{"updated":"2025-01-21T13:28:38.400337+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00095965","sets":["6164:6165:7308:7309"]},"path":["7309"],"owner":"11","recid":"95965","title":["人間の行動原則の制約下で自動獲得されたビデオゲームCOMプレイヤの「人間らしい」振る舞いの主観評価"],"pubdate":{"attribute_name":"公開日","attribute_value":"2013-11-08"},"_buckets":{"deposit":"0e819c40-77ed-464d-b099-c03865f869bd"},"_deposit":{"id":"95965","pid":{"type":"depid","value":"95965","revision_id":0},"owners":[11],"status":"published","created_by":11},"item_title":"人間の行動原則の制約下で自動獲得されたビデオゲームCOMプレイヤの「人間らしい」振る舞いの主観評価","author_link":["0","0"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"人間の行動原則の制約下で自動獲得されたビデオゲームCOMプレイヤの「人間らしい」振る舞いの主観評価"},{"subitem_title":"Evaluating Human-like Video-Game Agents Autonomously Acquired with Biological Constraints","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"人間ってなんだ","subitem_subject_scheme":"Other"}]},"item_type_id":"18","publish_date":"2013-11-08","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":"関西学院大学大学院理工学研究科/日本学術振興会特別研究員DC2"},{"subitem_text_value":"関西学院大学大学院理工学研究科"},{"subitem_text_value":"関西学院大学大学院理工学研究科"},{"subitem_text_value":"関西学院大学大学院理工学研究科"},{"subitem_text_value":"関西学院大学大学院理工学研究科"}]},"item_18_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Graduate School of Science and Technology, Kwansei Gakuin University / Research Fellow of Japan Society for the Promotion of Science","subitem_text_language":"en"},{"subitem_text_value":"Graduate School of Science and Technology, Kwansei Gakuin University","subitem_text_language":"en"},{"subitem_text_value":"Graduate School of Science and Technology, Kwansei Gakuin University","subitem_text_language":"en"},{"subitem_text_value":"Graduate School of Science and Technology, Kwansei Gakuin University","subitem_text_language":"en"},{"subitem_text_value":"Graduate School of Science and Technology, Kwansei Gakuin University","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/95965/files/IPSJ-EC2013005.pdf"},"date":[{"dateType":"Available","dateValue":"2013-11-07"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-EC2013005.pdf","filesize":[{"value":"851.6 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":"e0c1ab9b-1631-44a7-b07f-d5e7214283fc","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":"藤井, 叙人"},{"creatorName":"佐藤, 祐一"},{"creatorName":"若間, 弘典"},{"creatorName":"風井, 浩志"},{"creatorName":"片寄, 晴弘"}],"nameIdentifiers":[{}]}]},"item_18_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Nobuto, Fujii","creatorNameLang":"en"},{"creatorName":"Yuichi, Sato","creatorNameLang":"en"},{"creatorName":"Hironori, Wakama","creatorNameLang":"en"},{"creatorName":"Koji, Kazai","creatorNameLang":"en"},{"creatorName":"Haruhiro, Katayose","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":"概要:ビデオゲームエージェント(COM)の振る舞いのデザインにおいて,『強い』COM の自律的獲得は「熟達者に勝つ」という目標を達成しつつある.一方で,獲得されたCOM の振る舞いは,過度に最適化され機械的に感じるという課題が浮上している.この課題を解決するため,著者らは,『人間の行動原則』を課した強化学習や経路探索により,人間らしいCOM を自律的に構成するフレームワークについて提案してきた.しかし,それらのCOM が本当に人間らしいと解釈されるかどうかの検証が不十分であった.本論文では,自動獲得されたCOM の振る舞いについて主観評価実験を実施する.","subitem_description_type":"Other"}]},"item_18_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"Abstract: While various systems that have aimed at automatically acquiring behavioral patterns have been proposed and some have successfully obtained stronger patterns than human players, those patterns have looked mechanical. We propose the autonomous acquisition of NPCs’ human-like behaviors, which emulate the behaviors of human players. In our previous study, the behaviors are acquired using techniques of reinforcement learning and pathfinding, where biological constraints are imposed. In this paper, We evaluated human-like behavioral patterns through subjective assessments, and discuss the possibility of implementing the proposed system.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"33","bibliographic_titles":[{"bibliographic_title":"エンタテインメントコンピューティングシンポジウム2013論文集"}],"bibliographicPageStart":"26","bibliographicIssueDates":{"bibliographicIssueDate":"2013-09-27","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2013"}]},"relation_version_is_last":true,"weko_creator_id":"11"},"created":"2025-01-18T23:42:56.255396+00:00","id":95965,"links":{}}