"2025-01-18T23:42:49.362940+00:00","id":95825,"links":{}}