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Please use this identifier to cite or link to this item: http://hdl.handle.net/10119/10913

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contributor.author富沢, 大介en_US
contributor.author池田, 心en_US
contributor.authorシモン, ビエノen_US
date.accessioned2013-01-24T04:58:58Z-
date.available2013-01-24T04:58:58Z-
date.issued2012-11-15en_US
identifier.urihttp://hdl.handle.net/10119/10913-
description.abstract囲碁における定石や将棋における定跡は,主にゲーム序盤で用いられる決まった手順の互角の応酬であり,長い時間をかけて研究・洗練された人智の結晶である.テトリスやぷよぷよなどの落下型パズルゲームの多くでも,展開を有利にするための定石形が存在し利用されている.これらのゲームを囲碁や将棋と比較すると,自分と相手双方に盤が存在し邪魔は間接的にしか行われない一方で,操作対象の与えられ方(俗にツモと呼ばれる)にランダム性があり,状況に応じて用いる定石や配置順を変えていかなければならない難しさがある.本論文では,関連性行列という形で状態と定石を表現する定石形配置法を提案し,これをぷよぷよにおける連鎖の構成に適用することでその有効性を示す. : In Go and Shogi, standard patterns and sequence of moves have been developed over the years by human players, mainly in the opening of the game. Such standard patterns, used by expert players to reach a winning position, also exist in tile-matching video games like Tetris and Puyo-Puyo. In tile-matching games, the interaction between the players is only indirect through separate boards, but the randomness of the tiles appearing in the game is a major difficulty, not found in Go or Shogi. In this paper, we propose a tile arrangement method for finding good moves in tile-matching games, through the use of a relevant matrix that represents the current situation and the knowledge of standard patterns. We show the effectiveness of the proposed method by applying it to the construction of chains in Puyo-Puyo. The resulting Puyo-Puyo AI player is significantly stronger.en_US
format.extent1782235 bytes-
format.mimetypeapplication/pdf-
language.isojpen_US
publisher情報処理学会en_US
rights社団法人 情報処理学会, 富沢大介, 池田心, シモンビエノ, 情報処理学会論文誌, 53(11), 2012, 2560-2570. ここに掲載した著作物の利用に関する注意: 本著作物の著作権は(社)情報処理学会に帰属します。本著作物は著作権者である情報処理学会の許可のもとに掲載するものです。ご利用に当たっては「著作権法」ならびに「情報処理学会倫理綱領」に従うことをお願いいたします。 Notice for the use of this material: The copyright of this material is retained by the Information Processing Society of Japan (IPSJ). This material is published on this web site with the agreement of the author (s) and the IPSJ. Please be complied with Copyright Law of Japan and the Code of Ethics of the IPSJ if any users wish to reproduce, make derivative work, distribute or make available to the public any part or whole thereof. All Rights Reserved, Copyright (C) Information Processing Society of Japan.en_US
subject落下型ゲームen_US
subjectぷよぷよen_US
subject木探索en_US
subjectテンプレートマッチングen_US
subjecttile matching puzzle game-
subjectgame tree search-
subjectrepresentation of standard patterns-
subjectPuyo-Puyo-
title落下型パズルゲームの定石形配置法とぷよぷよへの適用en_US
title.alternativeStylized Assignment in Tile-matching Puzzle Game and its Application to Puyo-Puyoen_US
type.niiJournal Articleen_US
identifier.niiissn0387-5806en_US
identifier.jtitle情報処理学会論文誌en_US
identifier.volume53en_US
identifier.issue11en_US
identifier.spage2560en_US
identifier.epage2570en_US
rights.textversionpublisheren_US
language.iso639-2jpnen_US
contributor.alternativeTomizawa, Daisukeen_US
contributor.alternativeIkeda, Kokoloen_US
contributor.alternativeSimon, Viennoten_US
Appears in Collections:b10-1. 雑誌掲載論文 (Journal Articles)

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