{"updated":"2025-01-21T12:47:14.110143+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00097680","sets":["6164:6165:6210:7367"]},"path":["7367"],"owner":"11","recid":"97680","title":["人間同士による繰り返し型囚人のジレンマゲームの実施と結果"],"pubdate":{"attribute_name":"公開日","attribute_value":"2007-11-09"},"_buckets":{"deposit":"7c71bc2e-1f9d-4d35-9255-b3ea2d4a22b1"},"_deposit":{"id":"97680","pid":{"type":"depid","value":"97680","revision_id":0},"owners":[11],"status":"published","created_by":11},"item_title":"人間同士による繰り返し型囚人のジレンマゲームの実施と結果","author_link":["0","0"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"人間同士による繰り返し型囚人のジレンマゲームの実施と結果"},{"subitem_title":"Analysis of Human-generated Strategies in the Iterated Prisoner’s Dilemma Game","subitem_title_language":"en"}]},"item_type_id":"18","publish_date":"2007-11-09","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":"慶應義塾大学理工学部"},{"subitem_text_value":"慶應義塾大学理工学部"}]},"item_18_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Keio University","subitem_text_language":"en"},{"subitem_text_value":"Keio 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/97680/files/IPSJ-GPWS2007032.pdf"},"date":[{"dateType":"Available","dateValue":"2007-11-09"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GPWS2007032.pdf","filesize":[{"value":"154.5 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":"6e5b14dd-5981-4adc-8d89-583881373f30","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2007 by the Information Processing Society of Japan"}]},"item_18_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"大澤, 博隆"},{"creatorName":"今井, 倫太"}],"nameIdentifiers":[{}]}]},"item_18_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Osawa, Hirotaka","creatorNameLang":"en"},{"creatorName":"Imai, Michita","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":"本研究では,シミュレーション上で実施されることの多い繰り返し囚人のジレンマゲームを人間のプレイヤ同士で行わせ,各エージェントの戦略を,実際の人間プレイヤ同士にプログラムさせることで,ゲーム上でのエージェントの戦略の変化を調べる.これにより,実際の人間同士の集団ゲームにおいて,人間がどのように戦略を変化させていくか分析した.本研究では Axelrod の初回の大会の条件を元に,囚人のジレンマゲームの条件を設定し,大学の授業の課題として,授業参加者 72 人の人間を対象とし,25 日間の実験を行った.その結果,Axerlod の初回の大会や,シミュレーションの結果と異なり,上位のものほど記述が複雑化する傾向が発見された.また複数のプレイヤ同士が協力する「主人−奴隷戦略」,上記の戦術に対する寄生戦略,自身の勝利を目指さず,他プレイヤを追い落とす戦略など,一見すると合理的でない,様々な戦略が確認された.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"194","bibliographic_titles":[{"bibliographic_title":"ゲームプログラミングワークショップ2007論文集"}],"bibliographicPageStart":"188","bibliographicIssueDates":{"bibliographicIssueDate":"2007-11-09","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"12","bibliographicVolumeNumber":"2007"}]},"relation_version_is_last":true,"weko_creator_id":"11"},"created":"2025-01-18T23:44:08.663579+00:00","id":97680,"links":{}}