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ゲームにおける知の創造と進化

研究報告コード R070000224
整理番号 R070000224
掲載日 2008年4月11日
研究者
  • 飯田 弘之
研究者所属機関
報告名称 ゲームにおける知の創造と進化
報告概要 問題領域を限定するとき,探索と知識の融合によって超高度な知能を実現することが可能です。このようにして実現される機械的な知能は,人間の知能とは異なる特徴を持っています。本研究では,名人を超えるコンピュータ将棋の研究開発に取り組み,知能の創造と進化という観点から,そこに内在する機能と構成の美を科学的に解明します。さらに,意思決定システムの多様性や,知能とゲームの進化を探求します。
研究分野
  • ゲーム理論
  • 人工知能
関連発表論文 (1) 飯田弘之(2005)名人の心理,子安増夫編著「芸術心理学のあたらしいかたち」第2章,誠心書房
(2) Jaap van den Herik, Hiroyuki Iida and Ernst Heinz (2003). “Many Games, Many Challenges ”, Kluwer
(3) 2005年9月6日 “Towards Dynamics of Intelligence in the Field of Games”, The 11th Advances in Computer Games Conference, Taipei. Keynote lecture
(4) 2004年12月1日 “Ranking and Games”, Computer Science Symposium, Universiteit Maastricht, Maastricht.
(5) 2004年9月5日 “The Attractiveness of Asian Games”, ICEC2004 (The 3rd International Conference on Entertainment Computing) Workshop on Modeling and Playing Computer Games, Eindhoven. Keynote lecture
(6) 2004年3月12日 「コンピュータは名人を超えられるか-三名人モデル-」,中部電力基礎技術研究所設立15周年記念講演
(7) 2003年12月6日 “The Art of Opponent Models: Uncertainty and Games”, NWO-SIKS Workshop “Opponent Models in Games“, Universiteit Maastricht, Maastricht. Keynote lecture
(8) 2003年9月16日 “Games and Evolution”. IBM Innovation Days Kick-off Meeting. Tokyo, Keynote lecture
(9) 2003年4月9日 “A logistic model of game's elaboration”, Board Games in Academia, Marburg, Keynote lecture
(10) 2003年3月22日 “エンタティンメンと進化・社会の数理理論的研究”,電気情報通信学会全国大会,東北大学
(11) 2003年2月22日 “情報論としての将棋”,桃山学院大学
(12) 2002年11月9日 “Chips Challenging Champions: A model of three masters”, in the 8th Game Programming Workshop, Hakone, Keynote lecture
(13) H.Kita, H.Iida (2005). Theoretical Value Prediction in Game Playing, Proceedings of International Workshop on Game Informatics, Taiwan, pages 71-77.
(14) T.Murata, T.Hashimoto, J.Nagashima, H.Iida (2005). Improvement of Shogi program in the opening and middle game, Proceedings of International Workshop on Game Informatics, Taiwan, pages 1-8.
(15) J.Nagashima, T.Hashimoto, H.Iida (2005). Master-like Opening Strategy in Computer Shogi, Proceedings of JCIS2005 (The 8th Joint Conference on Information Sciences) in CD-ROM, Salt Lake.
(16) T.Nakamura, A.Cincotti, H.Iida (2005). The Rebirth of Solved Games, Proceedings of JCIS2005(The 8th Joint Conference on Information Sciences) in CD-ROM, Salt Lake.
(17) T.Hamada, T.Hashimoto, H.Iida (2005). Effective usage of heavy evaluation function and a design of directional asymmetric orientation evaluation function for shogi, Proceedings of the 10th Game Programming Workshop, Hakone.
(18) T.Yamamoto, H.Iida (2005). Towards periodic table of game elements, Proceedings of the 10th Game Programming Workshop, Hakone.
(19) Y.Uruma, H.Iida (2005). Game-refinement theory and poker, Proceedings of the 10th Game Programming Workshop, Hakone.
(20) H.Kita, A.Cincotti, H.Iida (2005). Proposal of three game-theoretical value prediction methods, Proceedings of the 10th Game Programming Workshop, Hakone.
(21) A.Sano, T.Hashimoto, H.Iida (2005). Implementing defense moves against 1-ply threatmate and enhancement for endgame search, Proceedings of the 10th Game Programming Workshop, Hakone.
(22) K.Matsubara, T.Hashimoto, H.Iida (2005). Finding plausible lines in game-tree search, Proceedings of the lOth Game Programming Workshop, Hakone.
(23) T.Hashimoto, H.Iida (2004). An innovative design of game position evaluation, Proceedings of JICAST 2004 (The 8th Joint International Conference on Advanced Science and Technology), China, pages 187-190
(24) K.Matsubara, T.Hashimoto, H.Iida (2004). Topological Frequency Bias Search, Proceedings of JICAST 2004 (The 8th Joint International Conference on Advanced Science and Technology), China, pages 181-184
(25) A.Sano, T.Hashimoto, H.Iida (2004). Enhancement for distinguishing terminal nodes in game-tree search, Proceedings of JICAST 2004 (The 8th Joint International Conference on Advanced Science and Technology), China, pages 173- 176
(26) J.Nagashima, T.Hashimoto, H.Iida (2004). Finding Fruitful Positions, Proceedings of JICAST 2004 (The 8th Joint International Conference on Advanced Science and Technology), China, pages 161-164
(27) S.Kawashima, T.Kawai, H.Iida (2004). A ranking method based on tournament records, Proceedings of JICAST 2004 (The 8th Joint International Conference on Advanced Science and Technology), China, pages 157-160
(28) H.Kita, H.Iida (2004). In search of game-theoretic value based on self-play experiments, Proceedings of JICAST 2004 (The 8th Joint International Conference on Advanced Science and Technology), China, pages 145-148
(29) J.Nagashima, T.Hashimoto, H.Iida (2004). Opening book tuning, Proceedings of the 9th Game Programming Workshop, Hakone, pages 129-134
(30) T.Hamada, H.Iida (2004). Dynamic Information Shogi Server, Proceedings of the 9th Game Programming Workshop, Hakone, pages 123-124
(31) T.Hashimoto, H.Iida (2004). A technique of completely preventing strong horizon effect, Proceedings of the 9th Game Programming Workshop, Hakone, pages 115-118
(32) H.Kita, H.Iida (2004). A self-play experiment in computer Othello, Proceedings of the 9th Game Programming Workshop, Hakone, pages 104-107
(33) I,Ishihara, K.Matsubara, J.Nagashima, K.Yoichiro, T.Hashimoto, H.Iida (2004). A self-play experiment in computer Othello, Proceedings of the 9th Game Programming Workshop, Hakone, pages 108-111
(34) K.Matsubara, T.Hashimoto, H.Iida (2004). Using master games statistics on the squares played, Proceedings of the 9th Game Programming Workshop, Hakone, pages 100- 103
(35) T.Yamamoto, T.Hashimoto, H.Iida (2004). Ranking system in terms of diversity: a case study using admission process, Proceedings of the 9th Game Programming Workshop, Hakone, pages 92-95
(36) T.Hashimoto, H.Iida (2004). Note on an evaluation function design for shogi, Proceedings of the 9th Game Programming Workshop, Hakone, pages 88-91
(37) A.Sano, J.Nagashima, T.Hashimoto, H.Iida (2004). An enhancement for endgame search using one ply mating search, Proceedings of the 9th Game Programming Workshop, Hakone, pages 9-13
(38) J.Nagashima, T.Hashimoto, H.Iida (2004). An Enhancement for Realization: Probability Search using Machine Learning, Proceedings of Inter Academia 2004, Hungary, pages 215-222
(39) S.Iida, H.Iida (2004). The Origin Concept and Group Accommodative Event: Four cases studies in an elementary school , Proceedings of Inter Academia 2004, Hungary, pages 241-150
(40) P.Majek, H.Iida (2004). Uncertainty of Game Outcome, Proceedings of Inter Academia 2004, Hungary, pages 171-180
(41) H.Iida, K.Takahara, J.Yoshimura (2004). An Application of Game-Refinement Theory to Mah Jong, Proeeedings of ICEC2004, Eindhoven, pages 333-338, LNCS3166, Springer
(42) S.Iida, H.Iida (2004). Changes in Youth's Authority Concept After a Group Accommodative Event Proceedings of ICCM2004 (The 6th International Conference on Cognitive Modeling), Pittsburg, pages 356-357
(43) M.Kashiwagi, H.Iida (2003). An application of game refinement theory, Proceedings of the 8th Game Programming Workshop, Hakone, pages 102-105
(44) J.Nagashima, T.Hashimoto, M.Sakuta, J.W.H.M. Uiterwijk, H.Iida (2003). An automatic tuning of game playing system based on realization-probability search, Proceedings of the 8th Game Programming Workshop, Hakone, pages 102-105
(45) T.Kawai, H.Iida (2003). Random Swiss Pairing System, Proceedings of the 8th Game Programming Workshop, Hakone, pages 137-144
(46) M.Sakuta, J.Nagashima, T.Hashimoto, H.Iida (2003). Application of the killer-tree heuristic and the lambda-search method to LOA, Information Sciences, 154:141-155
(47) M.Sakuta, H.Iida (2003). Evaluation of Attacking and Placing Strategies in a Classic Battleship, Proceedings of IWCIS2003 in CD-ROM, Hong Kong
(48) T.Hashimoto, H.Iida (2003). Brinkmate search in Shogi and search algorithm SPH, proceedings of 2nd International Conference on Application and Development of Computer Games, China, pages 202-209
(49) Y.Kajihara, H.Iida (2002). A Speculative Play in the Endgame of Shogi, Proceedings of the 8th Game Programming Workshop, Hakone, pages 57-64
(50) J,Nagashima, T.Hashimoto, H.Iida (2003). Realization-Probability Search in Computer Shogi, Proceedings of the 8th Game Programming Workshop, Hakone, pages 87-92
(51) T.Hashimoto, J.Nagashima, H,Iida (2003). Application of Realization-Probability Search for any Games, Proceedings of the 8th Game Programming Workshop, Hakone, pages 81-86
(52) M.Sakuta, H.Iida (2003). Evaluation of Attacking and Placing Strategies in a Classic Battleship Game without Considering Opponent Models, Proceedings of the 8th Game Programming Workshop, Hakone, pages 116-123
(53) T.Hashimoto, J.Nagashima, H.Iida (2003). A Proposal of Tournament System Verification by Simulation, Proceedings of the 8th Game Programming Workshop, Hakone, pages 101-108
(54) F. Said, T.Hashimoto, M.Sakuta. H.Iida (2003). 3-Hirn System: The First Results in Shogi, Proceedings of the 8th Game Programming Workshop, Hakone, pages 65-72
(55) 河合孝尚,飯田弘之(2005).トーナメントスコアに基づく順位決定の新たな指標,情報処理学会ゲーム情報学研究会 GI-13,pages 27-34
(56) 中村太一,飯田弘之(2005).ゲームの蘇生,情報処理学会ゲーム情報学研究会 GI-13,pages 1-6
(57) 飯田弘之(2005). GPCC2004 報告,第46回プログラミングシンポジウム報告集,情報処理学会,pages 145-146
(58) 飯田弘之(2004).Games and Puzzles Competitions on Computers 2003,第45回プログラミングシンポジウム報告集,情報処理学会,pages 129-132
(59) 飯田弘之(2004).ゲームの均衡,情報処理学会ゲーム情報学研究会 GI-12,pages 25-32
(60) U.Globus,H.Iida(2004).Some Experiments with Tic-Tac-Toe,情報処理学会ゲーム情報学研究会 GI-12,pages 41-48
(61) 河合孝尚,飯田弘之(2003).順位計算を用いた対戦方式の解析,情報処理学会ゲーム情報学研究会 GI-10,pages 71-78
(62) 柏木理志,飯田弘之(2003).ゲームの洗練法-ジャンケンを題材として,情報処理学会ゲーム情報学研究会 GI-10,pages 9-13
(63) 濱田剛旭,竹歳正史,橋本剛,作田誠,飯田弘之(2003).ダイナミックインフォメーション将棋のエンタテインメント性,情報処理学会ゲーム情報学研究会 GI-9,pages 35-40
(64) 石原一平,長嶋淳,竹歳正史,橋本剛,飯田弘之(2003). 指し手の統計情報に基づく探索の効率化,情報処理学会ゲーム情報学研究会 GI-9,pages 41-46
(65) 飯田弘之(2003).Games and Puzzles Competitions on Computers 2002,第44回プログラミングシンポジウム,情報処理学会,pages 149-152
(66) 飯田弘之・松原仁(2003).ゲーム情報学の動向,情報処理学会誌,44(9),895-899
(67) 飯田弘之・吉村仁・竹林洋一(2003).ゲームと進化および社会の数理理論的研究,情報処理学会誌,44(8),823-826
(68) 飯田弘之(2003).実験題材としてゲームの使用,シミュレーション&ゲーミング学会誌 13(1),108-109
(69) 飯田弘之(2005).ゲーム情報学,シミュレーション&ゲーミング学会誌 15(1),78-79
研究制度
  • 戦略的創造研究推進事業 さきがけタイプ(旧若手個人研究推進事業を含む)/機能と構成
研究報告資料
  • 飯田 弘之. ゲームにおける知の創造と進化. 個人型研究さきがけタイプ研究報告会 先進情報システムとその構成に向けて 「機能と構成」領域 講演要旨集 第Ⅲ期研究者(研究期間2002-2005), 2005. p.7 - 15.

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