Art
J-GLOBAL ID:201902283169951946
Reference number:19A0773437
不完全情報ゲーム『ガイスター』における2種の詰め問題の提案と考察
Author (4):
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Material:
Volume:
2019
Issue:
GI-41
Page:
Vol.2019-GI-41,No.19,1-8 (WEB ONLY)
Publication year:
Mar. 01, 2019
JST Material Number:
U0451A
Document type:
Proceedings
Article type:
原著論文
Country of issue:
Japan (JPN)
Language:
JAPANESE (JA)
Thesaurus term:
Thesaurus term/Semi thesaurus term
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,
,
Semi thesaurus term:
Thesaurus term/Semi thesaurus term
Keywords indexed to the article.
All keywords is available on JDreamIII(charged).
On J-GLOBAL, this item will be available after more than half a year after the record posted. In addtion, medical articles require to login to MyJ-GLOBAL.
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,
,
JST classification (3):
JST classification
Category name(code) classified by JST.
Game thoery
, Computer networks
, Artificial intelligence
Reference (9):
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David Silver, et al. :Mastering the Game of Go without Human Knowledge. Nature 550, pp354-359, 2017
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石飛太一,飯田弘之:詰将棋問題の自動生成アルゴリズムに関する研究,北陸先端科学技術大学院大学課題研究報告書,2013
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“ガイスター”: http://www.mobius-games.co.jp/Gester.htm, (参照 2019-02-10).
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末續鴻輝,織田祐輔:機械学習を用いないガイスターの行動アルゴリズム開発,GAT2018 論文集,pp13-16,2018
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佐藤佑史:ガイスターにおける自己対戦による行動価値関数の学習,電気通信大学学術機関リポジトリ,2015
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Terms in the title (3):
Terms in the title
Keywords automatically extracted from the title.
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