抄録
Towards enabling game AIs to behave human-like especially in Othello, this paper searches exhaustively for the Humanization factors of Othello game AIs that can humanize them, by surveying various real games and video games of Othello in terms of Human Interface, while our previous paper discussed only two Humanization factors, thinking time (required for a thinking process) and the way of placing a game piece (called disk) on the board (as the result of the thinking process). In addition, this paper more deeply examines not only how (whether or not) several of the Humanization factors of Othello game AIs can humanize them, but also the relationships between “Human-likeness” and/or “Strength” of game AI(s) and “Entertainment” of a video game using the game AI(s) especially in Othello, by prototyping a video game of Othello using devised game AIs which are introduced the Humanization factors to and are configured variously and by conducting two kinds of user questionnaire investigations: 1) after viewing movies of a human vs. a human or a human vs. a game AI (virtually playing the prototype) and 2)after really playing the prototype.