gostyle.tex: nn, training
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203 \hyphenation{op-tical net-works semi-conduc-tor}
206 \begin{document}
208 % paper title
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210 \title{On Pattern Feature Trends in Large Go Game Corpus}
212 % use \thanks{} to gain access to the first footnote area
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214 % was not built to handle multiple paragraphs
215 \author{Petr~Baudis,~Josef~Moudrik% <-this % stops a space
216 \thanks{P. Baudis 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
217 \thanks{J. Moudrik is student at the Faculty of Math and Physics, Charles University, Prague, CZ.}}
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239 \markboth{Transactions on Computational Intelligence and AI in Games}%
240 {On Pattern Feature Trends in Large Go Game Corpus}
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267 \maketitle
270 \begin{abstract}
271 %\boldmath
273 We process a~large corpus of game records of the board game of Go and
274 propose a~way to extract per-player summary information on played moves.
275 We then apply several basic data-mining methods on the summary
276 information to identify the most differentiating features within the
277 summary information, and discuss their correspondence with traditional
278 Go knowledge. We show mappings of the features to player attributes
279 like playing strength or informally perceived "playing style" (such as
280 territoriality or aggressivity), and propose applications including
281 seeding real-work ranks of internet players, aiding in Go study, or
282 contribution to discussion within Go theory on the scope of "playing
283 style".
285 \end{abstract}
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294 \begin{IEEEkeywords}
295 board games, go, data mining, player strength, playing style
296 \end{IEEEkeywords}
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315 \section{Introduction}
316 % The very first letter is a 2 line initial drop letter followed
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330 % and "HIS" in caps to complete the first word.
331 \IEEEPARstart{T}{he} field of Computer Go usually focuses on the problem
332 of creating a~program to play the game, finding the best move from a~given
333 board position. We will make use of one method developed in the course
334 of such research and apply it to the analysis of existing game records
335 with the aim of helping humans to play the game better instead.
337 Go is a~two-player full-information board game played
338 on a~square grid (usually $19\times19$ lines) with black and white
339 stones; the goal of the game is to surround the most territory and
340 capture enemy stones. We assume basic familiarity with the game.
342 Many Go players are eager to play using computers (usually over
343 the internet) and review games played by others on computers as well.
344 This means that large amounts of game records are collected and digitally
345 stored, enabling easy processing of such collections. However, so far
346 only little has been done with the available data --- we are aware
347 only of uses for simple win/loss statistics (TODO: KGS Stats, KGS Analytics,
348 Pro Go Rating) and ''next move'' statistics on a~specific position (TODO:
349 Kombilo, Moyo Go Studio).
351 We present a~more in-depth approach --- from all played moves, we devise
352 a~compact evaluation of each player. We then explore correlations between
353 evaluations of various players in light of externally given information.
354 This way, we can discover similarity between moves characteristics of
355 players with the same playing strength, or discuss the meaning of the
356 "playing style" concept on the assumption that similar playing styles
357 should yield similar moves characteristics.
360 \section{Expert-based knowledge}
361 \label{style-vectors}
362 In order to provide a reference frame for our style analysis,
363 we have gathered some expert-based information about various
364 traditionally perceived style aspects.
365 Three high-level Go players (Alexander Dinerstein 3-pro, Motoki Noguchi
366 7-dan and Vit Brunner 4-dan) have judged style of several Go
367 professionals (chosen for both being well-known within the community
368 and having large number of played games in our collection).
370 This expert-based knowledge allows us to predict styles of unknown players based on
371 the similarity of their pattern vectors, as well as discover correlations between
372 styles and proportions of played patterns.
374 Experts were asked to assign each of player's style a number
375 on a scale from 1 to 10. These are interpreted
376 as shown in the table below.
378 \vspace{4mm}
379 \noindent
380 %\begin{table}
381 \begin{center}
382 %\caption{Styles}
383 \begin{tabular}{|c|c|c|}
384 \hline
385 \multicolumn{3}{|c|}{Styles} \\ \hline
386 Style & 1 & 10\\ \hline
387 Territoriality & Moyo & Territorial \\
388 Orthodoxity & Classic & Novel \\
389 Aggressivity & Calm & Figting \\
390 Thickness & Safe & Shinogi \\ \hline
391 \end{tabular}
392 \end{center}
393 %\end{table}
395 Averaging and rescaling the expert based evaluation yields a set of
396 \emph{reference style vectors} $\vec s_r$.
397 %-- each with a \emph{pattern vector} $\vec p_i$ and \emph{style vector} $\vec s_i$.
400 \section{Data Extraction}
401 \label{pattern-vectors}
403 As the input of our method, we assume a~collection of game records\footnote{We
404 use the SGF format (TODO) in our implementation.} organized by player names.
405 We use two collections; the first one is GoGoD Winter 2009 (TODO) containing 42000 (TODO)
406 professional games, dating from the early Go history 1500 years ago to the present.
407 We use this collection for style analysis and detailed correlation analysis
408 of well-known Go professionals.
409 The other source is Go Teaching Ladder reviews (TODO). These include 7600 games
410 of players spanning over all strength levels; we use this collection
411 for finding correlations between moves of players of the same strength rank.
413 In order to generate the required compact description of most played moves,
414 for each player, we extract a~generic description from each move
415 played by the player, then take the most occuring $n$ patterns across all players%
416 \footnote{We use $n=500$ in our analysis.} and assign each player a~{\em pattern vector}
417 $\vec p$ where each dimension corresponds to the number of occurences of
418 one given pattern normalized to range $[0,1]$.
420 \subsection{Pattern Features}
422 Of course a big question is how to compose the pattern descriptions.
423 There are some tradeoffs in play - overly general descriptions carry too few
424 information to discern various player attributes; too specific descriptions
425 gather too few specimen over the games and the differences in vectors are
426 not statistically significant.
428 We have chosen an intuitive and simple approach inspired by pattern features
429 used when computing ELO ratings for candidate patterns in Computer Go play.
430 \cite{ELO} Each pattern is combination of several {\em pattern features}
431 matched at the position of the played move. We use these features:
433 \begin{itemize}
434 \item board edge distance
435 \item capture move flag
436 \item atari move flag
437 \item atari escape flag
438 \item spatial pattern --- a configuration of stones around the played move,
439 with differentiated color to play; configurations with diameter between
440 2 and 9 are matched\footnote{The diameter determines maximal distance from
441 center in the {\em gridcular} metric: $d(x,y) = |\delta x| + |\delta y| + \max(|\delta x|, |\delta y|)$}
442 \end{itemize}
444 \subsection{Implementation}
446 We have implemented the data extraction by making use of the pattern
447 features matching implementation within the Pachi go-playing program
448 (TODO). We extract information on players by converting the SGF game
449 records to GTP (TODO) stream that feeds Pachi's {\tt patternscan}
450 engine which outputs a~single patternspec per move. We can then gather
451 all encountered patternspecs belonging to a~given player and summarize
452 them; the $\vec p$ vector then consists of normalized counts of
453 the given $n$ most frequent patternspecs.
456 \section{Data Mining}
457 \label{data-mining}
458 To assess the properties of gathered \emph{pattern vectors} and their influence on playing styles,
459 we have analysed the data by a~few basic data minining techniques.
461 TODO PCA: We use it either on it own, or as a~pre-processing making data suitable for other methods.
463 TODO rozdelit na algo/results??
465 \subsection{Principal Component Analysis}
466 \label{data-mining}
467 Principal Component Analysis \emph{PCA} \cite{Jolliffe1986} is a~method we use to reduce the dimensions of
468 \emph{pattern vectors} while preserving as much information as possible.
470 Shortly, PCA is an eigenvalue decomposition of a~covariance matrix of centered \emph{pattern vectors}.
471 It can be thought of as a~mapping $o$ from $n$-dimensional vector space to a~reduced $m$-dimensional vector space.
472 The base of this reduced vector space comprises $m$ eigenvectors of original vectors' covariance matrix.
473 We choose them to be the eigenvectors with biggest eigenvalues.
474 Ordered by decreasing eigenvalues, the eigenvectors form rows of the transformation matrix $W$.
476 Finally, we represent reduced \emph{pattern vectors} as a vector of coeficients of this eigenvector-base.
477 For each original \emph{pattern vector} $\vec p_i$, we obtain its new representation $\vec r_i$ as shown
478 in the following equation:
479 \begin{equation}
480 \vec r_i = W * \vec p_i
481 \end{equation}
483 The whole process is described in the Algorithm \ref{alg:pca}.
485 \begin{algorithm}
486 \caption{PCA -- Principal Component analysis}
487 \begin{algorithmic}[1]
488 \label{alg:pca}
489 \REQUIRE{$m > 0$, set of players $R$ with \emph{pattern vectors} $p_r$}
490 \STATE $\vec \mu \leftarrow 1/|R| * \sum_{r \in R}{\vec p_r}$
491 \FOR{ $r \in R$}
492 \STATE $\vec p_r \leftarrow \vec p_r - \vec \mu$
493 \ENDFOR
494 \FOR{ $(i,j) \in \{1,... ,n\} \times \{1,... ,n\}$}
495 \STATE $Cov[i,j] \leftarrow 1/|R| * \sum_{r \in R}{\vec p_{ri} * \vec p_{rj}}$
496 \ENDFOR
497 \STATE Compute Eigenvalue Decomposition of $Cov$ matrix
498 \STATE Get $m$ biggest eigenvalues
499 \STATE According eigenvectors ordered by decreasing eigenvalues form rows of matrix $W$
500 \FOR{ $r \in R$}
501 \STATE $\vec r_r\leftarrow W \vec p_r$
502 \ENDFOR
503 \end{algorithmic}
504 \end{algorithm}
506 \subsection{Kohonen Maps}
508 \subsection{k-nearest Neighbors Classifier}
509 \label{knn}
510 K-nearest neigbors is an essential classification technique.
511 We use it to approximate player's \emph{style vector} $\vec S$, assuming that his \emph{pattern vector} $\vec P$ is known.
512 To achieve this, we utilize \emph{reference style vectors} (see section \ref{style-vectors}).
514 The idea is based on a assumption that similarities in players' \emph{pattern vectors}
515 correlate with similarities in players' \emph{style vectors}. We try to approximate $\vec S$
516 as a weighted average of \emph{style vectors}
517 $\vec s_i$ of $k$ players with \emph{pattern vectors} $\vec p_i$ closest to $\vec P$.
518 This is illustrated in the Algorithm \ref{alg:knn}.
519 Note that the weight is a function of distance and it is not explicitly defined in Algorithm \ref{alg:knn}.
520 During our research, exponentialy decreasing weight has proven to be sufficient.
522 \begin{algorithm}
523 \caption{k-Nearest Neighbors}
524 \begin{algorithmic}
525 \label{alg:knn}
526 \REQUIRE{pattern vector $\vec P$, $k > 0$, set of reference players $R$}
527 \FORALL{r $\in$ R }
528 \STATE $D[r] \leftarrow EuclideanDistance(\vec p_r, \vec P)$
529 \ENDFOR
530 \STATE $N \leftarrow SelectSmallest(k, R, D)$
531 \STATE $\vec S \leftarrow \vec 0$
532 \FORALL{r $\in$ N }
533 \STATE $\vec S \leftarrow \vec S + Weight(D[r]) * \vec s_r $
534 \ENDFOR
535 \end{algorithmic}
536 \end{algorithm}
538 \subsection{Neural Network Classifier}
539 \label{neural-net}
541 As an alternative to the k-Nearest Neigbors algorithm (section \ref{knn}), we have used
542 a classificator based on feed-forward artificial neural networks \cite{TODO}.
543 Neural networks (NN) are known for their ability to generalize and find correlations and patterns between
544 input and output data. Neural network is an adaptive system and it
545 must undergo a certain training before it can be reasonably used. Basically, we use
546 information for \emph{reference players} (for which either \emph{pattern vectors} and
547 \emph{style vectors} are known) as training data.
549 \subsubsection{Computation and activation of the NN}
550 Technically, neural network is a network of interconnected computational units called neurons.
551 A feedforward neural network has a layered topology; it usually has one \emph{input layer}, one \emph{output
552 layer} and an arbitrary number of \emph{hidden layers} between.
554 Each neuron $i$ is connected to all neurons in the previous layer and each connection has its weight $w_{ij}$
556 The computation proceeds in a discrete time steps.
557 In the first step, \emph{activation} of neurons in the \emph{input layer} is set according to the \emph{input vector}.
558 Then, we iteratively compute output of each neuron in next layer until the output layer is reached. The activity of
559 output layer is then presented as a result.
561 The activation $y_i$ of neuron $i$ from the layer $I$ is computed using the following equation:
562 \begin{equation}
563 y_i = f(\sum_{j \in J}{w_{ij} y_j})
564 \end{equation}
565 where $J$ is a previous layer, while $y_j$ is the activation for neurons from $J$ layer. Function $f()$ is
566 called \emph{activation function} and its purpose is to bound outputs of neurons. A typical example of an activation
567 function is a sigmoid function.\footnote{The sigmoid function is a special case of the logistic function; it is defined by the formula
568 $\sigma(x)=\frac{1}{1+e^{-(rx+k)}}$, parameters control the growth rate ($r$) and the x-position ($k$).}
570 \subsubsection{Training}
571 The training of the feedforward neural network usually involves some
572 modification of supervised Backpropagation learning algorithm. \cite{TODO}
573 We use first-order optimization algorithm called RPROP \cite{TODO}.
575 Because the \emph{reference set} is not usually very large, we have devised a simple method for its extension.
576 This enhancement is based upon adding random linear combinations of \emph{style and pattern vectors} to the training set.
578 As insinuated above, the training set consist of pairs of input vectors (\emph{pattern vectors}) and
579 desired output vectors (\emph{style vectors}). The training set $T$ is then enlarged by some linear combinations.
580 \begin{equation}
581 T_{base} = \{(\vec p_r, \vec s_r) | r \in R\}\\
582 \end{equation}
583 \begin{equation}
584 T_{ext} = \{(\vec p, \vec s) | \exists D \supseteq R : p = \sum_{d \in D}{g_d \vec p_d}, s = \sum_{d \in D}{g_d \vec s_d}\}
585 \end{equation}
586 TODO zabudovat $g_d$ dovnitr?
587 where $g_d, d \in D$ are random coeficients, so that $\sum_{d \in D}{g_d} = 1$. The training set
588 is then obtained by:
589 \begin{equation}
590 T = T_{base} \cup SomeFiniteSubset(T_{ext})
591 \end{equation}
593 The network is trained by repeat
595 \subsubsection{Architecture details}
599 \subsection{Implementation}
602 We have implemented the data mining methods as an open-source project
603 ``gostyle'' (TODO). TODO.
604 PCA: In our implementation, we use a~library called MDP \cite{MDP}.
605 TODO libfann
608 \section{Style Components Analysis}
611 \section{Strength Estimation Analysis}
614 \section{Proposed Applications}
617 % An example of a floating figure using the graphicx package.
618 % Note that \label must occur AFTER (or within) \caption.
619 % For figures, \caption should occur after the \includegraphics.
620 % Note that IEEEtran v1.7 and later has special internal code that
621 % is designed to preserve the operation of \label within \caption
622 % even when the captionsoff option is in effect. However, because
623 % of issues like this, it may be the safest practice to put all your
624 % \label just after \caption rather than within \caption{}.
626 % Reminder: the "draftcls" or "draftclsnofoot", not "draft", class
627 % option should be used if it is desired that the figures are to be
628 % displayed while in draft mode.
630 %\begin{figure}[!t]
631 %\centering
632 %\includegraphics[width=2.5in]{myfigure}
633 % where an .eps filename suffix will be assumed under latex,
634 % and a .pdf suffix will be assumed for pdflatex; or what has been declared
635 % via \DeclareGraphicsExtensions.
636 %\caption{Simulation Results}
637 %\label{fig_sim}
638 %\end{figure}
640 % Note that IEEE typically puts floats only at the top, even when this
641 % results in a large percentage of a column being occupied by floats.
644 % An example of a double column floating figure using two subfigures.
645 % (The subfig.sty package must be loaded for this to work.)
646 % The subfigure \label commands are set within each subfloat command, the
647 % \label for the overall figure must come after \caption.
648 % \hfil must be used as a separator to get equal spacing.
649 % The subfigure.sty package works much the same way, except \subfigure is
650 % used instead of \subfloat.
652 %\begin{figure*}[!t]
653 %\centerline{\subfloat[Case I]\includegraphics[width=2.5in]{subfigcase1}%
654 %\label{fig_first_case}}
655 %\hfil
656 %\subfloat[Case II]{\includegraphics[width=2.5in]{subfigcase2}%
657 %\label{fig_second_case}}}
658 %\caption{Simulation results}
659 %\label{fig_sim}
660 %\end{figure*}
662 % Note that often IEEE papers with subfigures do not employ subfigure
663 % captions (using the optional argument to \subfloat), but instead will
664 % reference/describe all of them (a), (b), etc., within the main caption.
667 % An example of a floating table. Note that, for IEEE style tables, the
668 % \caption command should come BEFORE the table. Table text will default to
669 % \footnotesize as IEEE normally uses this smaller font for tables.
670 % The \label must come after \caption as always.
672 %\begin{table}[!t]
673 %% increase table row spacing, adjust to taste
674 %\renewcommand{\arraystretch}{1.3}
675 % if using array.sty, it might be a good idea to tweak the value of
676 % \extrarowheight as needed to properly center the text within the cells
677 %\caption{An Example of a Table}
678 %\label{table_example}
679 %\centering
680 %% Some packages, such as MDW tools, offer better commands for making tables
681 %% than the plain LaTeX2e tabular which is used here.
682 %\begin{tabular}{|c||c|}
683 %\hline
684 %One & Two\\
685 %\hline
686 %Three & Four\\
687 %\hline
688 %\end{tabular}
689 %\end{table}
692 % Note that IEEE does not put floats in the very first column - or typically
693 % anywhere on the first page for that matter. Also, in-text middle ("here")
694 % positioning is not used. Most IEEE journals use top floats exclusively.
695 % Note that, LaTeX2e, unlike IEEE journals, places footnotes above bottom
696 % floats. This can be corrected via the \fnbelowfloat command of the
697 % stfloats package.
701 \section{Conclusion}
702 The conclusion goes here.
703 We have shown brm and proposed brm.
705 Since we are not aware of any previous research on this topic and we
706 are limited by space and time constraints, plenty of research remains
707 to be done. There is plenty of room for further research in all parts
708 of our analysis --- different methods of generating the $\vec p$ vectors
709 can be explored; other data mining methods could be tried.
710 It can be argued that many players adjust their style by game conditions
711 (Go development era, handicap, komi and color, time limits, opponent)
712 or styles might express differently in various game stages.
713 Finally, more professional players could be consulted on the findings
714 and for style scales calibration.
716 TODO: Future research --- Sparse PCA
721 % if have a single appendix:
722 %\appendix[Proof of the Zonklar Equations]
723 % or
724 %\appendix % for no appendix heading
725 % do not use \section anymore after \appendix, only \section*
726 % is possibly needed
728 % use appendices with more than one appendix
729 % then use \section to start each appendix
730 % you must declare a \section before using any
731 % \subsection or using \label (\appendices by itself
732 % starts a section numbered zero.)
736 %\appendices
737 %\section{Proof of the First Zonklar Equation}
738 %Appendix one text goes here.
740 %% you can choose not to have a title for an appendix
741 %% if you want by leaving the argument blank
742 %\section{}
743 %Appendix two text goes here.
746 % use section* for acknowledgement
747 \section*{Acknowledgment}
748 \label{acknowledgement}
751 We would like to thank X for reviewing our paper.
752 We appreciate helpful comments on our general methodology
753 by John Fairbairn, T. M. Hall, Robert Jasiek
754 and several GoDiscussions.com users. \cite{GoDiscThread}
755 Finally, we are very grateful for ranking of go styles of selected professionals
756 by Alexander Dinerstein 3-pro, Motoki Noguchi 7-dan and Vit Brunner 4-dan.
759 % Can use something like this to put references on a page
760 % by themselves when using endfloat and the captionsoff option.
761 \ifCLASSOPTIONcaptionsoff
762 \newpage
767 % trigger a \newpage just before the given reference
768 % number - used to balance the columns on the last page
769 % adjust value as needed - may need to be readjusted if
770 % the document is modified later
771 %\IEEEtriggeratref{8}
772 % The "triggered" command can be changed if desired:
773 %\IEEEtriggercmd{\enlargethispage{-5in}}
775 % references section
777 % can use a bibliography generated by BibTeX as a .bbl file
778 % BibTeX documentation can be easily obtained at:
779 % http://www.ctan.org/tex-archive/biblio/bibtex/contrib/doc/
780 % The IEEEtran BibTeX style support page is at:
781 % http://www.michaelshell.org/tex/ieeetran/bibtex/
782 \bibliographystyle{IEEEtran}
783 % argument is your BibTeX string definitions and bibliography database(s)
784 \bibliography{gostyle}
786 % <OR> manually copy in the resultant .bbl file
787 % set second argument of \begin to the number of references
788 % (used to reserve space for the reference number labels box)
789 %\begin{thebibliography}{1}
791 %\bibitem{MasterMCTS}
793 %\end{thebibliography}
795 % biography section
797 % If you have an EPS/PDF photo (graphicx package needed) extra braces are
798 % needed around the contents of the optional argument to biography to prevent
799 % the LaTeX parser from getting confused when it sees the complicated
800 % \includegraphics command within an optional argument. (You could create
801 % your own custom macro containing the \includegraphics command to make things
802 % simpler here.)
803 %\begin{biography}[{\includegraphics[width=1in,height=1.25in,clip,keepaspectratio]{mshell}}]{Michael Shell}
804 % or if you just want to reserve a space for a photo:
806 \begin{IEEEbiography}{Michael Shell}
807 Biography text here.
808 \end{IEEEbiography}
810 % if you will not have a photo at all:
811 \begin{IEEEbiographynophoto}{John Doe}
812 Biography text here.
813 \end{IEEEbiographynophoto}
815 % insert where needed to balance the two columns on the last page with
816 % biographies
817 %\newpage
819 \begin{IEEEbiographynophoto}{Jane Doe}
820 Biography text here.
821 \end{IEEEbiographynophoto}
823 % You can push biographies down or up by placing
824 % a \vfill before or after them. The appropriate
825 % use of \vfill depends on what kind of text is
826 % on the last page and whether or not the columns
827 % are being equalized.
829 %\vfill
831 % Can be used to pull up biographies so that the bottom of the last one
832 % is flush with the other column.
833 %\enlargethispage{-5in}
837 % that's all folks
838 \end{document}