著者
土坂 恭斗 尾関 基行 岡 夏樹
出版者
一般社団法人 人工知能学会
雑誌
人工知能学会論文誌 (ISSN:13460714)
巻号頁・発行日
vol.29, no.1, pp.213-218, 2014-01-05 (Released:2014-02-07)
参考文献数
11

Pokémon is one of the most famous video games, which has more than 3.4 million players around the world. The interesting part of this game is to guess invisible information and the character of the opponent. However, existing Non Player Character (NPC) of this game is not a good alternative opponent to a human player because the NPC does not have variety of characteristics. In this paper, we propose a novel method to represent reflection - impulsivity characteristics of NPC by differences of the first stage prior distribution in Bayesian estimation used for decision-making of the NPC. In the experiment, we ask human players to take on three types of the proposed NPC and to answer the impression of those NPCs. As the result, the players feel different impressions from the three types of NPCs although they cannot identify the three types of the character (reflection - intermediate - impulsivity).
著者
土坂 恭斗 尾関 基行 岡 夏樹
出版者
人工知能学会
雑誌
人工知能学会全国大会論文集 (ISSN:13479881)
巻号頁・発行日
vol.27, 2013

世界に310万人のユーザを持つポケットモンスターは,相手の情報や性格などを推測して戦うところに魅力があるが,付属のNon player Character(NPC)はそれを楽しめる練習相手とはいえない.本研究では,ベイズ推定を用いて相手の情報を推定し,その事前分布によってNPC自身の性格を表現する手法を提案する.また,試作したNPCを使って人同士のような駆け引きが生じるか否かを実験的に検証する.
著者
土坂 恭斗 尾関 基行 岡 夏樹
出版者
The Japanese Society for Artificial Intelligence
雑誌
人工知能学会論文誌 (ISSN:13460714)
巻号頁・発行日
vol.29, no.1, pp.213-218, 2014

Pokémon is one of the most famous video games, which has more than 3.4 million players around the world. The interesting part of this game is to guess invisible information and the character of the opponent. However, existing Non Player Character (NPC) of this game is not a good alternative opponent to a human player because the NPC does not have variety of characteristics. In this paper, we propose a novel method to represent reflection - impulsivity characteristics of NPC by differences of the first stage prior distribution in Bayesian estimation used for decision-making of the NPC. In the experiment, we ask human players to take on three types of the proposed NPC and to answer the impression of those NPCs. As the result, the players feel different impressions from the three types of NPCs although they cannot identify the three types of the character (reflection - intermediate - impulsivity).
著者
土坂 恭斗 尾関 基行 岡 夏樹
出版者
一般社団法人電子情報通信学会
雑誌
電子情報通信学会技術研究報告. HCS, ヒューマンコミュニケーション基礎 (ISSN:09135685)
巻号頁・発行日
vol.114, no.440, pp.61-66, 2015-01-23

ポケットモンスターの人対人の対戦では,相手との意図の読み合いが一つの魅力である.しかし,ゲーム付属のNon Player Character(NPC)では戦略が単純すぎて意図の読み合いが発生せず,人同士の対戦の練習にはならない.そこで本研究では,対戦相手の意図推定の深さに応じて行動戦略のレベルを選択するNPCを構築し,行動戦略レベルを固定したNPCとの比較実験を行った.