{"created":"2022-01-28T01:05:43.411802+00:00","id":2005225,"links":{},"metadata":{"_buckets":{"deposit":"c2724a02-2388-4bbc-a9b7-cb245cf472e5"},"_deposit":{"id":"2005225","owners":[1],"pid":{"revision_id":0,"type":"depid","value":"2005225"},"status":"published"},"_oai":{"id":"oai:u-ryukyu.repo.nii.ac.jp:02005225","sets":["1642837622505:1642837855274:1642837874849","1642838403551:1642838406845"]},"author_link":[],"item_1617186331708":{"attribute_name":"Title","attribute_value_mlt":[{"subitem_1551255647225":"ゲーム戦略獲得に関する自動プログラミングへの進化的アプローチ","subitem_1551255648112":"ja"},{"subitem_1551255647225":"Evolutionary Approach to Automatic Programming for Game-Strategy Acquisition","subitem_1551255648112":"en"}]},"item_1617186419668":{"attribute_name":"Creator","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"山城, 正","creatorNameLang":"ja"}]},{"creatorNames":[{"creatorName":"山田, 孝治","creatorNameLang":"ja"}]},{"creatorNames":[{"creatorName":"遠藤, 聡志","creatorNameLang":"ja"}]},{"creatorNames":[{"creatorName":"Yamashiro, Tadashi","creatorNameLang":"en"}]},{"creatorNames":[{"creatorName":"Yamada, Koji","creatorNameLang":"en"}]},{"creatorNames":[{"creatorName":"Endo, Satoshi","creatorNameLang":"en"}]}]},"item_1617186476635":{"attribute_name":"Access Rights","attribute_value_mlt":[{"subitem_1522299639480":"open access","subitem_1600958577026":"http://purl.org/coar/access_right/c_abf2"}]},"item_1617186609386":{"attribute_name":"Subject","attribute_value_mlt":[{"subitem_1522299896455":"en","subitem_1522300014469":"Other","subitem_1523261968819":"Genetic Programming"},{"subitem_1522299896455":"en","subitem_1522300014469":"Other","subitem_1523261968819":"game strategy"},{"subitem_1522299896455":"en","subitem_1522300014469":"Other","subitem_1523261968819":"MOO"},{"subitem_1522299896455":"en","subitem_1522300014469":"Other","subitem_1523261968819":"Hit & Blow"}]},"item_1617186626617":{"attribute_name":"Description","attribute_value_mlt":[{"subitem_description":"In this paper, we discuss an automatic programming for game strategy acquisition using genetic programming (GP). This paper shows an implementation of MOO game. MOO is a guessing game. In this game, the codemaker picks a number consisting of three distinct decimal digits. Then the codebreaker guesses three distinct digits being scored on each guess. We show and evaluate the codebreaker program that is created automatically by the GP.","subitem_description_type":"Other"},{"subitem_description":"紀要論文","subitem_description_type":"Other"}]},"item_1617186643794":{"attribute_name":"Publisher","attribute_value_mlt":[{"subitem_1522300295150":"ja","subitem_1522300316516":"琉球大学工学部"}]},"item_1617186702042":{"attribute_name":"Language","attribute_value_mlt":[{"subitem_1551255818386":"jpn"}]},"item_1617186783814":{"attribute_name":"Identifier","attribute_value_mlt":[{"subitem_identifier_type":"HDL","subitem_identifier_uri":"http://hdl.handle.net/20.500.12000/14728"}]},"item_1617186920753":{"attribute_name":"Source Identifier","attribute_value_mlt":[{"subitem_1522646500366":"ISSN","subitem_1522646572813":"0389-102X"},{"subitem_1522646500366":"NCID","subitem_1522646572813":"AN0025048X"}]},"item_1617186941041":{"attribute_name":"Source Title","attribute_value_mlt":[{"subitem_1522650068558":"ja","subitem_1522650091861":"琉球大学工学部紀要"}]},"item_1617187056579":{"attribute_name":"Bibliographic Information","attribute_value_mlt":[{"bibliographicIssueDates":{"bibliographicIssueDate":"1998-09","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"56","bibliographicPageEnd":"122","bibliographicPageStart":"115"}]},"item_1617258105262":{"attribute_name":"Resource Type","attribute_value_mlt":[{"resourcetype":"departmental bulletin paper","resourceuri":"http://purl.org/coar/resource_type/c_6501"}]},"item_1617265215918":{"attribute_name":"Version Type","attribute_value_mlt":[{"subitem_1522305645492":"VoR","subitem_1600292170262":"http://purl.org/coar/version/c_970fb48d4fbd8a85"}]},"item_1617605131499":{"attribute_name":"File","attribute_type":"file","attribute_value_mlt":[{"accessrole":"open_access","filename":"No56p115.pdf","mimetype":"application/pdf","url":{"objectType":"fulltext","url":"https://u-ryukyu.repo.nii.ac.jp/record/2005225/files/No56p115.pdf"},"version_id":"e52a6877-f594-4628-8edf-9bcf99835e45"}]},"item_title":"ゲーム戦略獲得に関する自動プログラミングへの進化的アプローチ","item_type_id":"15","owner":"1","path":["1642837874849","1642838406845"],"pubdate":{"attribute_name":"PubDate","attribute_value":"2010-01-13"},"publish_date":"2010-01-13","publish_status":"0","recid":"2005225","relation_version_is_last":true,"title":["ゲーム戦略獲得に関する自動プログラミングへの進化的アプローチ"],"weko_creator_id":"1","weko_shared_id":-1},"updated":"2022-10-31T02:34:07.984250+00:00"}