How to Coach Human Players using Computer Go Program
Project/Area Number |
17K00506
|
Research Category |
Grant-in-Aid for Scientific Research (C)
|
Allocation Type | Multi-year Fund |
Section | 一般 |
Research Field |
Entertainment and game informatics 1
|
Research Institution | Japan Advanced Institute of Science and Technology |
Principal Investigator |
Ikeda Kokolo 北陸先端科学技術大学院大学, 先端科学技術研究科, 准教授 (80362416)
|
Project Period (FY) |
2017-04-01 – 2020-03-31
|
Project Status |
Completed (Fiscal Year 2019)
|
Budget Amount *help |
¥4,680,000 (Direct Cost: ¥3,600,000、Indirect Cost: ¥1,080,000)
Fiscal Year 2019: ¥1,040,000 (Direct Cost: ¥800,000、Indirect Cost: ¥240,000)
Fiscal Year 2018: ¥1,560,000 (Direct Cost: ¥1,200,000、Indirect Cost: ¥360,000)
Fiscal Year 2017: ¥2,080,000 (Direct Cost: ¥1,600,000、Indirect Cost: ¥480,000)
|
Keywords | 教えるAI / 楽しませるAI / 囲碁 / 深層学習 / コンテンツ生成 / PCG / 指導 / パズル / 自動コンテンツ生成 / 指導碁 / 接待碁 / テトリス / ガイスター / RPG / 上海 / リズムゲーム / 楽しませる / ゲーム / 教師あり学習 / 深層強化学習 / 教える / 人間らしさ / 問題生成 / PCG / 弱点発見 / ぷよぷよ / ゲームプログラミング |
Outline of Final Research Achievements |
Recently, artificial intelligence methods have been greatly improved and affected human life. In the area of game informatics, super-human level computer players have been developed for many games including Go or Japanese Chess. So, not only just strong computer players, but also entertaining computer players or educating computer programs are attracting attentions. In this research, entertaining computer program using very strong deep learning computer Go program has been tried. For the purpose, computer players should select non-optimal moves intentionally, but such intentional bad moves should not be detected by human players. In addition, not only single play style, but also various play styles for example "center-oriented" or "edge/corner-oriented" should be served. Many ideas were proposed and their values were confirmed through experiments using subjects. Further, procedural contents generation for education was tried using many games, such as VS-tetris, geister, or rhythm games.
|
Academic Significance and Societal Importance of the Research Achievements |
単に強いゲームプログラムを作る場合,それは数学や情報学の中の閉じられた世界である.一方で,楽しませる・教えるゲームプログラムを作ろうと考えると,それは「人間らしさ」「人間はどんなときに楽しいのか」「人間はどう学習するのか」など,人間を理解しなければならない.その意味で本研究は情報学を教育学や心理学の方面に橋掛けする大きな基盤となっていると考える. また,単に強いだけでなく,楽しませる・教えることを重視することで,人間があるゲームを遊んだときの満足度や,その意欲継続を向上させることに貢献している.物質的豊かさの次に精神的豊かさをもたらすものとして,社会的意義も大きいと考える.
|
Report
(4 results)
Research Products
(15 results)