A new field of machine learning algorithm and grammatical inference for sequential data
Project/Area Number |
16K00022
|
Research Category |
Grant-in-Aid for Scientific Research (C)
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Allocation Type | Multi-year Fund |
Section | 一般 |
Research Field |
Theory of informatics
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Research Institution | Okayama Prefectural University |
Principal Investigator |
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Project Period (FY) |
2016-04-01 – 2021-03-31
|
Project Status |
Completed (Fiscal Year 2020)
|
Budget Amount *help |
¥4,290,000 (Direct Cost: ¥3,300,000、Indirect Cost: ¥990,000)
Fiscal Year 2019: ¥1,040,000 (Direct Cost: ¥800,000、Indirect Cost: ¥240,000)
Fiscal Year 2018: ¥650,000 (Direct Cost: ¥500,000、Indirect Cost: ¥150,000)
Fiscal Year 2017: ¥1,560,000 (Direct Cost: ¥1,200,000、Indirect Cost: ¥360,000)
Fiscal Year 2016: ¥1,040,000 (Direct Cost: ¥800,000、Indirect Cost: ¥240,000)
|
Keywords | 不完全情報ゲーム / 多人数ゲーム / 着手の分析 / 多人数不完全情報ゲーム / レシピマイニング / 形式文法 / クラスタリング / テキストの理解 / 計算論的学習理論 / 機械学習 / アルゴリズム |
Outline of Final Research Achievements |
In this study, we focused on grammatical inference algorithms that are effective for actual problems. In the practical application of the learning algorithm, the selection of the data to be learned is important. The purpose of this study is to find an algorithm that imitates the start of a multiplayer imperfect information game, and to find a new application of the grammatical inference algorithm. In particular, we have analyzed card games called computer daihinmin and saboteurs, and we have constructed an effective algorithm for these games.
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Academic Significance and Societal Importance of the Research Achievements |
学習アルゴリズムの実用的な応用に際して,学習対象となるデータの選定は重要な意味を持つ.本研究では多人数不完全情報ゲームに対してその着手を模倣するアルゴリズムを研究目的とし,文法推論アルゴリズムの新たな応用先を探る手立てとした.特にコンピュータ大貧民およびお邪魔者と呼ばれるカードゲームに対して解析を行い,そのプレイヤーアルゴリズムを構築した.
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Report
(6 results)
Research Products
(13 results)