{"updated":"2025-01-21T12:50:21.869508+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00097539","sets":["6164:6165:6210:7363"]},"path":["7363"],"owner":"11","recid":"97539","title":["証拠理論を用いた将棋の進行状況の分類"],"pubdate":{"attribute_name":"公開日","attribute_value":"2003-11-07"},"_buckets":{"deposit":"220dda32-6968-46d0-90e2-84d5df4009ac"},"_deposit":{"id":"97539","pid":{"type":"depid","value":"97539","revision_id":0},"owners":[11],"status":"published","created_by":11},"item_title":"証拠理論を用いた将棋の進行状況の分類","author_link":["0","0"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"証拠理論を用いた将棋の進行状況の分類"},{"subitem_title":"The classification of the stages in Shogi game using Dempster-Shafer theory","subitem_title_language":"en"}]},"item_type_id":"18","publish_date":"2003-11-07","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":"名古屋市立大学大学院システム自然科学研究科"},{"subitem_text_value":"電気通信大学大学院情報システム学専攻"}]},"item_18_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Graduate School of Natural Sciences, Nagoya City University","subitem_text_language":"en"},{"subitem_text_value":"Graduate School of Information Systems, University of Electro-Communications","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/97539/files/IPSJ-GPWS2003007.pdf"},"date":[{"dateType":"Available","dateValue":"2003-11-07"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GPWS2003007.pdf","filesize":[{"value":"492.0 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":"976849ab-a147-4745-9801-e4663b54b572","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2003 by the Information Processing Society of Japan"}]},"item_18_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"江崎, 朋人"},{"creatorName":"橋山, 智訓"}],"nameIdentifiers":[{}]}]},"item_18_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Esaki, Tomohito","creatorNameLang":"en"},{"creatorName":"Hashiyama, Tomonori","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":"将棋には局面の進行状況を表現する尺度として序盤・中盤・終盤という概念がある.それぞれの状況において各駒の重要度が変わると言われており,序盤・中盤・終盤において戦略が異なる.現在コンピュータ将棋は,序盤・中盤・終盤などの進行状況を判断するのを苦手としている.進行状況が判断できれば,それぞれに適した戦略を取らせることが可能になる.プロ棋士は序盤・中盤・終盤を判断する上で局面や手数を情報源としており,そこには不確実さを持ち合わせていると考える.本研究ではこの不確実さを証拠理論に基づいて定量化し,将棋年鑑2001・2002の棋譜を用いて序盤・中盤・終盤を分類することを試みた.","subitem_description_type":"Other"}]},"item_18_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"Computer Shogi programs are still in development to defeat the professional players. The problem exists in estimating the status of the game phases. It is said that there are three phases in the Shogi. They are called; opening, middle phase, and endgame. The importance of each shogi piece changes depending on the current phase. The problem lies in how to select the appropreate strategy in each phase. At present, Computer Shogi programs are not good at estimating the phase, while professional Shogi players are. In this paper, we introduce the Dempster-Shafer theory to handle with the uncertainty in professional Shogi players. We also introduce three uncertain measures to estimate the phase of the game. Using the game record in 2001 and 2002, these measures are calculated to show the feasibility of our approach.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"43","bibliographic_titles":[{"bibliographic_title":"ゲームプログラミングワークショップ2003論文集"}],"bibliographicPageStart":"39","bibliographicIssueDates":{"bibliographicIssueDate":"2003-11-07","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2003"}]},"relation_version_is_last":true,"weko_creator_id":"11"},"created":"2025-01-18T23:44:01.537355+00:00","id":97539,"links":{}}