{"created":"2023-06-19T09:40:26.700320+00:00","id":608,"links":{},"metadata":{"_buckets":{"deposit":"528174ce-b3e5-4bfc-8a21-e8b0426c8fbf"},"_deposit":{"created_by":18,"id":"608","owners":[18],"pid":{"revision_id":0,"type":"depid","value":"608"},"status":"published"},"_oai":{"id":"oai:yasuda-u.repo.nii.ac.jp:00000608","sets":["7:72"]},"author_link":["1541","1542"],"item_10002_biblio_info_7":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicIssueDates":{"bibliographicIssueDate":"2022-02-28","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"50","bibliographicPageEnd":"240","bibliographicPageStart":"233","bibliographic_titles":[{"bibliographic_title":"安田女子大学紀要","bibliographic_titleLang":"ja"},{"bibliographic_title":"Journal of Yasuda Women's University","bibliographic_titleLang":"en"}]}]},"item_10002_description_5":{"attribute_name":"抄録","attribute_value_mlt":[{"subitem_description":" Q学習は、代表的な強化学習手法の1つである。この手法を学ぶときに、従来、3,3,3-ゲームと呼ばれる三目並べが題材として選ばれることが多かった。しかし、三目並べでQ学習を理解しようとすると、棋譜データ量が膨大なことがその理解を妨げるという問題点があった。本稿は、m,n,k-ゲームを複数回実行するプログラムを開発するとともに、勝ち、負け、引き分けがすべて現れるm,n,k-ゲームの中で、最も棋譜データ量が少ないゲームを選定し、選定した4,1,2-ゲームを、Q学習手法の学習のために使用することを提案するものである。","subitem_description_type":"Abstract"}]},"item_10002_identifier_registration":{"attribute_name":"ID登録","attribute_value_mlt":[{"subitem_identifier_reg_text":"10.24613/00000584","subitem_identifier_reg_type":"JaLC"}]},"item_10002_publisher_8":{"attribute_name":"出版者","attribute_value_mlt":[{"subitem_publisher":"安田女子大学"}]},"item_10002_source_id_11":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AN00242368","subitem_source_identifier_type":"NCID"}]},"item_10002_source_id_9":{"attribute_name":"ISSN","attribute_value_mlt":[{"subitem_source_identifier":"0289-6494","subitem_source_identifier_type":"PISSN"}]},"item_creator":{"attribute_name":"著者","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"山下, 明博","creatorNameLang":"ja"},{"creatorName":"ヤマシタ, アキヒロ","creatorNameLang":"ja-Kana"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Yamashita, Akihiro","creatorNameLang":"en"}],"nameIdentifiers":[{}]}]},"item_files":{"attribute_name":"ファイル情報","attribute_type":"file","attribute_value_mlt":[{"accessrole":"open_date","date":[{"dateType":"Available","dateValue":"2022-03-18"}],"displaytype":"detail","filename":"02896494050028.pdf","filesize":[{"value":"744.2 kB"}],"format":"application/pdf","licensetype":"license_note","mimetype":"application/pdf","url":{"label":"02896494050028.pdf","url":"https://yasuda-u.repo.nii.ac.jp/record/608/files/02896494050028.pdf"},"version_id":"4ceacece-8d86-4240-9205-9c121ec034a4"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"Q学習","subitem_subject_scheme":"Other"},{"subitem_subject":"強化学習","subitem_subject_scheme":"Other"},{"subitem_subject":"m,n,k-ゲーム","subitem_subject_scheme":"Other"},{"subitem_subject":"Bellman最適方程式","subitem_subject_scheme":"Other"},{"subitem_subject":"三目並べ","subitem_subject_scheme":"Other"}]},"item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourcetype":"departmental bulletin paper","resourceuri":"http://purl.org/coar/resource_type/c_6501"}]},"item_title":"Q学習手法の学習における4,1,2-ゲーム使用の提案","item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"Q学習手法の学習における4,1,2-ゲーム使用の提案","subitem_title_language":"ja"},{"subitem_title":"Proposal for Using 4,1,2-Games on Learning Q-learning","subitem_title_language":"en"}]},"item_type_id":"10002","owner":"18","path":["72"],"pubdate":{"attribute_name":"PubDate","attribute_value":"2022-03-18"},"publish_date":"2022-03-18","publish_status":"0","recid":"608","relation_version_is_last":true,"title":["Q学習手法の学習における4,1,2-ゲーム使用の提案"],"weko_creator_id":"18","weko_shared_id":-1},"updated":"2024-01-26T07:05:43.143276+00:00"}