著者
後藤 裕介 森田 裕之 白井 康之 市川 尚 濱田 直希 原田 智広
出版者
進化計算学会
雑誌
進化計算学会論文誌 (ISSN:21857385)
巻号頁・発行日
vol.13, no.1, pp.23-39, 2022 (Released:2022-09-09)
参考文献数
27

In recent years, evidence-based policy-making (EBPM) has been called for to accommodate diverse stakeholders when local governments formulate new policies. Social simulation allows virtual observation of changes in social conditions resulting from various alternatives in policy-making. However, there has not been a generic social simulation for designing subsidy payment policies that can be used in various situations. The Evolutionary Computation Competition 2021 (EC Comp 2021), an optimization competition that has been held since 2017 and intends to promote interaction between industry and academia, asked participants to design subsidy payment policies with social simulation. EC Comp 2021 newly formulates a generic social simulation framework for designing subsidy payment policies. This social simulation estimates the effects of subsidy payment policies in response to changes in household economic conditions based on economic shock scenarios using statistically valid data on the residents in a city. This paper gives a detailed explanation of the subsidy payment design problem with the social simulation in EC Comp2021. This paper explains the participants’ optimization methods and their results, accompanied by a brief analysis of their results, and discusses the characteristics of the optimization problem.
著者
濱田 直希 於保 俊 谷垣 勇輝 原田 智広 能島 裕介
出版者
進化計算学会
雑誌
進化計算学会論文誌 (ISSN:21857385)
巻号頁・発行日
vol.12, no.3, pp.112-124, 2021 (Released:2022-01-18)
参考文献数
23

The Evolutionary Computation Competition (EC-Comp) is an optimization competition launched in 2017 to promote real-world applications of evolutionary computation and interaction between industry and academia. For 2017—2019, the competition has focused on continuous optimization problems in the manufacturing and aerospace industries. With the aim of exploring new areas of applications, EC-Comp2020 focused on "Designing Random Numbers to Entertain Game Players" in the game industry. Random numbers used in video games are usually generated by general-purpose pseudo random number generators, such as Mersenne Twister and Xorshift. However, these mathematically unbiased random numbers often make game players feel biased (sometimes even deliberately chosen), causing strong frustration. It is known that humans have various biases toward probabilistic events, and unbiased random numbers seem rather biased to game players. This competition asked to design a random number sequence that makes game players feel unbiased (but actually biased). This paper describes the definition of the random number design problem for entertaining game players in EC-Comp2020. This paper also explains the participants' optimization methods, accompanied with brief analysis on their results.
著者
能島 裕介 高木 英行 棟朝 雅晴 濱田 直希 西原 慧 高玉 圭樹 佐藤 寛之 桐淵 大貴 宮川 みなみ
出版者
進化計算学会
雑誌
進化計算学会論文誌 (ISSN:21857385)
巻号頁・発行日
vol.13, no.1, pp.1-9, 2022 (Released:2022-07-13)
参考文献数
4

This paper is a report on Open Space Discussion (OSD) held in Evolutionary Computation Symposium 2021. The purpose of OSD is to share and discuss problems at hand and future research targets related to evolutionary computation. Discussion topics are voluntarily proposed by some of the participants, and other participants freely choose one to join in the discussion. Through free discussions based on the open space technology framework, it is expected that participants will have new research ideas and start some collaborations. This paper gives the concept of OSD and introduces six topics discussed this year. This paper also shows the responses to the questionnaire on OSD for future discussions, collaborations, and related events.

3 0 0 0 OA ゴリラテスト

著者
ガンバト ニャムフー 濱田 直希 山崎 大地 下斗米 貴之 高田 敦史
出版者
一般社団法人 人工知能学会
雑誌
人工知能学会全国大会論文集 第36回 (2022)
巻号頁・発行日
pp.2P6GS1003, 2022 (Released:2022-07-11)

モバイルゲームは世界中の人々が多種多様な端末でプレイするため、さまざまな条件下での動作テストが必要になる。2週間という短いリリースサイクルのために、ゲーム本体が変更されてもテストコードを変更せずにすむような自動テストツールが望まれている。KLab株式会社では、モバイルゲームのユーザーインターフェース(UI)を画面から検出してゲームを自動的にプレイするブラックボックステストツール『ゴリラテスト』の研究開発を進めている。本発表では、ゴリラテストの機能であるUI検出、UI操作、シーン認識、性能モニタリング、シーン遷移時間計測などについて紹介する。実際のモバイルゲームにてゴリラテストを実行し、UI検出やシーン認識の所要時間とUI操作の成功率を示す。