Project/Area Number |
18K18172
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Research Category |
Grant-in-Aid for Early-Career Scientists
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Allocation Type | Multi-year Fund |
Review Section |
Basic Section 62040:Entertainment and game informatics-related
|
Research Institution | Nihon University (2019) Teikyo University (2018) |
Principal Investigator |
|
Project Period (FY) |
2018-04-01 – 2020-03-31
|
Project Status |
Completed (Fiscal Year 2019)
|
Budget Amount *help |
¥2,470,000 (Direct Cost: ¥1,900,000、Indirect Cost: ¥570,000)
Fiscal Year 2019: ¥1,040,000 (Direct Cost: ¥800,000、Indirect Cost: ¥240,000)
Fiscal Year 2018: ¥1,430,000 (Direct Cost: ¥1,100,000、Indirect Cost: ¥330,000)
|
Keywords | 情報推定 / 視線検出 / 麻雀 / 不完全情報ゲーム / 視線情報 / 情報の推定 / 機械学習 / 画像処理 |
Outline of Final Research Achievements |
Each player has different information in incomplete information games such as Mahjong. Guessing invisible information is important to win a game.In this study, I suggest a method to guess other players' Mahjong tiles by capturing their eye movement and gaze points while playing games. Consequently, we developed online Mahjong application that can record players' gaze while playing.Preliminary experiments show that players' eye movement relates to tiles they have at the time. In the future, we plan to confirm versatility of the method through more subject experiments.
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Academic Significance and Societal Importance of the Research Achievements |
オセロやチェスに加え、近年では囲碁や将棋などの選択肢のより多いゲームにおいてもコンピュータが人間を凌駕する時代になっている。しかし麻雀などの、見えない情報があったり、運が絡んだりするようなゲームにおけるコンピュータ開発の研究は多くない。本研究のような研究を重ねることで、見える情報を基にゲームプランを立てるのみでなく、見えない情報を推定し、それを基に戦略を立てるようなシステムの発展につながると考えている。
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