tex: Adjust abstract and keywords
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1 \documentclass[journal]{IEEEtran}
3 \usepackage{cite}
4 % cite.sty was written by Donald Arseneau
5 % V1.6 and later of IEEEtran pre-defines the format of the cite.sty package
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12 % cite.sty is already installed on most LaTeX systems. Be sure and use
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20 % *** GRAPHICS RELATED PACKAGES ***
22 \ifCLASSINFOpdf
23 % \usepackage[pdftex]{graphicx}
24 % declare the path(s) where your graphic files are
25 % \graphicspath{{../pdf/}{../jpeg/}}
26 % and their extensions so you won't have to specify these with
27 % every instance of \includegraphics
28 % \DeclareGraphicsExtensions{.pdf,.jpeg,.png}
29 \else
30 % or other class option (dvipsone, dvipdf, if not using dvips). graphicx
31 % will default to the driver specified in the system graphics.cfg if no
32 % driver is specified.
33 % \usepackage[dvips]{graphicx}
34 \usepackage{graphicx}
35 % declare the path(s) where your graphic files are
36 % \graphicspath{{../eps/}}
37 % and their extensions so you won't have to specify these with
38 % every instance of \includegraphics
39 % \DeclareGraphicsExtensions{.eps}
40 \fi
42 \usepackage{threeparttable}
44 \usepackage{psgo}
45 \setgounit{0.4cm}
47 \usepackage{algorithm}
48 \usepackage{algorithmic}
49 %\usepackage{algpseudocode}
50 % WICKED: nefunguje ani jedno???
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59 % *** ALIGNMENT PACKAGES ***
61 %\usepackage{array}
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65 \usepackage{amsmath}
66 %\usepackage{mdwtab}
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91 % subfigure.sty has been superceeded by subfig.sty.
95 %\usepackage[caption=false]{caption}
96 %\usepackage[font=footnotesize]{subfig}
97 % subfig.sty, also written by Steven Douglas Cochran, is the modern
98 % replacement for subfigure.sty. However, subfig.sty requires and
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102 % caption.sty with its "caption=false" package option. This is will preserve
103 % IEEEtran.cls handing of captions. Version 1.3 (2005/06/28) and later
104 % (recommended due to many improvements over 1.2) of subfig.sty supports
105 % the caption=false option directly:
106 %\usepackage[caption=false,font=footnotesize]{subfig}
108 % The latest version and documentation can be obtained at:
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110 % The latest version and documentation of caption.sty can be obtained at:
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134 %\fnbelowfloat
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146 % cuted.sty or midfloat.sty packages (also by Sigitas Tolusis) as IEEE does
147 % not format its papers in such ways.
150 %\ifCLASSOPTIONcaptionsoff
151 % \usepackage[nomarkers]{endfloat}
152 % \let\MYoriglatexcaption\caption
153 % \renewcommand{\caption}[2][\relax]{\MYoriglatexcaption[#2]{#2}}
154 %\fi
155 % endfloat.sty was written by James Darrell McCauley and Jeff Goldberg.
156 % This package may be useful when used in conjunction with IEEEtran.cls'
157 % captionsoff option. Some IEEE journals/societies require that submissions
158 % have lists of figures/tables at the end of the paper and that
159 % figures/tables without any captions are placed on a page by themselves at
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161 % \CLASSINPUTbaselinestretch interface can be used to increase the line
162 % spacing as well. Be sure and use the nomarkers option of endfloat to
163 % prevent endfloat from "marking" where the figures would have been placed
164 % in the text. The two hack lines of code above are a slight modification of
165 % that suggested by in the endfloat docs (section 8.3.1) to ensure that
166 % the full captions always appear in the list of figures/tables - even if
167 % the user used the short optional argument of \caption[]{}.
168 % IEEE papers do not typically make use of \caption[]'s optional argument,
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170 % captions of packages such as subfig.sty that lack options to turn off
171 % the subcaptions:
172 % For subfig.sty:
173 % \let\MYorigsubfloat\subfloat
174 % \renewcommand{\subfloat}[2][\relax]{\MYorigsubfloat[]{#2}}
175 % For subfigure.sty:
176 % \let\MYorigsubfigure\subfigure
177 % \renewcommand{\subfigure}[2][\relax]{\MYorigsubfigure[]{#2}}
178 % However, the above trick will not work if both optional arguments of
179 % the \subfloat/subfig command are used. Furthermore, there needs to be a
180 % description of each subfigure *somewhere* and endfloat does not add
181 % subfigure captions to its list of figures. Thus, the best approach is to
182 % avoid the use of subfigure captions (many IEEE journals avoid them anyway)
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188 % later in the document, say, to conditionally put the References on a
189 % page by themselves.
191 % *** PDF, URL AND HYPERLINK PACKAGES ***
193 \usepackage{url}
194 % url.sty was written by Donald Arseneau. It provides better support for
195 % handling and breaking URLs. url.sty is already installed on most LaTeX
196 % systems. The latest version can be obtained at:
197 % http://www.ctan.org/tex-archive/macros/latex/contrib/misc/
198 % Read the url.sty source comments for usage information. Basically,
199 % \url{my_url_here}.
202 % *** Do not adjust lengths that control margins, column widths, etc. ***
203 % *** Do not use packages that alter fonts (such as pslatex). ***
204 % There should be no need to do such things with IEEEtran.cls V1.6 and later.
205 % (Unless specifically asked to do so by the journal or conference you plan
206 % to submit to, of course. )
208 % correct bad hyphenation here
209 \hyphenation{op-tical net-works semi-conduc-tor know-ledge}
212 \begin{document}
214 % paper title
215 % can use linebreaks \\ within to get better formatting as desired
216 \title{On Move Pattern Trends\\in Large Go Games Corpus}
218 % use \thanks{} to gain access to the first footnote area
219 % a separate \thanks must be used for each paragraph as LaTeX2e's \thanks
220 % was not built to handle multiple paragraphs
221 \author{Petr~Baudi\v{s},~Josef~Moud\v{r}\'{i}k% <-this % stops a space
222 \thanks{P. Baudi\v{s} is student at the Faculty of Math and Physics, Charles University, Prague, CZ, and also does some of his Computer Go research as an employee of SUSE Labs Prague, Novell CZ.}% <-this % stops a space
223 \thanks{J. Moud\v{r}\'{i}k is student at the Faculty of Math and Physics, Charles University, Prague, CZ.}}
225 % note the % following the last \IEEEmembership and also \thanks -
226 % these prevent an unwanted space from occurring between the last author name
227 % and the end of the author line. i.e., if you had this:
229 % \author{....lastname \thanks{...} \thanks{...} }
230 % ^------------^------------^----Do not want these spaces!
232 % a space would be appended to the last name and could cause every name on that
233 % line to be shifted left slightly. This is one of those "LaTeX things". For
234 % instance, "\textbf{A} \textbf{B}" will typeset as "A B" not "AB". To get
235 % "AB" then you have to do: "\textbf{A}\textbf{B}"
236 % \thanks is no different in this regard, so shield the last } of each \thanks
237 % that ends a line with a % and do not let a space in before the next \thanks.
238 % Spaces after \IEEEmembership other than the last one are OK (and needed) as
239 % you are supposed to have spaces between the names. For what it is worth,
240 % this is a minor point as most people would not even notice if the said evil
241 % space somehow managed to creep in.
244 % The paper headers
245 \markboth{Transactions on Computational Intelligence and AI in Games}%
246 {On Pattern Feature Trends in Large Go Game Corpus}
247 % The only time the second header will appear is for the odd numbered pages
248 % after the title page when using the twoside option.
250 % *** Note that you probably will NOT want to include the author's ***
251 % *** name in the headers of peer review papers. ***
252 % You can use \ifCLASSOPTIONpeerreview for conditional compilation here if
253 % you desire.
258 % If you want to put a publisher's ID mark on the page you can do it like
259 % this:
260 %\IEEEpubid{0000--0000/00\$00.00~\copyright~2007 IEEE}
261 % Remember, if you use this you must call \IEEEpubidadjcol in the second
262 % column for its text to clear the IEEEpubid mark.
266 % use for special paper notices
267 %\IEEEspecialpapernotice{(Invited Paper)}
272 % make the title area
273 \maketitle
276 \begin{abstract}
277 %\boldmath
279 We process a~large corpus of game records of the board game of Go and
280 propose a~way to extract summary information on played moves.
281 We then apply several basic data-mining methods on the summary
282 information to identify the most differentiating features within the
283 summary information, and discuss their correspondence with traditional
284 Go knowledge. We show mappings of the features to player attributes
285 like playing strength or informally perceived ``playing style'' (such as
286 territoriality or aggressivity), and propose applications including
287 seeding real-work ranks of internet players, aiding in Go study, or
288 contribution to Go-theoretical discussion on the scope of ``playing
289 style''.
291 \end{abstract}
292 % IEEEtran.cls defaults to using nonbold math in the Abstract.
293 % This preserves the distinction between vectors and scalars. However,
294 % if the journal you are submitting to favors bold math in the abstract,
295 % then you can use LaTeX's standard command \boldmath at the very start
296 % of the abstract to achieve this. Many IEEE journals frown on math
297 % in the abstract anyway.
299 % Note that keywords are not normally used for peerreview papers.
300 \begin{IEEEkeywords}
301 board games, go, data mining, pattern recongition, player strength, playing style,
302 neural networks, Kohonen maps, principal component analysis
303 \end{IEEEkeywords}
310 % For peer review papers, you can put extra information on the cover
311 % page as needed:
312 % \ifCLASSOPTIONpeerreview
313 % \begin{center} \bfseries EDICS Category: 3-BBND \end{center}
314 % \fi
316 % For peerreview papers, this IEEEtran command inserts a page break and
317 % creates the second title. It will be ignored for other modes.
318 \IEEEpeerreviewmaketitle
322 \section{Introduction}
323 % The very first letter is a 2 line initial drop letter followed
324 % by the rest of the first word in caps.
326 % form to use if the first word consists of a single letter:
327 % \IEEEPARstart{A}{demo} file is ....
329 % form to use if you need the single drop letter followed by
330 % normal text (unknown if ever used by IEEE):
331 % \IEEEPARstart{A}{}demo file is ....
333 % Some journals put the first two words in caps:
334 % \IEEEPARstart{T}{his demo} file is ....
336 % Here we have the typical use of a "T" for an initial drop letter
337 % and "HIS" in caps to complete the first word.
338 \IEEEPARstart{T}{he} field of Computer Go usually focuses on the problem
339 of creating a~program to play the game, finding the best move from a~given
340 board position. We will make use of one method developed in the course
341 of such research and apply it to the analysis of existing game records
342 with the aim of helping humans to play the game better instead.
344 Go is a~two-player full-information board game played
345 on a~square grid (usually $19\times19$ lines) with black and white
346 stones; the goal of the game is to surround the most territory and
347 capture enemy stones. We assume basic familiarity with the game.
349 Many Go players are eager to play using computers (usually over
350 the internet) and review games played by others on computers as well.
351 This means that large amounts of game records are collected and digitally
352 stored, enabling easy processing of such collections. However, so far
353 only little has been done with the available data --- we are aware
354 only of uses for simple win/loss statistics (TODO: KGS Stats, KGS Analytics,
355 Pro Go Rating) and ''next move'' statistics on a~specific position (TODO:
356 Kombilo, Moyo Go Studio).
358 We present a~more in-depth approach --- from all played moves, we devise
359 a~compact evaluation of each player. We then explore correlations between
360 evaluations of various players in light of externally given information.
361 This way, we can discover similarity between moves characteristics of
362 players with the same playing strength, or discuss the meaning of the
363 "playing style" concept on the assumption that similar playing styles
364 should yield similar moves characteristics.
367 \section{Data Extraction}
368 \label{pattern-vectors}
370 As the input of our analysis, we use large collections of game records\footnote{We
371 use the SGF format (TODO) in our implementation.} organized by player names.
372 In order to generate the required compact description of most frequently played moves,
373 we construct a set of $n$ most occuring patterns (\emph{top patterns})
374 across all players and games from the database.\footnote{We use $n=500$ in our analysis.}
376 For each player, we then count how many times was each of those $n$ patterns played
377 during all his games and finally assign him a~{\em pattern vector} $\vec p$ of dimension $n$, with each
378 dimension corresponding to the relative number of occurences of a given pattern
379 (relative with respect to player's most played \emph{top pattern}). Using relative numbers of occurences ensures that
380 each dimension of player's \emph{pattern vector} is scaled to range $[0,1]$ and
381 therefore even players with different number of games in the database have comparable \emph{pattern vectors}.
383 \subsection{Pattern Features}
384 We need to define how to compose the patterns we use to describe moves.
385 However, there are some tradeoffs -- overly general descriptions carry too few
386 information to discern various player attributes; too specific descriptions
387 gather too few specimen over the games sample and the vector differences are
388 not statistically significant.
390 We have chosen an intuitive and simple approach inspired by pattern features
391 used when computing ELO ratings for candidate patterns in Computer Go play.
392 \cite{ELO} Each pattern is a~combination of several {\em pattern features}
393 (name--value pairs) matched at the position of the played move.
394 We use these features:
396 \begin{itemize}
397 \item capture move flag
398 \item atari move flag
399 \item atari escape flag
400 \item contiguity-to-last flag --- whether the move has been played in one of 8 neighbors of the last move
401 \item contiguity-to-second-last flag
402 \item board edge distance --- only up to distance 4
403 \item spatial pattern --- configuration of stones around the played move
404 \end{itemize}
406 The spatial patterns are normalized (using a dictionary) to be always
407 black-to-play and maintain translational and rotational symmetry.
408 Configurations of radius between 2 and 9 in the gridcular metric%
409 \footnote{The {\em gridcular} metric
410 $d(x,y) = |\delta x| + |\delta y| + \max(|\delta x|, |\delta y|)$ defines
411 a circle-like structure on the Go board square grid. \cite{SpatPat} }
412 are matched.
414 Pattern vectors representing these features contain information on
415 played shape as well as basic representation of tactical dynamics
416 --- threats to capture stones, replying to last move, or ignoring
417 opponent's move elsewhere to return to an urgent local situation.
418 The shapes most frequently correspond to opening moves
419 (either in empty corners and sides, or as part of {\em joseki}
420 --- commonly played sequences) characteristic for a certain
421 strategic aim.
423 \subsection{Implementation}
425 We have implemented the data extraction by making use of the pattern
426 features matching implementation within the Pachi go-playing program
427 (TODO). We extract information on players by converting the SGF game
428 records to GTP (TODO) stream that feeds Pachi's {\tt patternscan}
429 engine which outputs a~single {\em patternspec} (string representation
430 of the particular pattern features combination) per move.
432 %We can then gather all patternspecs played by a~given player and summarize
433 %them; the $\vec p$ vector then consists of normalized counts of
434 %the given $n$ most frequent patternspecs.
436 \section{Data Mining}
437 \label{data-mining}
439 To assess the properties of gathered \emph{pattern vectors}
440 and their influence on playing styles,
441 we have processes the data using a~few basic data minining techniques.
443 The first two methods ({\em analytic}) rely purely on data gathered
444 from the game collection
445 and serve to show internal structure and correlations within the data set.
447 Principal component analysis finds orthogonal vector components that
448 have the largest variance.
449 Reversing the process can indicate which patterns correlate with each component.
450 Additionally, PCA can be used as a vector-preprocessing for methods
451 that are (negatively) sensitive to \emph{pattern vector} component correlations.
453 A~second method -- Kohonen maps -- is based on the theory of self-organizing maps
454 of abstract units (neurons) that
455 compete against each other for the representation of the input space.
456 Because neurons in the network are organized in a two-dimensional plane,
457 the trained network virtually spreads vectors to the 2D plane,
458 allowing for simple visualization of clusters of players with similar ``properties''.
461 Furthermore, we have used two \emph{classification} methods that assign
462 each \emph{pattern vector} $\vec P$ some additional data (\emph{output vector} $\vec O$),
463 representing e.g.~information about styles, player's strength or even a country of origin.
464 Initially, the methods must be nonetheless calibrated (trained) on some expert or prior knowledge,
465 usually in the form of pairs of \emph{reference pattern vectors} and their \emph{output vectors}.
467 Moreover, the reference set can be divided into training and testing pairs
468 and the methods can be compared by the square error on testing data set (difference of
469 \emph{output vectors} approximated by the method and their real desired value).
471 %\footnote{However, note that dicrete characteristics such as country of origin are
472 %not very feasible to use here, since WHAT??? is that even true?? }
474 $k$-Nearest Neighbor \cite{CoverHart1967} classifier (the first method)
475 approximates $\vec O$ by composing the \emph{output vectors}
476 of $k$ \emph{reference pattern vectors} closest to $\vec P$.
478 The other classifier is based on a~multi-layer feed-forward Artificial Neural Network:
479 the neural network can learn correlations between input and output vectors
480 and generalize the ``knowledge'' to unknown vectors; it can be more flexible
481 in the interpretation of different pattern vector elements and discern more
482 complex relations than the kNN classifier, but e.g.~requires larger training sample.
484 \subsection{Principal Component Analysis}
485 \label{data-mining}
486 We use Principal Component Analysis \emph{PCA} \cite{Jolliffe1986}
487 to reduce the dimensions of the \emph{pattern vectors} while preserving
488 as much information as possible.
490 Briefly, PCA is an eigenvalue decomposition of a~covariance matrix of centered \emph{pattern vectors},
491 producing a~linear mapping $o$ from $n$-dimensional vector space
492 to a~reduced $m$-dimensional vector space.
493 The $m$ eigenvectors of the original vectors' covariance matrix
494 with the largest eigenvalues are used as the base of the reduced vector space;
495 the eigenvectors form the transformation matrix $W$.
497 For each original \emph{pattern vector} $\vec p_i$,
498 we obtain its new representation $\vec r_i$ in the PCA base
499 as shown in the following equation:
500 \begin{equation}
501 \vec r_i = W \cdot \vec p_i
502 \end{equation}
504 The whole process is described in the Algorithm \ref{alg:pca}.
506 \begin{algorithm}
507 \caption{PCA -- Principal Component Analysis}
508 \begin{algorithmic}
509 \label{alg:pca}
510 \REQUIRE{$m > 0$, set of players $R$ with \emph{pattern vectors} $p_r$}
511 \STATE $\vec \mu \leftarrow 1/|R| \cdot \sum_{r \in R}{\vec p_r}$
512 \FOR{ $r \in R$}
513 \STATE $\vec p_r \leftarrow \vec p_r - \vec \mu$
514 \ENDFOR
515 \FOR{ $(i,j) \in \{1,... ,n\} \times \{1,... ,n\}$}
516 \STATE $\mathit{Cov}[i,j] \leftarrow 1/|R| \cdot \sum_{r \in R}{\vec p_{ri} \cdot \vec p_{rj}}$
517 \ENDFOR
518 \STATE Compute Eigenvalue Decomposition of $\mathit{Cov}$ matrix
519 \STATE Get $m$ largest eigenvalues
520 \STATE Most significant eigenvectors ordered by decreasing eigenvalues form the rows of matrix $W$
521 \FOR{ $r \in R$}
522 \STATE $\vec r_r\leftarrow W \vec p_r$
523 \ENDFOR
524 \end{algorithmic}
525 \end{algorithm}
527 \label{pearson}
528 We will want to find correlations between PCA dimensions and
529 some prior knowledge (player rank, style vector).
530 We compute the well-known {\em Pearson product-moment correlation coefficient} \cite{Pearson}
531 values for this purpose, measuring the strength of the linear dependence%
532 \footnote{A desirable property of PMCC is that it is invariant to translations and rescaling
533 of the vectors.}
534 between the dimensions:
536 $$ r_{X,Y} = {{\rm cov}(X,Y) \over \sigma_X \sigma_Y} $$
538 \subsection{Kohonen Maps}
539 \label{koh}
540 Kohonen map is a self-organizing network with neurons organized in a~two-dimensional plane.
541 Neurons in the map compete for representation of portions of the input vector space.
542 Each neuron $\vec n$ represents a vector and the network is trained so that the neurons
543 that are topologically close tend to represent vectors that are close as well.
545 First, a~randomly initialized network is sequentially trained;
546 in each iteration, we choose a~random training vector $\vec t$
547 and find the neuron $\vec w$ that is closest to $\vec t$ in Euclidean metric
548 (we call $\vec w$ a~\emph{winner}).
550 We then adapt neurons $n$ from the neighbourhood of $\vec w$ employing an equation:
551 \begin{equation}
552 \vec n = \vec n + \alpha \cdot \mathit{Influence}(\vec w, \vec n) \cdot (\vec t - \vec n)
553 \end{equation}
554 where $\alpha$ is a learning parameter, usually decreasing in time.
555 $Influence()$ is a function that forces neurons to spread.
556 Such function is usually realised using a mexican hat function or a difference-of-gaussians
557 (see \cite{TODO} for details).
558 The state of the network can be evaluated by calculating mean square difference
559 between each $\vec t \in T$ and its corresponding \emph{winner neuron} $\vec w_t$:
560 \begin{equation}
561 \mathit{Error}(N,T) = \sum_{\vec t \in T}{|\vec w_t - \vec t|}
562 \end{equation}
565 \begin{algorithm}
566 \caption{Kohonen maps -- training}
567 \begin{algorithmic}
568 \label{alg:koh}
569 \REQUIRE{Set of training vectors $T$, input dimension $D$}
570 \REQUIRE{max number of iterations $M$, desired error $E$}
571 \STATE $N \leftarrow \{\vec n | \vec n$ random, $\mathit{dim}(\vec n) = D\}$
572 \REPEAT
573 \STATE $\mathit{It} \leftarrow \mathit{It} + 1$
574 \STATE $\vec t \leftarrow \mathit{PickRandom}(T)$
575 \FORALL{$\vec n \in N$}
576 \STATE $D[\vec n] \leftarrow \mathit{EuclideanDistance}(\vec n, \vec t)$
577 \ENDFOR
578 \STATE Find $ \vec w \in N$ so that $D[\vec w] <= D[\vec m], \forall \vec m \in N$
579 \FORALL{$\vec n \in \mathit{TopologicalNeigbors}(N, \vec w)$}
580 \STATE $\vec n \leftarrow \vec n + \alpha(It) \cdot \mathit{Influence}(\vec w, \vec n) \cdot ( \vec t - \vec n ) $
581 \ENDFOR
582 \UNTIL{$\mathit{Error}(N, T) < E$ or $ \mathit{It} > M$}
583 \end{algorithmic}
584 \end{algorithm}
587 \subsection{k-nearest Neighbors Classifier}
588 \label{knn}
589 Our goal is to approximate player's \emph{output vector} $\vec O$; we know his \emph{pattern vector} $\vec P$.
590 We further assume that similarities in players' \emph{pattern vectors}
591 uniformly correlate with similarities in players' \emph{output vectors}.
593 We require a set of reference players $R$ with known \emph{pattern vectors} $\vec p_r$
594 and \emph{output vectors} $\vec o_r$.
596 $\vec O$ is approximated as a~weighted average of \emph{output vectors}
597 $\vec o_i$ of $k$ players with \emph{pattern vectors} $\vec p_i$ closest to $\vec P$.
598 This is illustrated in the Algorithm \ref{alg:knn}.
599 Note that the weight is a function of distance and it is not explicitly defined in Algorithm \ref{alg:knn}.
600 During our research, exponentially decreasing weight has proven to be sufficient.
602 \begin{algorithm}
603 \caption{k-Nearest Neighbors}
604 \begin{algorithmic}
605 \label{alg:knn}
606 \REQUIRE{pattern vector $\vec P$, $k > 0$, set of reference players $R$}
607 \FORALL{$r \in R$ }
608 \STATE $D[r] \leftarrow \mathit{EuclideanDistance}(\vec p_r, \vec P)$
609 \ENDFOR
610 \STATE $N \leftarrow \mathit{SelectSmallest}(k, R, D)$
611 \STATE $\vec O \leftarrow \vec 0$
612 \FORALL{$r \in N $}
613 \STATE $\vec O \leftarrow \vec O + \mathit{Weight}(D[r]) \cdot \vec o_r $
614 \ENDFOR
615 \end{algorithmic}
616 \end{algorithm}
618 \subsection{Neural Network Classifier}
619 \label{neural-net}
621 Feedforward neural networks \cite{TODO} are known for their ability to generalize
622 and find correlations and patterns between input and output data, working as a classifier.
624 Before use, the network is iteratively trained on the training data
625 (again consisting of pairs of \emph{pattern vectors} as input and \emph{output vectors})
626 until the error on the training set is reasonably small.
628 %Neural network is an adaptive system that must undergo a training
629 %period similarly to the requirement
630 %of reference vectors for the k-Nearest Neighbors algorithm above.
632 \subsubsection{Computation and activation of the NN}
633 Technically, the neural network is a network of interconnected computational units called neurons.
634 A feedforward neural network has a layered topology;
635 it usually has one \emph{input layer}, one \emph{output layer}
636 and an arbitrary number of \emph{hidden layers} between.
638 Each neuron $i$ is connected to all neurons in the previous layer and each connection has its weight $w_{ij}$
640 The computation proceeds in discrete time steps.
641 In the first step, the neurons in the \emph{input layer}
642 are \emph{activated} according to the \emph{input vector}.
643 Then, we iteratively compute output of each neuron in the next layer
644 until the output layer is reached.
645 The activity of output layer is then presented as the result.
647 The activation $y_i$ of neuron $i$ from the layer $I$ is computed as
648 \begin{equation}
649 y_i = f\left(\sum_{j \in J}{w_{ij} y_j}\right)
650 \end{equation}
651 where $J$ is the previous layer, while $y_j$ is the activation for neurons from $J$ layer.
652 Function $f()$ is a~so-called \emph{activation function}
653 and its purpose is to bound the outputs of neurons.
654 A typical example of an activation function is the sigmoid function.%
655 \footnote{A special case of the logistic function, defined by the formula
656 $\sigma(x)=\frac{1}{1+e^{-(rx+k)}}$; parameters control the growth rate ($r$)
657 and the x-position ($k$).}
659 \subsubsection{Training}
660 The training of the feed-forward neural network usually involves some
661 modification of supervised Backpropagation learning algorithm. \cite{TODO}
662 We use first-order optimization algorithm called RPROP \cite{Riedmiller1993}.
664 %Because the \emph{reference set} is usually not very large,
665 %we have devised a simple method for its extension.
666 %This enhancement is based upon adding random linear combinations
667 %of \emph{style and pattern vectors} to the training set.
669 As outlined above, the training set $T$ consists of pairs of
670 input vectors (\emph{pattern vectors} $\vec p_i)$ and
671 desired \emph{output vectors} $\vec o_i$.
673 The training algorithm is shown in Algorithm \ref{alg:tnn}.
675 \begin{algorithm}
676 \caption{Training Neural Network}
677 \begin{algorithmic}
678 \label{alg:tnn}
679 \REQUIRE{Train set $T$, desired error $e$, max iterations $M$}
680 \STATE $N \leftarrow \mathit{RandomlyInitializedNetwork}()$
681 \STATE $\mathit{It} \leftarrow 0$
682 \REPEAT
683 \STATE $\mathit{It} \leftarrow \mathit{It} + 1$
684 \STATE $\Delta \vec w \leftarrow \vec 0$
685 \STATE $\mathit{TotalError} \leftarrow 0$
686 %\FORALL{$(\overrightarrow{Input}, \overrightarrow{DesiredOutput}) \in T$}
687 %\STATE $\overrightarrow{Output} \leftarrow Result(N, \overrightarrow{Input})$
688 %\STATE $E \leftarrow |\overrightarrow{DesiredOutput} - \overrightarrow{Output}|$
689 \FORALL{$(\mathit{Input}, \mathit{DesiredOutput}) \in T$}
690 \STATE $\mathit{Output} \leftarrow \mathit{Result}(N, \mathit{Input})$
691 \STATE $\mathit{Error} \leftarrow |\mathit{DesiredOutput} - \mathit{Output}|$
692 \STATE $\Delta \vec w \leftarrow \Delta \vec w + \mathit{WeightUpdate}(N,\mathit{Error})$
693 \STATE $\mathit{TotalError} \leftarrow \mathit{TotalError} + \mathit{Error}$
694 \ENDFOR
695 \STATE $N \leftarrow \mathit{ModifyWeights}(N, \Delta \vec w)$
696 \UNTIL{$\mathit{TotalError} < e$ or $ \mathit{It} > M$}
697 \end{algorithmic}
698 \end{algorithm}
700 \subsubsection{Architecture details}
701 TODO num layers, num neurons, ..
702 TODO patri to vubec sem, spise ne
704 \subsection{Implementation}
706 We have implemented the data mining methods as an open-source framework ``gostyle'' \cite{TODO},
707 made available under the GNU GPL licence.
708 The majority of our basic processing and the analysis parts are implemented in the Python \cite{Python2005} programming language.
710 Nonetheless, we use a number of external libraries, such as the MDP library \cite{MDP} (used for PCA analysis),
711 Kohonen library \cite{KohonenPy}.
713 The neural network part of the project is written using the excellent libfann C library\cite{Nissen2003}.
716 \section{Strength Estimator}
718 \begin{figure*}[!t]
719 \centering
720 \includegraphics[width=7in]{strength-pca}
721 \caption{PCA of by-strength vectors}
722 \label{fig:strength_pca}
723 \end{figure*}
725 First, we have used our framework to analyse correlations of pattern vectors
726 and playing strength. Like in other competitively played board games, Go players
727 receive real-world rating based on tournament games, and rank based on their
728 rating.\footnote{Elo-like rating system \cite{GoR} is usually used,
729 corresponding to even win chances for game of two players with the same rank,
730 and about 2:3 win chance for stronger in case of one rank difference.}%
731 \footnote{Professional ranks and dan ranks in some Asia countries may
732 be assigned differently.} The amateur ranks range from 30kyu (beginner) to
733 1kyu (intermediate) and then follows 1dan to 7dan (9dan in some systems;
734 top-level player). Multiple independent real-world ranking scales exist
735 (geographically based) and online servers maintain their own user ranking;
736 the difference can be up to several stones.
738 As the source game collection, we use Go Teaching Ladder
739 reviews\footnote{The reviews contain comments and variations --- we consider only the actual played game.}
740 \cite{GTL} --- this collection contains 7700 games of players with strength ranging
741 from 30k to 4d; we consider only even games with clear rank information, and then
742 randomly separate 770 games as a testing set. Since the rank information is provided
743 by the users and may not be consistent, we are forced to take a simplified look
744 at the ranks, discarding the differences between various systems and thus increasing
745 error in our model.\footnote{Since
746 our results seem satisfying, we did not pursue to try another collection;
747 one could e.g. look at game archives of some Go server.}
749 First, we have created a single pattern vector for each rank, from 30k to 4d;
750 we have performed PCA analysis on the pattern vectors, achieving near-perfect
751 rank correspondence in the first PCA dimension%
752 \footnote{The eigenvalue of the second dimension was four times smaller,
753 with no discernable structure revealed within the lower-order eigenvectors.}
754 (figure \ref{fig:strength_pca}).
756 We measure the accuracy of strength approximation by the first dimension
757 using Pearson's $r$ (see \ref{pearson}), yielding satisfying value $r=0.979$.
758 Using the eigenvector position directly for classification
759 of players within the test group yields MSE TODO, thus providing
760 reasonably satisfying accuracy.
762 To further enhance the strength estimator accuracy,
763 we have tried to train a NN classifier on our train set, consisting
764 of one $(\vec p, {\rm rank})$ pair per player --- we use the pattern vector
765 for activation of input neurons and rank number as result of the output
766 neuron. We then proceeded to test the NN on per-player pattern vectors built
767 from the games in the test set, yielding MSE of TODO with TODO games per player
768 on average.
771 \section{Style Estimator}
773 As a second case study for our pattern analysis, we investigate pattern vectors $\vec p$
774 of various well-known players, their relationships and correlations to prior
775 knowledge to explore its correlaction with extracted patterns. We look for
776 relationship between pattern vectors and perceived ``playing style'' and
777 attempt to use our classifiers to transform pattern vector $\vec p$ to style vector $\vec s$.
779 The source game collection is GoGoD Winter 2008 \cite{GoGoD} containing 55000
780 professional games, dating from the early Go history 1500 years ago to the present.
781 We consider only games of a small subset of players (fig. \ref{fig:style_marks});
782 we have chosen these for being well-known within the players community,
783 having large number of played games in our collection and not playing too long
784 ago.\footnote{Over time, many commonly used sequences get altered, adopted and
785 dismissed; usual playing conditions can also differ significantly.}
787 \subsection{Expert-based knowledge}
788 \label{style-vectors}
789 In order to provide a reference frame for our style analysis,
790 we have gathered some expert-based information about various
791 traditionally perceived style aspects.
792 This expert-based knowledge allows us to predict styles of unknown players based on
793 the similarity of their pattern vectors, as well as discover correlations between
794 styles and proportions of played patterns.
796 Experts were asked to mark each style aspect of the given players
797 on the scale from 1 to 10. The style aspects are defined as shown:
799 \vspace{4mm}
800 \noindent
801 %\begin{table}
802 \begin{center}
803 %\caption{Styles}
804 \begin{tabular}{|c|c|c|}
805 \hline
806 \multicolumn{3}{|c|}{Styles} \\ \hline
807 Style & 1 & 10\\ \hline
808 Territoriality $\tau$ & Moyo & Territory \\
809 Orthodoxity $\omega$ & Classic & Novel \\
810 Aggressivity $\alpha$ & Calm & Figting \\
811 Thickness $\theta$ & Safe & Shinogi \\ \hline
812 \end{tabular}
813 \end{center}
814 %\end{table}
815 \vspace{4mm}
817 Averaging this expert based evaluation yields
818 \emph{reference style vector} $\vec s_r$ (of dimension $4$) for each player $r$
819 from the set of \emph{reference players} $R$.
821 \begin{table}[!t]
822 % increase table row spacing, adjust to taste
823 \renewcommand{\arraystretch}{1.3}
824 \caption{Covariance Measure of Prior Information Dimensions}
825 \label{fig:style_marks_r}
826 \centering
827 % Some packages, such as MDW tools, offer better commands for making tables
828 % than the plain LaTeX2e tabular which is used here.
829 \begin{tabular}{|r||r||r||r||r||r|}
830 \hline
831 & $\tau$ & $\omega$ & $\alpha$ & $\theta$ & year \\
832 \hline
833 $\tau$ &$1.000$&$-0.438$&$-0.581$&$ 0.721$&$ 0.108$\\
834 $\omega$& &$ 1.000$&$ 0.682$&$ 0.014$&$-0.021$\\
835 $\alpha$& & &$ 1.000$&$-0.081$&$ 0.030$\\
836 $\theta$& &\multicolumn{1}{c||}{---}
837 & &$ 1.000$&$-0.073$\\
838 y. & & & & &$ 1.000$\\
839 \hline
840 \end{tabular}
841 \end{table}
843 Three high-level Go players (Alexander Dinerstein 3-pro, Motoki Noguchi
844 7-dan and V\'{i}t Brunner 4-dan) have judged style of the reference
845 players.
846 The complete list of answers is in table \ref{fig:style_marks}.
847 Mean standard deviation of the answers is 0.952,
848 making the data reasonably reliable,
849 though much larger sample would of course be more desirable.
850 We have also found significant correlation between the various
851 style aspects, as shown by the Pearson's $r$ values
852 in table \ref{fig:style_marks_r}.
854 \begin{table}[!t]
855 % increase table row spacing, adjust to taste
856 \renewcommand{\arraystretch}{1.3}
857 \begin{threeparttable}
858 \caption{Expert-Based Style Aspects of Selected Professionals\tnote{1} \tnote{2}}
859 \label{fig:style_marks}
860 \centering
861 % Some packages, such as MDW tools, offer better commands for making tables
862 % than the plain LaTeX2e tabular which is used here.
863 \begin{tabular}{|c||c||c||c||c|}
864 \hline
865 Player & $\tau$ & $\omega$ & $\alpha$ & $\theta$ \\
866 \hline
867 Go Seigen\tnote{3} & $6.0 \pm 2.0$ & $9.0 \pm 1.0$ & $8.0 \pm 1.0$ & $5.0 \pm 1.0$ \\
868 Ishida Yoshio\tnote{4}&$8.0 \pm 1.4$ & $5.0 \pm 1.4$ & $3.3 \pm 1.2$ & $5.3 \pm 0.5$ \\
869 Miyazawa Goro & $1.5 \pm 0.5$ & $10 \pm 0 $ & $9.5 \pm 0.5$ & $4.0 \pm 1.0$ \\
870 Yi Ch'ang-ho\tnote{5}& $7.0 \pm 0.8$ & $5.0 \pm 1.4$ & $2.6 \pm 0.9$ & $2.6 \pm 1.2$ \\
871 Sakata Eio & $7.6 \pm 1.7$ & $4.6 \pm 0.5$ & $7.3 \pm 0.9$ & $8.0 \pm 1.6$ \\
872 Fujisawa Hideyuki & $3.5 \pm 0.5$ & $9.0 \pm 1.0$ & $7.0 \pm 0.0$ & $4.0 \pm 0.0$ \\
873 Otake Hideo & $4.3 \pm 0.5$ & $3.0 \pm 0.0$ & $4.6 \pm 1.2$ & $3.6 \pm 0.9$ \\
874 Kato Masao & $2.5 \pm 0.5$ & $4.5 \pm 1.5$ & $9.5 \pm 0.5$ & $4.0 \pm 0.0$ \\
875 Takemiya Masaki & $1.3 \pm 0.5$ & $6.3 \pm 2.1$ & $7.0 \pm 0.8$ & $1.3 \pm 0.5$ \\
876 Kobayashi Koichi & $9.0 \pm 1.0$ & $2.5 \pm 0.5$ & $2.5 \pm 0.5$ & $5.5 \pm 0.5$ \\
877 Cho Chikun & $9.0 \pm 0.8$ & $7.6 \pm 0.9$ & $6.6 \pm 1.2$ & $9.0 \pm 0.8$ \\
878 Ma Xiaochun & $8.0 \pm 2.2$ & $6.3 \pm 0.5$ & $5.6 \pm 1.9$ & $8.0 \pm 0.8$ \\
879 Yoda Norimoto & $6.3 \pm 1.7$ & $4.3 \pm 2.1$ & $4.3 \pm 2.1$ & $3.3 \pm 1.2$ \\
880 Luo Xihe & $7.3 \pm 0.9$ & $7.3 \pm 2.5$ & $7.6 \pm 0.9$ & $6.0 \pm 1.4$ \\
881 O Meien & $2.6 \pm 1.2$ & $9.6 \pm 0.5$ & $8.3 \pm 1.7$ & $3.6 \pm 1.2$ \\
882 Rui Naiwei & $4.6 \pm 1.2$ & $5.6 \pm 0.5$ & $9.0 \pm 0.8$ & $3.3 \pm 1.2$ \\
883 Yuki Satoshi & $3.0 \pm 1.0$ & $8.5 \pm 0.5$ & $9.0 \pm 1.0$ & $4.5 \pm 0.5$ \\
884 Hane Naoki & $7.5 \pm 0.5$ & $2.5 \pm 0.5$ & $4.0 \pm 0.0$ & $4.5 \pm 1.5$ \\
885 Takao Shinji & $5.0 \pm 1.0$ & $3.5 \pm 0.5$ & $5.5 \pm 1.5$ & $4.5 \pm 0.5$ \\
886 Yi Se-tol & $5.3 \pm 0.5$ & $6.6 \pm 2.5$ & $9.3 \pm 0.5$ & $6.6 \pm 1.2$ \\
887 Yamashita Keigo\tnote{4}&$2.0\pm 0.0$& $9.0 \pm 1.0$ & $9.5 \pm 0.5$ & $3.0 \pm 1.0$ \\
888 Cho U & $7.3 \pm 2.4$ & $6.0 \pm 0.8$ & $5.3 \pm 1.7$ & $6.3 \pm 1.7$ \\
889 Gu Li & $5.6 \pm 0.9$ & $7.0 \pm 0.8$ & $9.0 \pm 0.8$ & $4.0 \pm 0.8$ \\
890 Chen Yaoye & $6.0 \pm 1.0$ & $4.0 \pm 1.0$ & $6.0 \pm 1.0$ & $5.5 \pm 0.5$ \\
891 \hline
892 \end{tabular}
893 \begin{tablenotes}
894 \item [1] Including standard deviation. Only players where we got at least two out of tree answers are included.
895 \item [2] We consider era as one of factors when finding correlations with pattern vectors; we quantify era by taking median year over all games played by the player. Since this quantity does not fit to the table, we at least sort the players ascending by their median year.
896 \item [3] We do not consider games of Go Seigen due to him playing across several distinct Go-playing eras and thus specifically high diversity of patterns.
897 \item [4] We do not consider games of Ishida Yoshio and Yamashita Keigo for the PCA analysis since they are significant outliers, making high-order dimensions much like purely ``similarity to this player''. Takemiya Masaki has the similar effect for the first dimension, but this corresponds to common knowledge of him being an extreme proponent of anti-territorial (``moyo'') style.
898 \item [5] We consider games only up to year 2004, since Yi Ch'ang-ho was prominent representative of a balanced, careful player until then, but is regarded to have altered his style significantly afterwards.
899 \end{tablenotes}
900 \end{threeparttable}
901 \end{table}
903 \subsection{Style Components Analysis}
905 \begin{figure}[!t]
906 \centering
907 \includegraphics[width=3.75in]{style-pca}
908 \caption{PCA of per-player vectors}
909 \label{fig:style_pca}
910 \end{figure}
912 We have looked at the five most significant dimensions of the pattern data
913 yielded by the PCA analysis of the reference player set%
914 \footnote{We also tried to observe PCA effect of removing outlying Takemiya
915 Masaki. This second dimension strongly
916 correlated to territoriality and third dimension strongly correlacted to era,
917 however the first dimension remained mysteriously uncorrelated and with no
918 obvious interpretation.}
919 (fig. \ref{fig:style_pca} shows three).
920 We have again computed the Pearson's $r$ for all combinations of PCA dimensions
921 and dimensions of the prior knowledge style vectors to find correlations.
923 \begin{table}[!t]
924 % increase table row spacing, adjust to taste
925 \renewcommand{\arraystretch}{1.3}
926 \caption{Covariance Measure of Patterns and Prior Information}
927 \label{fig:style_r}
928 \centering
929 % Some packages, such as MDW tools, offer better commands for making tables
930 % than the plain LaTeX2e tabular which is used here.
931 \begin{tabular}{|c||c||c||c||c||c|}
932 \hline
933 Eigenval. & $\tau$ & $\omega$ & $\alpha$ & $\theta$ & Year \\
934 \hline
935 0.447 & {\bf -0.530} & 0.323 & 0.298 & {\bf -0.554} & 0.090 \\
936 0.194 & {\bf -0.547} & 0.215 & 0.249 & -0.293 & {\bf -0.630} \\
937 0.046 & 0.131 & -0.002 & -0.128 & 0.242 & {\bf -0.630} \\
938 0.028 & -0.011 & 0.225 & 0.186 & 0.131 & 0.067 \\
939 0.024 & -0.181 & 0.174 & -0.032 & -0.216 & 0.352 \\
940 \hline
941 \end{tabular}
942 \end{table}
944 \begin{table}[!t]
945 % increase table row spacing, adjust to taste
946 \renewcommand{\arraystretch}{1.3}
947 \caption{Characteristic Patterns of PCA Dimensions}
948 \label{fig:style_ptterns}
949 \centering
950 % Some packages, such as MDW tools, offer better commands for making tables
951 % than the plain LaTeX2e tabular which is used here.
952 \begin{tabular}{|cccc|}
953 \hline
954 PCA1 top &
955 \begin{psgopartialboard*}{(8,1)(12,6)}
956 \stone[\marktr]{black}{k}{4}
957 \end{psgopartialboard*} &
958 \begin{psgopartialboard*}{(3,1)(5,6)}
959 \stone{white}{d}{3}
960 \stone[\marktr]{black}{d}{5}
961 \end{psgopartialboard*} &
962 \begin{psgopartialboard*}{(5,1)(10,6)}
963 \stone{white}{f}{3}
964 \stone[\marktr]{black}{j}{4}
965 \end{psgopartialboard*} \\
966 $0.447 \cdot$ & $0.274$ & $0.086$ & $0.083$ \\
967 & side extension or \par 4--4 corner opening & high corner approach & high distant pincer \\
968 PCA1 bot. &
969 \begin{psgopartialboard*}{(3,1)(7,6)}
970 \stone{white}{d}{4}
971 \stone[\marktr]{black}{f}{3}
972 \end{psgopartialboard*} &
973 \begin{psgopartialboard*}{(3,1)(7,6)}
974 \stone{white}{c}{6}
975 \stone{black}{d}{4}
976 \stone[\marktr]{black}{f}{3}
977 \end{psgopartialboard*} &
978 \begin{psgopartialboard*}{(3,1)(7,6)}
979 \stone{black}{d}{4}
980 \stone[\marktr]{black}{f}{3}
981 \end{psgopartialboard*} \\
982 $0.447 \cdot$ & $-0.399$ & $-0.399$ & $-0.177$ \\
983 & low corner approach & low corner reply & low corner enclosure \\
984 \hline
985 \end{tabular}
986 \end{table}
988 It is immediately
989 obvious both from the measured $r$ and visual observation
990 that by far the most significant vector corresponds very well
991 to the player territoriality,\footnote{Cho Chikun, perhaps the best-known
992 super-territorial player, is not well visible in the cluster, but he is
993 positioned around $-0.8$ on the first dimension.}
994 confirming the intuitive notion that this aspect of style
995 is the one easiest to pin-point and also
996 most obvious in the played shapes and sequences
997 (that can obviously aim directly at taking secure territory
998 or building center-oriented framework). Thick (solid) play also plays
999 a role, but these two style dimensions have been already shown
1000 to be correlated in prior data.
1002 In other PCA dimensions correspond well to to identify and name, but there
1003 certainly is some influence of the styles on the patterns;
1004 the found correlations are presented in table \ref{fig:style_r}.
1005 (Larger absolute value means better linear correspondence.)
1007 We also list the characteristic spatial patterns of the PCA dimension
1008 extremes (table \ref{fig:style_patterns}) --- however, naive inference
1009 of characteristic patterns based on projection matrix coefficients
1010 does not work well, better methods will have to be researched.%
1011 \footnote{For example, as one of highly ranked ``Takemiya's'' PCA1 patterns,
1012 3,3 corner opening was generated, completely inappropriately;
1013 it reflects some weak ordering in bottom half of the dimension,
1014 not global ordering within the dimension.}
1016 We have not found significant correspondence for the style aspects
1017 representing aggressiveness and novelty of play; this means either
1018 these are not as well defined, the prior information do not represent
1019 them accurately, or we cannot capture them well with our chosen pattern
1020 extraction techniques.
1022 We believe that the next step
1023 in interpreting our results will be more refined prior information input
1024 and precise analysis by Go experts.
1026 Kohonen map view.
1028 \subsection{Style Classification}
1030 Naive PCA-based classifier had MSE xyzzy.
1032 kNN-based classifier in pattern space had MSE brm.
1034 We then tried to apply the NN classifier with linear output function on the dataset
1035 and that yielded Y (see fig. Z), with MSE abcd.
1038 \section{Proposed Applications}
1040 We believe that our findings might be useful for many applications
1041 in the area of Go support software as well as Go-playing computer engines.
1043 The style analysis can be an excellent teaching aid --- classifying style
1044 dimensions based on player's pattern vector, many study recommendations
1045 can be given, e.g. about the professional games to replay, the goal being
1046 balancing understanding of various styles to achieve well-rounded skill set.
1047 This was also our original aim when starting the research and a user-friendly
1048 tool based on our work is now being created.
1050 We hope that more strong players will look into the style dimensions found
1051 by our statistical analysis --- analysis of most played patterns of prospective
1052 opponents might prepare for the game, but we especially hope that new insights
1053 on strategic purposes of various shapes and general human understanding
1054 of the game might be achieved by investigating the style-specific patterns.
1056 Classifying playing strength of a pattern vector of a player can be used
1057 e.g. to help determine initial real-world rating of a player before their
1058 first tournament based on games played on the internet; some players especially
1059 in less populated areas could get fairly strong before playing their first
1060 real tournament.
1062 Analysis of pattern vectors extracted from games of Go-playing programs
1063 in light of the shown strength and style distributions might help to
1064 highlight some weaknesses and room for improvements. (However, since
1065 correlation does not imply causation, simply optimizing Go-playing programs
1066 according to these vectors is unlikely to yield good results.)
1067 Another interesting applications in Go-playing programs might be strength
1068 adjustment; the program can classify the player's level based on the pattern
1069 vector from its previous games and auto-adjust its difficulty settings
1070 accordingly to provide more even games for beginners.
1073 % An example of a floating figure using the graphicx package.
1074 % Note that \label must occur AFTER (or within) \caption.
1075 % For figures, \caption should occur after the \includegraphics.
1076 % Note that IEEEtran v1.7 and later has special internal code that
1077 % is designed to preserve the operation of \label within \caption
1078 % even when the captionsoff option is in effect. However, because
1079 % of issues like this, it may be the safest practice to put all your
1080 % \label just after \caption rather than within \caption{}.
1082 % Reminder: the "draftcls" or "draftclsnofoot", not "draft", class
1083 % option should be used if it is desired that the figures are to be
1084 % displayed while in draft mode.
1086 %\begin{figure}[!t]
1087 %\centering
1088 %\includegraphics[width=2.5in]{myfigure}
1089 % where an .eps filename suffix will be assumed under latex,
1090 % and a .pdf suffix will be assumed for pdflatex; or what has been declared
1091 % via \DeclareGraphicsExtensions.
1092 %\caption{Simulation Results}
1093 %\label{fig_sim}
1094 %\end{figure}
1096 % Note that IEEE typically puts floats only at the top, even when this
1097 % results in a large percentage of a column being occupied by floats.
1100 % An example of a double column floating figure using two subfigures.
1101 % (The subfig.sty package must be loaded for this to work.)
1102 % The subfigure \label commands are set within each subfloat command, the
1103 % \label for the overall figure must come after \caption.
1104 % \hfil must be used as a separator to get equal spacing.
1105 % The subfigure.sty package works much the same way, except \subfigure is
1106 % used instead of \subfloat.
1108 %\begin{figure*}[!t]
1109 %\centerline{\subfloat[Case I]\includegraphics[width=2.5in]{subfigcase1}%
1110 %\label{fig_first_case}}
1111 %\hfil
1112 %\subfloat[Case II]{\includegraphics[width=2.5in]{subfigcase2}%
1113 %\label{fig_second_case}}}
1114 %\caption{Simulation results}
1115 %\label{fig_sim}
1116 %\end{figure*}
1118 % Note that often IEEE papers with subfigures do not employ subfigure
1119 % captions (using the optional argument to \subfloat), but instead will
1120 % reference/describe all of them (a), (b), etc., within the main caption.
1123 % An example of a floating table. Note that, for IEEE style tables, the
1124 % \caption command should come BEFORE the table. Table text will default to
1125 % \footnotesize as IEEE normally uses this smaller font for tables.
1126 % The \label must come after \caption as always.
1128 %\begin{table}[!t]
1129 %% increase table row spacing, adjust to taste
1130 %\renewcommand{\arraystretch}{1.3}
1131 % if using array.sty, it might be a good idea to tweak the value of
1132 % \extrarowheight as needed to properly center the text within the cells
1133 %\caption{An Example of a Table}
1134 %\label{table_example}
1135 %\centering
1136 %% Some packages, such as MDW tools, offer better commands for making tables
1137 %% than the plain LaTeX2e tabular which is used here.
1138 %\begin{tabular}{|c||c|}
1139 %\hline
1140 %One & Two\\
1141 %\hline
1142 %Three & Four\\
1143 %\hline
1144 %\end{tabular}
1145 %\end{table}
1148 % Note that IEEE does not put floats in the very first column - or typically
1149 % anywhere on the first page for that matter. Also, in-text middle ("here")
1150 % positioning is not used. Most IEEE journals use top floats exclusively.
1151 % Note that, LaTeX2e, unlike IEEE journals, places footnotes above bottom
1152 % floats. This can be corrected via the \fnbelowfloat command of the
1153 % stfloats package.
1157 \section{Conclusion}
1158 The conclusion goes here.
1159 We have shown brm and proposed brm.
1161 Since we are not aware of any previous research on this topic and we
1162 are limited by space and time constraints, plenty of research remains
1163 to be done. There is plenty of room for further research in all parts
1164 of our analysis --- different methods of generating the $\vec p$ vectors
1165 can be explored; other data mining methods could be tried.
1166 It can be argued that many players adjust their style by game conditions
1167 (Go development era, handicap, komi and color, time limits, opponent)
1168 or styles might express differently in various game stages.
1169 More professional players could be consulted on the findings
1170 and for style scales calibration. Impact of handicap games on by-strength
1171 $\vec p$ distribution should be investigated.
1173 TODO: Future research --- Sparse PCA
1178 % if have a single appendix:
1179 %\appendix[Proof of the Zonklar Equations]
1180 % or
1181 %\appendix % for no appendix heading
1182 % do not use \section anymore after \appendix, only \section*
1183 % is possibly needed
1185 % use appendices with more than one appendix
1186 % then use \section to start each appendix
1187 % you must declare a \section before using any
1188 % \subsection or using \label (\appendices by itself
1189 % starts a section numbered zero.)
1193 %\appendices
1194 %\section{Proof of the First Zonklar Equation}
1195 %Appendix one text goes here.
1197 %% you can choose not to have a title for an appendix
1198 %% if you want by leaving the argument blank
1199 %\section{}
1200 %Appendix two text goes here.
1203 % use section* for acknowledgement
1204 \section*{Acknowledgment}
1205 \label{acknowledgement}
1207 We would like to thank Radka ``chidori'' Hane\v{c}kov\'{a} for the original research idea
1208 and X for reviewing our paper.
1209 We appreciate helpful comments on our general methodology
1210 by John Fairbairn, T. M. Hall, Cyril H\"oschl, Robert Jasiek, Franti\v{s}ek Mr\'{a}z
1211 and several GoDiscussions.com users. \cite{GoDiscThread}
1212 Finally, we are very grateful for detailed input on specific go styles
1213 by Alexander Dinerstein, Motoki Noguchi and V\'{i}t Brunner.
1216 % Can use something like this to put references on a page
1217 % by themselves when using endfloat and the captionsoff option.
1218 \ifCLASSOPTIONcaptionsoff
1219 \newpage
1224 % trigger a \newpage just before the given reference
1225 % number - used to balance the columns on the last page
1226 % adjust value as needed - may need to be readjusted if
1227 % the document is modified later
1228 %\IEEEtriggeratref{8}
1229 % The "triggered" command can be changed if desired:
1230 %\IEEEtriggercmd{\enlargethispage{-5in}}
1232 % references section
1234 % can use a bibliography generated by BibTeX as a .bbl file
1235 % BibTeX documentation can be easily obtained at:
1236 % http://www.ctan.org/tex-archive/biblio/bibtex/contrib/doc/
1237 % The IEEEtran BibTeX style support page is at:
1238 % http://www.michaelshell.org/tex/ieeetran/bibtex/
1239 \bibliographystyle{IEEEtran}
1240 % argument is your BibTeX string definitions and bibliography database(s)
1241 \bibliography{gostyle}
1243 % <OR> manually copy in the resultant .bbl file
1244 % set second argument of \begin to the number of references
1245 % (used to reserve space for the reference number labels box)
1246 %\begin{thebibliography}{1}
1248 %\bibitem{MasterMCTS}
1250 %\end{thebibliography}
1252 % biography section
1254 % If you have an EPS/PDF photo (graphicx package needed) extra braces are
1255 % needed around the contents of the optional argument to biography to prevent
1256 % the LaTeX parser from getting confused when it sees the complicated
1257 % \includegraphics command within an optional argument. (You could create
1258 % your own custom macro containing the \includegraphics command to make things
1259 % simpler here.)
1260 %\begin{biography}[{\includegraphics[width=1in,height=1.25in,clip,keepaspectratio]{mshell}}]{Michael Shell}
1261 % or if you just want to reserve a space for a photo:
1263 \begin{IEEEbiography}{Michael Shell}
1264 Biography text here.
1265 \end{IEEEbiography}
1267 % if you will not have a photo at all:
1268 \begin{IEEEbiographynophoto}{John Doe}
1269 Biography text here.
1270 \end{IEEEbiographynophoto}
1272 % insert where needed to balance the two columns on the last page with
1273 % biographies
1274 %\newpage
1276 \begin{IEEEbiographynophoto}{Jane Doe}
1277 Biography text here.
1278 \end{IEEEbiographynophoto}
1280 % You can push biographies down or up by placing
1281 % a \vfill before or after them. The appropriate
1282 % use of \vfill depends on what kind of text is
1283 % on the last page and whether or not the columns
1284 % are being equalized.
1286 %\vfill
1288 % Can be used to pull up biographies so that the bottom of the last one
1289 % is flush with the other column.
1290 %\enlargethispage{-5in}
1294 % that's all folks
1295 \end{document}