{"created":"2025-01-18T23:44:00.213956+00:00","updated":"2025-01-21T12:51:22.965814+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00097513","sets":["6164:6165:6210:7362"]},"path":["7362"],"owner":"11","recid":"97513","title":["ゲーム木の分数手探索を用いた局面を複雑化する勝負手の生成法"],"pubdate":{"attribute_name":"公開日","attribute_value":"2002-11-15"},"_buckets":{"deposit":"622b8a00-e2f9-47a4-85ff-65ba5f921c26"},"_deposit":{"id":"97513","pid":{"type":"depid","value":"97513","revision_id":0},"owners":[11],"status":"published","created_by":11},"item_title":"ゲーム木の分数手探索を用いた局面を複雑化する勝負手の生成法","author_link":["0","0"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"ゲーム木の分数手探索を用いた局面を複雑化する勝負手の生成法"},{"subitem_title":"Game-Tree Search with Flexible Control and Its Application to Generate 'Syoubu-te'","subitem_title_language":"en"}]},"item_type_id":"18","publish_date":"2002-11-15","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":"東京大学大学院新領域創成科学研究科"},{"subitem_text_value":"東京大学大学院新領域創成科学研究科"}]},"item_18_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"School of Frontier Sciences, The University of Tokyo","subitem_text_language":"en"},{"subitem_text_value":"School of Frontier Sciences, The University 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/97513/files/IPSJ-GPWS2002008.pdf"},"date":[{"dateType":"Available","dateValue":"2002-11-15"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GPWS2002008.pdf","filesize":[{"value":"510.8 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":"885152ef-9498-4a9b-8aac-95c199859049","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2002 by the Information Processing Society of Japan"}]},"item_18_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"大槻知史"},{"creatorName":"合原, 一幸"}],"nameIdentifiers":[{}]}]},"item_18_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Otsuki, Tomoshi","creatorNameLang":"en"},{"creatorName":"Aihara, Kazuyuki","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":"チェスライクな2人ゲームにおいて人間のプレイヤーはしばしば「勝負手」といわれる指し手を選択することはよく知られている.「勝負手」という用語は,一般には「少ない可能性ではあっても逆転を狙う手」といった主観的かつ曖昧な意味で用いられることが多い.これに対し本稿では,どのような探索範囲における指し手を選択するかという観点から「勝負手」の定義を与える.さらに,ゲーム木の探索範囲を柔軟に変形できる分数手探索のモデル化を行い,これを用いた将棋における具体的な「勝負手」の生成法に言及する.本手法による勝負手探索実験により,不利な局面において,通常の深さ打ち切り探索に比べて局面を回復する指し手をより多く生成し,局面をより複雑化することを,統計的観点から確認した.","subitem_description_type":"Other"}]},"item_18_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"In 2-player chess-like games, human players sometimes select a kind of 'Syoubu-te'. This term generally means 'a move that might recover a drastically better position with a very little possibility', which seems subjective and vague. We first propose a new definition of 'Syoubu-te' from the viewpoint of search control. This paper next gives the model of searching game trees with flexible control, which realizes the way of generating 'Syoubu-te' and other kind of moves. Experimental results with shogi have statistically illustrated that our 'Syoubu-te' is more effective and makes positions more complicated than best moves by ordinary search.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"56","bibliographic_titles":[{"bibliographic_title":"ゲームプログラミングワークショップ2002論文集"}],"bibliographicPageStart":"51","bibliographicIssueDates":{"bibliographicIssueDate":"2002-11-15","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"17","bibliographicVolumeNumber":"2002"}]},"relation_version_is_last":true,"weko_creator_id":"11"},"id":97513,"links":{}}