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220 % correct bad hyphenation here
221 \hyphenation{op-tical net-works semi-conduc-tor know-ledge}
224 \begin{document}
226 % paper title
227 % can use linebreaks \\ within to get better formatting as desired
228 \title{On Move Pattern Trends\\in \rvv{a} Large Go Games Corpus}
230 % use \thanks{} to gain access to the first footnote area
231 % a separate \thanks must be used for each paragraph as LaTeX2e's \thanks
232 % was not built to handle multiple paragraphs
233 \author{Petr~Baudi\v{s},~Josef~Moud\v{r}\'{i}k% <-this % stops a space
234 \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
235 \thanks{J. Moud\v{r}\'{i}k is student at the Faculty of Math and Physics, Charles University, Prague, CZ.}}
237 % note the % following the last \IEEEmembership and also \thanks -
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253 % space somehow managed to creep in.
256 % The paper headers
257 \markboth{Transactions on Computational Intelligence and AI in Games --- REV. SUBMISSIONp}%
258 {On Move Pattern Trends in Large Go Games Corpus --- REV. SUBMISSIONp}
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284 % make the title area
285 \maketitle
288 \begin{abstract}
289 %\boldmath
291 We process a~large corpus of game records of the board game of Go and propose
292 a~way of extracting summary information on played moves. We then apply several
293 basic data-mining methods on the summary information to identify the most
294 differentiating features within the summary information, and discuss their
295 correspondence with traditional Go knowledge. We show statistically significant
296 mappings of the features to player attributes such as playing strength or
297 informally perceived ``playing style'' (e.g. territoriality or aggressivity),
298 describe accurate classifiers for these attributes, and propose applications
299 including seeding real-work ranks of internet players, aiding in Go study and
300 tuning of Go-playing programs, or contribution to Go-theoretical discussion on
301 the scope of ``playing style''.
303 \end{abstract}
304 % IEEEtran.cls defaults to using nonbold math in the Abstract.
305 % This preserves the distinction between vectors and scalars. However,
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309 % in the abstract anyway.
311 % Note that keywords are not normally used for peerreview papers.
312 \begin{IEEEkeywords}
313 Board games, Evaluation, Function approximation, Go, Machine learning, Neural networks, User modelling
314 \end{IEEEkeywords}
321 % For peer review papers, you can put extra information on the cover
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329 \IEEEpeerreviewmaketitle
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332 This work has been submitted to the IEEE for possible publication. Copyright
333 may be transferred without notice, after which this version may no longer be
334 accessible.
337 \section{Introduction}
338 % The very first letter is a 2 line initial drop letter followed
339 % by the rest of the first word in caps.
341 % form to use if the first word consists of a single letter:
342 % \IEEEPARstart{A}{demo} file is ....
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352 % and "HIS" in caps to complete the first word.
353 \IEEEPARstart{T}{he} field of Computer Go usually focuses on the problem
354 of creating a~program to play the game, finding the best move from a~given
355 board position \cite{GellySilver2008}.
356 We will make use of one method developed in the course
357 of such research and apply it to the analysis of existing game records
358 with the aim of helping humans to play and understand the game better
359 instead.
361 Go is a~two-player full-information board game played
362 on a~square grid (usually $19\times19$ lines) with black and white
363 stones; the goal of the game is to surround the most territory and
364 capture enemy stones. We assume basic familiarity with the game.
366 Many Go players are eager to play using computers (usually over
367 the internet) and review games played by others on computers as well.
368 This means that large amounts of game records are collected and digitally
369 stored, enabling easy processing of such collections. However, so far
370 only little has been done with the available data. We are aware
371 only of uses for simple win/loss statistics \cite{KGSAnalytics} \cite{ProGoR}
372 and ``next move'' statistics on a~specific position \cite{Kombilo} \cite{MoyoGo}.
374 \rvv{Additionaly, a simple machine learning technique based on GNU Go's}\cite{GnuGo}\rvv{
375 move evaluation feature has recently been presented in}\cite{CompAwar}\rvv{. The authors used decision trees
376 to predict whether a given user belongs into one of three classes based on his strength
377 (causal, intermediate or advanced player). This method is however limited by the
378 blackbox-use of GNU Go engine, making it unsuitable for more detailed analysis of the moves.}
380 We present a~more in-depth approach --- from all played moves, we devise
381 a~compact evaluation of each player. We then explore correlations between
382 evaluations of various players in the light of externally given information.
383 This way, we can discover similarity between move characteristics of
384 players with the same playing strength, or discuss the meaning of the
385 ``playing style'' concept on the assumption that similar playing styles
386 should yield similar move characteristics.
388 \rv{We show that a~sample of player's games can be used to quite reliably estimate player's strength,
389 game style, or even a time when he/she was active. Apart from these practical results,
390 the research may prove to be useful for Go theoretists by investigating the principles behind
391 the classical ``style'' classification.}
393 % XXX \rv{ \ref{bla} } is not working
395 \rv{We shall first present details of the extraction and summarization of
396 information from the game corpus (section~}\ref{pattern-vectors}\rv{).
397 Afterwards, we will explain the statistical methods applied (section~}\ref{data-mining}\rv{),
398 and then describe our findings on particular game collections,
399 regarding the analysis of either strength (section~}\ref{strength-analysis}\rv{)
400 or playing styles (section~}\ref{style-analysis}\rv{).
401 Finally, we will explore possible interpretations and few applications
402 of our research (section~}\ref{proposed-apps-and-discussion}\rv{)
403 and point out some possible future research directions (section~}\ref{future-research}\rv{).}
406 \section{Data Extraction}
407 \label{pattern-vectors}
409 As the input of our analysis, we use large collections of game records
410 \rvv{in SGF format} \cite{SGF}
411 \rv{grouped by the primary object of analysis
412 (player name when analyzing style of a particular player,
413 player rank when looking at the effect of rank on data, etc.).}
414 We process the games, generating a description for each
415 played move -- a {\em pattern}, being a combination of several
416 {\em pattern features} described below.
418 We \rv{compute the occurence counts of all encountered patterns,
419 eventually} composing $n$-dimensional {\em pattern vector}
420 $\vec p$ of counts of the $n$ \rvv{(we use $n = 500$)} globally most frequent patterns
421 (the mapping from patterns to vector elements is common for
422 \rv{all generated vectors}).
423 We can then process and compare just the pattern vectors.
425 \subsection{Pattern Features}
426 When deciding how to compose the patterns we use to describe moves,
427 we need to consider a specificity tradeoff --- overly general descriptions carry too few
428 information to discern various player attributes; too specific descriptions
429 gather too few specimen over the games sample and the vector differences are
430 not statistically significant.
432 We have chosen an intuitive and simple approach inspired by pattern features
433 used when computing Elo ratings for candidate patterns in Computer Go play
434 \cite{PatElo}. Each pattern is a~combination of several {\em pattern features}
435 (name--value pairs) matched at the position of the played move.
436 We use these features:
438 \begin{itemize}
439 \item capture move flag
440 \item atari move flag
441 \item atari escape flag
442 \item contiguity-to-last flag%
443 \footnote{We do not consider contiguity features in some cases when we are working
444 on small game samples and need to reduce pattern diversity.}
445 --- whether the move has been played in one of 8 neighbors of the last move
446 \item contiguity-to-second-last flag
447 \item board edge distance --- only up to distance 4
448 \item spatial pattern --- configuration of stones around the played move
449 \end{itemize}
451 The spatial patterns are normalized (using a dictionary) to be always
452 black-to-play and maintain translational and rotational symmetry.
453 Configurations of radius between 2 and 9 in the gridcular metric%
454 \footnote{The {\em gridcular} metric
455 $d(x,y) = |\delta x| + |\delta y| + \max(|\delta x|, |\delta y|)$ produces
456 a circle-like structure on the Go board square grid \cite{SpatPat}. }
457 are matched.
459 Pattern vectors representing these features contain information on
460 played shape as well as a basic representation of tactical dynamics
461 --- threats to capture stones, replying to last move, or ignoring
462 opponent's move elsewhere to return to an urgent local situation.
463 The shapes \rv{often} correspond to opening moves
464 (either in empty corners and sides, or as part of {\em joseki}
465 --- commonly played sequences) characteristic for a certain
466 strategic aim. In the opening, even a single-line difference
467 in the distance from the border can have dramatic impact on
468 further local and global development.
470 \subsection{Vector Rescaling}
472 The pattern vector elements can have diverse values since for each object,
473 we consider a different number of games (and thus patterns).
474 Therefore, we normalize the values to range $[-1,1]$,
475 the most frequent pattern having the value of $1$ and the least occuring
476 one being $-1$.
477 Thus, we obtain vectors describing relative frequency of played patterns
478 independent on number of gathered patterns.
479 But there are multiple ways to approach the normalization.
481 \begin{figure}[!t]
482 \centering
483 \includegraphics{patcountdist}
484 \caption{Log-scaled number of pattern occurences
485 in the GoGoD games examined in sec. \ref{style-analysis}.}
486 \label{fig:patcountdist}
487 \end{figure}
489 \subsubsection{Linear Normalization}
491 \rvv{An intuitive solution is to} linearly re-scale the values using:
492 $$y_i = {x_i - x_{\rm min} \over x_{\rm max}}$$
493 This is the default approach; we have used data processed by only this
494 computation unless we note otherwise.
495 As shown on fig. \ref{fig:patcountdist}, most of the spectrum is covered
496 by the few most-occuring patterns (describing mostly large-diameter
497 shapes from the game opening). This means that most patterns will be
498 always represented by only very small values near the lower bound.
500 \subsubsection{Extended Normalization}
501 \label{xnorm}
503 To alleviate this problem, we have also tried to modify the linear
504 normalization by applying two steps --- {\em pre-processing}
505 the raw counts using
506 $$x_i' = \log (x_i + 1)$$
507 and {\em post-processing} the re-scaled values by the logistic function:
508 $$y_i' = {2 \over 1 + e^{-cy_i}}-1$$
509 However, we have found that this method is not universally beneficial.
510 In our styles case study (sec. \ref{style-analysis}), this normalization
511 produced PCA decomposition with significant dimensions corresponding
512 better to some of the prior knowledge and more instructive for manual
513 inspection, but ultimately worsened accuracy of our classifiers;
514 we conjecture from this that the most frequently occuring patterns are
515 also most important for classification of major style aspects.
517 \subsection{Implementation}
519 We have implemented the data extraction by making use of the pattern
520 features matching implementation
521 within the Pachi Go-playing program \cite{Pachi}, \rvv{which works according to
522 the Elo-rating pattern selection scheme} \cite{PatElo}.
524 We extract information on players by converting the SGF game
525 records to GTP stream \cite{GTP} that feeds Pachi's {\tt patternscan}
526 engine, \rv{producing} a~single {\em patternspec} (string representation
527 of the particular pattern features combination) per move. Of course,
528 only moves played by the appropriate \rv{player} are collected.
530 \section{Data Mining}
531 \label{data-mining}
533 To assess the properties of gathered pattern vectors
534 and their influence on playing styles,
535 we analyze the data using several basic data minining techniques.
536 The first two methods {\em (analytic)} rely purely on single data set
537 and serve to show internal structure and correlations within the data set.
539 Principal Component Analysis \rvv{\emph{(PCA)}} \cite{Jolliffe1986}
540 finds orthogonal vector components that \rv{represent} the largest variance
541 \rv{of values within the dataset.
542 That is, PCA will produce vectors representing
543 the overall variability within the dataset --- the first vector representing
544 the ``primary axis'' of the dataset, the next vectors representing the less
545 significant axes; each vector has an associated number that
546 determines its impact on the overall dataset variance: $1.0$ would mean
547 that all points within the dataset lie on this vector, value close to zero
548 would mean that removing this dimension would have little effect on the
549 overall shape of the dataset.}
551 \rvv{Reversing the process of the PCA by backprojecting the orthogonal vector components into the
552 original pattern space can indicate which patterns correlate with each component.}
553 Additionally, PCA can be used as vector preprocessing for methods
554 that are negatively sensitive to pattern vector component correlations.
556 \rv{On the other hand,} Sociomaps \cite{Sociomaps} \cite{TeamProf} \cite{SociomapsPersonal} produce
557 spatial representation of the data set elements (e.g. players) based on
558 similarity of their data set features; we can then project other
559 information on the map to illutrate its connection to the data set.%
560 % Pryc v ramci snizeni poctu footnotu
561 %\footnote{\rv{We also attempted to visualise the player relationships
562 %using Kohonen maps, but that did not produce very useful results.}}
564 Furthermore, we test several \emph{classification} methods that assign
565 an \emph{output vector} $\vec O$ \rv{to} each pattern vector $\vec P$,
566 \rv{the output vector representing the information we want to infer
567 from the game sample} --- e.g.~\rv{assessment of} the playing style,
568 player's strength or even meta-information like the player's era
569 or the country of origin.
571 Initially, the methods must be calibrated (trained) on some prior knowledge,
572 usually in the form of \emph{reference pairs} of pattern vectors
573 and the associated output vectors.
574 The reference set is divided into training and testing pairs
575 and the methods can be compared by the mean square error (MSE) on testing data set
576 (difference of output vectors approximated by the method and their real desired value).
578 %\footnote{However, note that dicrete characteristics such as country of origin are
579 %not very feasible to use here, since WHAT??? is that even true?? }
581 The most trivial method is approximation by the PCA representation
582 matrix, provided that the PCA dimensions have some already well-defined
583 \rv{interpretation}; this can be true for single-dimensional information like
584 the playing strength.
586 Aside of that, we test the $k$-Nearest Neighbors (\emph{$k$-NN}) classifier \cite{CoverHart1967}
587 that approximates $\vec O$ by composing the output vectors
588 of $k$ reference pattern vectors closest to $\vec P$.
590 Another classifier is a~multi-layer feed-forward Artificial Neural Network \rv{(see e.g. }\cite{Haykin1994}\rv{)}:
591 the neural network can learn correlations between input and output vectors
592 and generalize the ``knowledge'' to unknown vectors; it can be more flexible
593 in the interpretation of different pattern vector elements and discern more
594 complex relations than the $k$-NN classifier,
595 but may not be as stable and expects larger training sample.
597 Finally, a commonly used classifier in statistical inference is
598 the Naive Bayes Classifier \cite{Bayes};
599 it can infer relative probability of membership
600 in various classes based on previous evidence (training patterns).
602 \subsection{Statistical Methods}
603 We use couple of general statistical analysis \rv{methods} together
604 with the particular techniques.
606 \label{pearson}
607 To find correlations within or between extracted data and
608 some prior knowledge (player rank, style vector), we compute the well-known
609 {\em Pearson product-moment correlation coefficient (PMCC)} \cite{Pearson},
610 measuring the strength of the linear dependence%
611 \footnote{A desirable property of PMCC is that it is invariant to translations and rescaling
612 of the vectors.}
613 between any two dimensions:
615 $$ r_{X,Y} = {{\rm cov}(X,Y) \over \sigma_X \sigma_Y} $$
617 To compare classifier performance on the reference data, we employ
618 {\em $k$-fold cross validation}:
619 we randomly divide the training set
620 into $k$ distinct segments of similar sizes and then iteratively
621 use each part as a~testing set as the other $k-1$ parts are used as a~training set.
622 We then average results over all iterations.
624 \subsection{Principal Component Analysis}
625 \label{PCA}
626 We use Principal Component Analysis
627 to reduce the dimensions of the pattern vectors while preserving
628 as much information as possible, assuming inter-dependencies between
629 pattern vector dimensions are linear.
631 \rv{Technically}, PCA is an eigenvalue decomposition of a~covariance matrix of centered pattern vectors,
632 producing a~linear mapping $o$ from $n$-dimensional vector space
633 to a~reduced $m$-dimensional vector space.
634 The $m$ eigenvectors of the original vectors' covariance matrix
635 with the largest eigenvalues are used as the base of the reduced vector space;
636 the eigenvectors form projection matrix $W$.
638 For each original pattern vector $\vec p_i$,
639 we obtain its new representation $\vec r_i$ in the PCA base
640 as shown in the following equation:
641 \begin{equation}
642 \vec r_i = W \cdot \vec p_i
643 \end{equation}
645 The whole process is described in the Algorithm \ref{alg:pca}.
647 \begin{algorithm}
648 \caption{PCA -- Principal Component Analysis}
649 \begin{algorithmic}
650 \label{alg:pca}
651 \REQUIRE{$m > 0$, set of players $R$ with pattern vectors $p_r$}
652 \STATE $\vec \mu \leftarrow 1/|R| \cdot \sum_{r \in R}{\vec p_r}$
653 \FOR{ $r \in R$}
654 \STATE $\vec p_r \leftarrow \vec p_r - \vec \mu$
655 \ENDFOR
656 \FOR{ $(i,j) \in \{1,... ,n\} \times \{1,... ,n\}$}
657 \STATE $\mathit{Cov}[i,j] \leftarrow 1/|R| \cdot \sum_{r \in R}{\vec p_{ri} \cdot \vec p_{rj}}$
658 \ENDFOR
659 \STATE Compute Eigenvalue Decomposition of $\mathit{Cov}$ matrix
660 \STATE Get $m$ largest eigenvalues
661 \STATE Most significant eigenvectors ordered by decreasing eigenvalues form the rows of matrix $W$
662 \FOR{ $r \in R$}
663 \STATE $\vec r_r\leftarrow W \vec p_r$
664 \ENDFOR
665 \end{algorithmic}
666 \end{algorithm}
668 \subsection{Sociomaps}
669 \label{soc}
670 Sociomaps are a general mechanism for \rv{visualizing}
671 relationships on a 2D plane such that \rv{given} ordering of the
672 \rv{player} distances in the dataset is preserved in distances on the plane.
674 In our particular case,%
675 \footnote{A special case of the {\em Subject-to-Object Relation Mapping (STORM)} indirect sociomap.}
676 we will consider a dataset $\vec S$ of small-dimensional
677 vectors $\vec s_i$. First, we estimate the {\em significance}
678 of difference {\rv of} each two subjects.
679 Then, we determine projection $\varphi$ of all the $\vec s_i$
680 to spatial coordinates of an Euclidean plane, such that it reflects
681 the estimated difference significances.
683 % TODO: Clarify, clean up references
685 To quantify the differences between the subjects ({\em team profiling})
686 into an $A$ matrix, for each two subjects $i, j$ we compute the scalar distance%
687 \footnote{We use the {\em Manhattan} metric $d(x,y) = \sum_i |x_i - y_i|$.}
688 of $s_i, s_j$ and then estimate the $A_{ij}$ probability of at least such distance
689 occuring in uniformly-distributed input (the higher the probability, the more
690 significant and therefore important to preserve the difference is).
692 To visualize the quantified differences, we need to find
693 the $\varphi$ projection such that it maximizes a {\em three-way ordering} criterion:
694 ordering of any three members within $A$ and on the plane
695 (by Euclidean metric) must be the same.
697 $$ \max_\varphi \sum_{i\ne j\ne k} \Phi(\varphi, i, j, k) $$
698 $$ \Phi(\varphi, i, j, k) = \begin{cases}
699 1 & \delta(1,A_{ij},A_{ik}) = \delta(\varphi(i),\varphi(j),\varphi(k)) \\
700 0 & \hbox{otherwise} \end{cases} $$
701 $$ \delta(a, b, c) = \begin{cases}
702 1 & |a-b| > |a-c| \\
703 0 & |a-b| = |a-c| \\
704 -1 & |a-b| < |a-c| \end{cases} $$
706 The $\varphi$ projection is then determined by randomly initializing
707 the position of each subject and then employing gradient descent methods.
709 \subsection{k-Nearest Neighbors Classifier}
710 \label{knn}
711 Our goal is to approximate \rvv{the} player's output vector $\vec O$,
712 knowing their pattern vector $\vec P$.
713 We further assume that similarities in players' pattern vectors
714 uniformly correlate with similarities in players' output vectors.
716 We require a set of reference players $R$ with known \emph{pattern vectors} $\vec p_r$
717 and \emph{output vectors} $\vec o_r$.
719 $\vec O$ is approximated as weighted average of \emph{output vectors}
720 $\vec o_i$ of $k$ players with \emph{pattern vectors} $\vec p_i$ closest to $\vec P$.
721 This is illustrated in the Algorithm \ref{alg:knn}.
722 Note that the weight is a function of distance and is not explicitly defined in Algorithm \ref{alg:knn}.
723 During our research, exponentially decreasing weight has proven to be sufficient.%
724 \footnote{We present concrete formulas in each of the case studies.}
726 \begin{algorithm}
727 \caption{k-Nearest Neighbors}
728 \begin{algorithmic}
729 \label{alg:knn}
730 \REQUIRE{pattern vector $\vec P$, $k > 0$, set of reference players $R$}
731 \FORALL{$r \in R$ }
732 \STATE $D[r] \leftarrow \mathit{EuclideanDistance}(\vec p_r, \vec P)$
733 \ENDFOR
734 \STATE $N \leftarrow \mathit{SelectSmallest}(k, R, D)$
735 \STATE $\vec O \leftarrow \vec 0$
736 \FORALL{$r \in N $}
737 \STATE $\vec O \leftarrow \vec O + \mathit{Weight}(D[r]) \cdot \vec o_r $
738 \ENDFOR
739 \end{algorithmic}
740 \end{algorithm}
742 \subsection{Neural Network Classifier}
743 \label{neural-net}
745 Feed-forward neural networks are known for their ability to generalize
746 and find correlations between input patterns and output classifications.
747 Before use, the network is iteratively trained on the training data
748 until the error on the training set is reasonably small.
750 %Neural network is an adaptive system that must undergo a training
751 %period similarly to the requirement
752 %of reference vectors for the k-Nearest Neighbors algorithm above.
754 \subsubsection{Computation and activation of the NN}
755 Technically, the neural network is a network of interconnected
756 computational units called neurons.
757 A feed-forward neural network has a layered topology;
758 it usually has one \emph{input layer}, one \emph{output layer}
759 and an arbitrary number of \emph{hidden layers} between.
761 Each neuron $i$ gets input from all neurons in the previous layer,
762 each connection having specific weight $w_{ij}$.
764 The computation proceeds in discrete time steps.
765 In the first step, the neurons in the \emph{input layer}
766 are \emph{activated} according to the \emph{input vector}.
767 Then, we iteratively compute output of each neuron in the next layer
768 until the output layer is reached.
769 The activity of output layer is then presented as the result.
771 The activation $y_i$ of neuron $i$ from the layer $I$ is computed as
772 \begin{equation}
773 y_i = f\left(\sum_{j \in J}{w_{ij} y_j}\right)
774 \end{equation}
775 where $J$ is the previous layer, while $y_j$ is the activation for neurons from $J$ layer.
776 Function $f()$ is a~so-called \emph{activation function}
777 and its purpose is to bound the outputs of neurons.
778 A typical example of an activation function is the sigmoid function.%
779 \footnote{A special case of the logistic function $\sigma(x)=(1+e^{-(rx+k)})^{-1}$.
780 Parameters control the growth rate $r$ and the x-position $k$.}
782 \subsubsection{Training}
783 Training of the feed-forward neural network usually involves some
784 modification of supervised Backpropagation learning algorithm.
785 We use first-order optimization algorithm called RPROP \cite{Riedmiller1993}.
787 %Because the \emph{reference set} is usually not very large,
788 %we have devised a simple method for its extension.
789 %This enhancement is based upon adding random linear combinations
790 %of \emph{style and pattern vectors} to the training set.
792 As outlined above, the training set $T$ consists of
793 $(\vec p_i, \vec o_i)$ pairs.
794 The training algorithm is shown in Algorithm \ref{alg:tnn}.
796 \begin{algorithm}
797 \caption{Training Neural Network}
798 \begin{algorithmic}
799 \label{alg:tnn}
800 \REQUIRE{Train set $T$, desired error $e$, max iterations $M$}
801 \STATE $N \leftarrow \mathit{RandomlyInitializedNetwork}()$
802 \STATE $\mathit{It} \leftarrow 0$
803 \REPEAT
804 \STATE $\mathit{It} \leftarrow \mathit{It} + 1$
805 \STATE $\Delta \vec w \leftarrow \vec 0$
806 \STATE $\mathit{TotalError} \leftarrow 0$
807 %\FORALL{$(\overrightarrow{Input}, \overrightarrow{DesiredOutput}) \in T$}
808 %\STATE $\overrightarrow{Output} \leftarrow Result(N, \overrightarrow{Input})$
809 %\STATE $E \leftarrow |\overrightarrow{DesiredOutput} - \overrightarrow{Output}|$
810 \FORALL{$(\mathit{Input}, \mathit{DesiredOutput}) \in T$}
811 \STATE $\mathit{Output} \leftarrow \mathit{Result}(N, \mathit{Input})$
812 \STATE $\mathit{Error} \leftarrow |\mathit{DesiredOutput} - \mathit{Output}|$
813 \STATE $\Delta \vec w \leftarrow \Delta \vec w + \mathit{WeightUpdate}(N,\mathit{Error})$
814 \STATE $\mathit{TotalError} \leftarrow \mathit{TotalError} + \mathit{Error}$
815 \ENDFOR
816 \STATE $N \leftarrow \mathit{ModifyWeights}(N, \Delta \vec w)$
817 \UNTIL{$\mathit{TotalError} < e$ or $ \mathit{It} > M$}
818 \end{algorithmic}
819 \end{algorithm}
821 \subsection{Naive Bayes Classifier}
822 \label{naive-bayes}
824 The Naive Bayes Classifier uses existing information to construct
825 probability model of likelihoods of given {\em feature variables}
826 based on a discrete-valued {\em class variable}.
827 Using the Bayes equation, we can then estimate the probability distribution
828 of class variable for particular values of the feature variables.
830 In order to approximate the player's output vector $\vec O$ based on
831 pattern vector $\vec P$, we will compute each element of the
832 output vector separately, covering the output domain by several $k$-sized
833 discrete intervals (classes).
835 \rv{In fact, we use the PCA-represented input $\vec R$ (using the 10 most significant
836 dimensions), since it better fits the pre-requisites of the
837 Bayes classifier -- values in each dimension are more independent and
838 they approximate the normal distribution better. Additionally, small input dimensions
839 are computationaly feasible.}
841 When training the classifier for $\vec O$ element $o_i$
842 of class $c = \lfloor o_i/k \rfloor$,
843 we assume the $\vec R$ elements are normally distributed and
844 feed the classifier information in the form
845 $$ \vec R \mid c $$
846 estimating the mean $\mu_c$ and standard deviation $\sigma_c$
847 of each $\vec R$ element for each encountered $c$
848 (see algorithm \ref{alg:tnb}).
850 Then, we can query the built probability model on
851 $$ \max_c P(c \mid \vec R) $$
852 obtaining the most probable class $i$ for an arbitrary $\vec R$
853 Each probability is obtained using the normal distribution formula:
854 $$ P(c \mid x) = {1\over \sqrt{2\pi\sigma_c^2}}\exp{-(x-\mu_c)^2\over2\sigma_c^2} $$
856 \begin{algorithm}
857 \caption{Training Naive Bayes}
858 \begin{algorithmic}
859 \label{alg:tnb}
860 \REQUIRE{Training set $T = (\mathit{R, c})$}
861 \FORALL{$(R, c) \in T$}
862 \STATE $\mathit{RbyC}_c \leftarrow \mathit{RbyC}_c \cup \{R\}$
863 \ENDFOR
864 \FORALL{$c$}
865 \STATE $\mu_c \leftarrow {1 \over |\mathit{RbyC}_c|} \sum_{R \in \mathit{RbyC}_c} R$
866 \ENDFOR
867 \FORALL{$c$}
868 \STATE $\sigma_c \leftarrow {1 \over |\mathit{RbyC}_c|} \sum_{R \in \mathit{RbyC}_c} R-\mu_c $
869 \ENDFOR
870 \end{algorithmic}
871 \end{algorithm}
873 \subsection{Implementation}
875 We have implemented the data mining methods as the
876 ``gostyle'' open-source framework \cite{GoStyle},
877 made available under the GNU GPL licence.
879 The majority of our basic processing and \rv{analysis
880 is} implemented in the Python \cite{Python25} programming language.
881 We use several external libraries, most notably the MDP library \cite{MDP} \rv{for the PCA analysis}.
882 The neural network \rv{component} is written using the libfann C library \cite{Nissen2003}.
883 The Naive Bayes Classifier \rv{is built around} the {\tt AI::NaiveBayes1} Perl module \cite{NaiveBayes1}.
885 The sociomap has been visualised using the Team Profile Analyzer \cite{TPA}
886 which is a part of the Sociomap suite \cite{SociomapSite}.
889 \section{Strength Analysis}
890 \label{strength-analysis}
892 \begin{figure*}[!t]
893 \centering
894 \includegraphics[width=7in]{strength-pca}
895 \caption{PCA of by-strength vectors}
896 \label{fig:strength_pca}
897 \end{figure*}
899 First, we have used our framework to analyse correlations of pattern vectors
900 and playing strength. Like in other competitively played board games, Go players
901 receive real-world {\em rating number} based on tournament games,
902 and {\em rank} based on their rating.%
903 \footnote{Elo-type rating system \cite{GoR} is usually used,
904 corresponding to even win chances for game of two players with the same rank,
905 and about 2:3 win chance for the stronger in case of one rank difference.}
906 %\footnote{Professional ranks and dan ranks in some Asia countries may be assigned differently.}
907 The amateur ranks range from 30-kyu (beginner) to 1-kyu (intermediate)
908 and then follows 1-dan to 9-dan
909 %\footnote{7-dan in some systems.}
910 (top-level player).
911 Multiple independent real-world ranking scales exist
912 (geographically based), \rv{while} online servers \rv{also} maintain their own user rank \rv{list};
913 the difference between scales can be up to several ranks and the rank
914 distributions also differ. \cite{RankComparison}
916 \subsection{Data source}
917 As the source game collection, we use \rvv{the} Go Teaching Ladder reviews archive
918 %\footnote{The reviews contain comments and variations --- we consider only the main variation with the actual played game.}
919 \cite{GTL}. This collection contains 7700 games of players with strength ranging
920 from 30-kyu to 4-dan; we consider only even games with clear rank information.
921 Since the rank information is provided by the users and may not be consistent,
922 we are forced to take a simplified look at the ranks,
923 discarding the differences between various systems and thus somewhat
924 increasing error in our model.\footnote{Since our results seem satisfying,
925 we did not pursue to try another collection;
926 one could e.g. look at game archives of some Go server to work within
927 single more-or-less consistent rank model.}
929 We represent the rank in our dataset \rv{as an integer in the range} $[-3,30]$ with positive
930 numbers representing the kyu ranks and numbers smaller than 1 representing the dan
931 ranks: 4-dan maps to $-3$, 1-dan to $0$, etc.
933 \subsection{Strength PCA analysis}
934 First, we have created a single pattern vector for each rank between 30-kyu to 4-dan;
935 we have performed PCA analysis on the pattern vectors, achieving near-perfect
936 rank correspondence in the first PCA dimension%
937 \footnote{The eigenvalue of the second dimension was four times smaller,
938 with no discernable structure revealed within the lower-order eigenvectors.}
939 (figure \ref{fig:strength_pca}).
941 We measure the accuracy of the strength approximation by the first PCA dimension
942 using Pearson's $r$ (see \ref{pearson}), yielding very satisfying value of $r=0.979$
943 implying extremely strong correlation.%
944 %\footnote{Extended vector normalization (sec. \ref{xnorm}) produced noticeably less clear-cut results.}
946 \rv{This reflects the trivial fact that the most important ``defining characteristic''
947 of a set of players grouped by strength is indeed their strength and confirms
948 that our methodics is correct.
949 At the same time, this result suggests that it is possible to accurately estimate
950 player's strength from a sample of his games,%
951 \footnote{The point is of course that the pattern analysis can be done even if we do not know the opponent's strength, or even the game result.}
952 as we confirm below.}
954 \rv{When investigating a player's $\vec p$, the PCA decomposition could be also
955 useful for study suggestions --- a program could examine the pattern gradient at the
956 player's position on the PCA dimensions and suggest patterns to avoid and patterns
957 to play more often. Of course, such an advice alone is certainly not enough and it
958 must be used only as a basis of a more thorough analysis of reasons behind the fact
959 that the player plays other patterns than they ``should''.}
961 \subsection{Strength Classification}
962 \label{strength-class}
964 \rv{In line with results of the PCA analysis, we have tested the strength approximation ability
965 of $k$-NN (sec.} \ref{knn}\rv{), neural network (sec. }\ref{neural-net}\rv{),
966 and a simple PCA-based classifier (sec. }\ref{PCA}\rv{).}
968 \subsubsection{Reference (Training) Data}
969 \rv{We have trained the tested classifiers using one pattern vector per rank
970 (aggregate over all games played by some player declaring the given rank),
971 then performing PCA analysis to reduced the dimension of pattern vectors.}
973 We have explored the influence of different game sample sizes (\rv{$G$})
974 on the classification accuracy to \rv{determine the} practicality and scaling
975 abilities of the classifiers.
976 In order to reduce the diversity of patterns (negatively impacting accuracy
977 on small samples), we do not consider the contiguity pattern features.
979 The classifiers were compared by running a many-fold validation by repeatedly and
980 exhaustively taking disjunct \rv{$G$}--game samples of the same rank from the collection%
981 \footnote{Arbitrary game numbers are approximated by pattern file sizes,
982 iteratively selecting all games of randomly selected player
983 of the required strength.}
984 and measuring the standard error of the classifier.
986 %We have randomly separated $10\%$ of the game database as a testing set,
987 %Using the most %of players within the test group yields MSE TODO, thus providing
988 %reasonably satisfying accuracy by itself.
990 %Using the Naive Bayes classifier yields MSE TODO.
992 \subsubsection{Results}
993 \rv{The results are shown in the table~}\ref{table-str-class}\rv{.
994 The $G$ column describes the number of games in each sample,
995 $\mathit{MSE}$ column shows measured mean square error and $\sigma$ is the empirical standard deviation.
996 Methods are
997 compared (column $\mathit{Cmp}$) to the random classifier by the quotient of their~$\sigma$.}
999 \rv{From the table, it should be obvious that the $k$-NN is obtaining good
1000 accuracy even on as few as 9 games as a sample\rvv{, where the classifier performs within a standard deviation of $4.6$kyu.}
1001 For a large number of training vectors -- albeit not very accurate due to small
1002 sample sizes -- the neural network classifier performs very similarly.
1003 For samples of 2 games, the neural network is even slightly better on average.
1004 However, due to the decreasing number of training vectors with increasing game sample sizes,
1005 the neural network gets unusable for large sample sizes.
1006 The table therefore only shows the neural network results for samples of 17 games and smaller.}
1008 \rv{PCA-based classifier (the most significant PCA eigenvector position is simply directly taken as a~rank) and
1009 a random classifier are listed mainly for the sake of comparison, because they do not perform
1010 competetively.}
1012 \begin{table}[!t]
1013 % increase table row spacing, adjust to taste
1014 \renewcommand{\arraystretch}{1.3}
1015 \caption{Strength Classifier Performance}
1016 \label{table-str-class}
1017 \centering
1018 \begin{tabular}{|c|c||c|c||c|}
1019 \hline
1020 Method & \rv{$G$} & MSE & $\sigma$ & Cmp \\ \hline
1021 $k$-NN&$85$ & $5.514$ & $2.348$ & $6.150$ \\
1022 &$43$ & $8.449$ & $2.907$ & $4.968$ \\
1023 &$17$ & $10.096$& $3.177$ & $4.545$ \\
1024 &$9$ & $21.343$& $4.620$ & $3.126$ \\
1025 &$2$ & $52.212$& $7.226$ & $1.998$ \\\hline
1027 \rv{Neural Network} & $17$ & $110.633$ & $10.518$ & $1.373$ \\
1028 &$9$ & $44.512$ & $6.672$ & $2.164$ \\
1029 &$2$ & $43.682$ & $6.609$ & $2.185$ \\ \hline
1030 %&$1$ & $58.051$ & $7.619$ & $1.895$ \\ \hline
1032 PCA & $85$ & $24.070$ & $4.906$ & $2.944$ \\
1033 &$43$ & $31.324$ & $5.597$ & $2.580$ \\
1034 &$17$ & $50.390$ & $7.099$ & $2.034$ \\
1035 &$9$ & $72.528$ & $8.516$ & $1.696$ \\
1036 &$2$ & $128.660$& $11.343$ & $1.273$ \\ \hline
1038 Rnd & N/A & $208.549$ & $14.441$ & $1.000$ \\ \hline
1039 \end{tabular}
1040 \end{table}
1042 \subsubsection{$k$-NN parameters}
1043 \rv{Using the $4$-Nearest Neighbors classifier with the weight function}
1044 \begin{equation}
1045 \mathit{Weight}(\vec x) = 0.9^{M*\mathit{Distance}(\vec x)}
1046 \end{equation}
1047 (parameter $M$ ranging from $30$ to $6$).
1049 \subsubsection{Neural network's parameters}
1050 \rv{The neural network classifier had three-layered architecture (one hidden layer)
1051 comprising of these numbers of neurons:}
1052 \vspace{4mm}
1053 \noindent
1054 %\begin{table}
1055 \begin{center}
1056 %\caption{Styles}
1057 \begin{tabular}{|c|c|c|}
1058 \hline
1059 \multicolumn{3}{|c|}{Layer} \\\hline
1060 Input & Hidden & Output \\ \hline
1061 119 & 35 & 1 \\ \hline
1062 \end{tabular}
1063 \end{center}
1064 %\end{table}
1065 \vspace{4mm}
1067 \rv{The network was trained until the square error on the training set was smaller than $0.0005$.
1068 Due to the small number of input vectors,
1069 this only took about $20$ iterations of RPROP learning algorithm on average.}
1072 %#Finally, we used $8$-fold cross validation on one-file-per-rank data,
1073 %yielding a MSE $0.085$ which is equivalent to standard deviation of $15\%$.
1075 \section{Style Analysis}
1076 \label{style-analysis}
1078 As a~second case study for our pattern analysis,
1079 we investigate pattern vectors $\vec p$ of various well-known players,
1080 their relationships in-between and to prior knowledge
1081 in order to explore the correlation of prior knowledge with extracted patterns.
1082 We look for relationships between pattern vectors and perceived
1083 ``playing style'' and attempt to use our classifiers to transform
1084 the pattern vector $\vec p$ to a style vector $\vec s$.
1086 \subsection{Data sources}
1087 \subsubsection{Game database}
1088 The source game collection is GoGoD Winter 2008 \cite{GoGoD} containing 55000
1089 professional games, dating from the early Go history 1500 years ago to the present.
1090 We consider only games of a small subset of players (table \ref{fig:style_marks});
1091 we have chosen them for being well-known within the players community,
1092 having large number of played games in our collection and not playing too long
1093 ago.\footnote{Over time, many commonly used sequences get altered, adopted and
1094 dismissed; usual playing conditions can also differ significantly.}
1096 \subsubsection{Expert-based knowledge}
1097 \label{style-vectors}
1098 In order to provide a reference frame for our style analysis,
1099 we have gathered some information from game experts about various
1100 traditionally perceived style aspects to use as a prior knowledge.
1101 This expert-based knowledge allows us to predict styles of unknown players
1102 based on the similarity of their pattern vectors,
1103 as well as discover correlations between styles and \rv{particular}
1104 move patterns.
1106 Experts were asked to mark four style aspects of each of the given players
1107 on the scale from 1 to 10. The style aspects are defined as shown:
1109 \vspace{4mm}
1110 \noindent
1111 %\begin{table}
1112 \begin{center}
1113 %\caption{Styles}
1114 \begin{tabular}{|c|c|c|}
1115 \hline
1116 Style & 1 & 10\\ \hline
1117 Territoriality $\tau$ & Moyo & Territory \\
1118 Orthodoxity $\omega$ & Classic & Novel \\
1119 Aggressivity $\alpha$ & Calm & Fighting \\
1120 Thickness $\theta$ & Safe & Shinogi \\ \hline
1121 \end{tabular}
1122 \end{center}
1123 %\end{table}
1124 \vspace{4mm}
1126 We have devised these four style aspects based on our own Go experience
1127 and consultations with other experts.
1128 The used terminology has quite
1129 clear meaning to any experienced Go player and there is not too much
1130 room for confusion, except possibly in the case of ``thickness'' ---
1131 but the concept is not easy to pin-point succintly and we also did not
1132 add extra comments on the style aspects to the questionnaire deliberately
1133 to accurately reflect any diversity in understanding of the terms.
1135 Averaging this expert based evaluation yields \emph{reference style vector}
1136 $\vec s_r$ (of dimension $4$) for each player $r$
1137 from the set of \emph{reference players} $R$.
1139 Throughout our research, we have experimentally found that playing era
1140 is also a major factor differentiating between patterns. Thus, we have
1141 further extended the $\vec s_r$ by median year over all games played
1142 by the player.
1144 \begin{table}[!t]
1145 % increase table row spacing, adjust to taste
1146 \renewcommand{\arraystretch}{1.3}
1147 \caption{Covariance Measure of Prior Information Dimensions}
1148 \label{fig:style_marks_r}
1149 \centering
1150 % Some packages, such as MDW tools, offer better commands for making tables
1151 % than the plain LaTeX2e tabular which is used here.
1152 \begin{tabular}{|r||r||r||r||r||r|}
1153 \hline
1154 & $\tau$ & $\omega$ & $\alpha$ & $\theta$ & year \\
1155 \hline
1156 $\tau$ &$1.000$&$\mathbf{-0.438}$&$\mathbf{-0.581}$&$\mathbf{ 0.721}$&$ 0.108$\\
1157 $\omega$& &$ 1.000$&$\mathbf{ 0.682}$&$ 0.014$&$-0.021$\\
1158 $\alpha$& & &$ 1.000$&$-0.081$&$ 0.030$\\
1159 $\theta$& &\multicolumn{1}{c||}{---}
1160 & &$ 1.000$&$-0.073$\\
1161 y. & & & & &$ 1.000$\\
1162 \hline
1163 \end{tabular}
1164 \end{table}
1166 Three high-level Go players (Alexander Dinerstein 3-pro, Motoki Noguchi
1167 7-dan and V\'{i}t Brunner 4-dan) have judged the style of the reference
1168 players.
1169 The complete list of answers is in table \ref{fig:style_marks}.
1170 Standard error of the answers is 0.952, making the data reasonably reliable,
1171 though much larger sample would of course be more desirable
1172 (but beyond our means to collect).
1173 We have also found a~significant correlation between the various
1174 style aspects, as shown by the Pearson's $r$ values
1175 in table \ref{fig:style_marks_r}.
1177 \rv{We have made few manual adjustments in the dataset, disregarding some
1178 players or portions of their games. This was done to achieve better
1179 consistency of the games (e.g. considering only games of roughly the
1180 same age) and to consider only sets of games that can be reasonably
1181 rated as a whole by human experts (who can give a clear feedback in this
1182 effect). This filtering methodology can be easily reproduced
1183 and such arbitrary decisions are neccessary only
1184 for processing the training dataset, not for using it (either for exloration
1185 or classification).}
1187 \begin{table}[!t]
1188 % increase table row spacing, adjust to taste
1189 \renewcommand{\arraystretch}{1.4}
1190 \begin{threeparttable}
1191 \caption{Expert-Based Style Aspects of Selected Professionals\tnote{1} \tnote{2}}
1192 \label{fig:style_marks}
1193 \centering
1194 % Some packages, such as MDW tools, offer better commands for making tables
1195 % than the plain LaTeX2e tabular which is used here.
1196 \begin{tabular}{|c||c||c||c||c|}
1197 \hline
1198 {Player} & $\tau$ & $\omega$ & $\alpha$ & $\theta$ \\
1199 \hline
1200 Go Seigen\tnote{3} & $6.0 \pm 2.0$ & $9.0 \pm 1.0$ & $8.0 \pm 1.0$ & $5.0 \pm 1.0$ \\
1201 Ishida Yoshio\tnote{4}&$8.0 \pm 1.4$ & $5.0 \pm 1.4$ & $3.3 \pm 1.2$ & $5.3 \pm 0.5$ \\
1202 Miyazawa Goro & $1.5 \pm 0.5$ & $10 \pm 0 $ & $9.5 \pm 0.5$ & $4.0 \pm 1.0$ \\
1203 Yi Ch'ang-ho\tnote{5}& $7.0 \pm 0.8$ & $5.0 \pm 1.4$ & $2.6 \pm 0.9$ & $2.6 \pm 1.2$ \\
1204 Sakata Eio & $7.6 \pm 1.7$ & $4.6 \pm 0.5$ & $7.3 \pm 0.9$ & $8.0 \pm 1.6$ \\
1205 Fujisawa Hideyuki & $3.5 \pm 0.5$ & $9.0 \pm 1.0$ & $7.0 \pm 0.0$ & $4.0 \pm 0.0$ \\
1206 Otake Hideo & $4.3 \pm 0.5$ & $3.0 \pm 0.0$ & $4.6 \pm 1.2$ & $3.6 \pm 0.9$ \\
1207 Kato Masao & $2.5 \pm 0.5$ & $4.5 \pm 1.5$ & $9.5 \pm 0.5$ & $4.0 \pm 0.0$ \\
1208 Takemiya Masaki\tnote{4}&$1.3\pm 0.5$& $6.3 \pm 2.1$ & $7.0 \pm 0.8$ & $1.3 \pm 0.5$ \\
1209 Kobayashi Koichi & $9.0 \pm 1.0$ & $2.5 \pm 0.5$ & $2.5 \pm 0.5$ & $5.5 \pm 0.5$ \\
1210 Cho Chikun & $9.0 \pm 0.8$ & $7.6 \pm 0.9$ & $6.6 \pm 1.2$ & $9.0 \pm 0.8$ \\
1211 Ma Xiaochun & $8.0 \pm 2.2$ & $6.3 \pm 0.5$ & $5.6 \pm 1.9$ & $8.0 \pm 0.8$ \\
1212 Yoda Norimoto & $6.3 \pm 1.7$ & $4.3 \pm 2.1$ & $4.3 \pm 2.1$ & $3.3 \pm 1.2$ \\
1213 Luo Xihe & $7.3 \pm 0.9$ & $7.3 \pm 2.5$ & $7.6 \pm 0.9$ & $6.0 \pm 1.4$ \\
1214 O Meien & $2.6 \pm 1.2$ & $9.6 \pm 0.5$ & $8.3 \pm 1.7$ & $3.6 \pm 1.2$ \\
1215 Rui Naiwei & $4.6 \pm 1.2$ & $5.6 \pm 0.5$ & $9.0 \pm 0.8$ & $3.3 \pm 1.2$ \\
1216 Yuki Satoshi & $3.0 \pm 1.0$ & $8.5 \pm 0.5$ & $9.0 \pm 1.0$ & $4.5 \pm 0.5$ \\
1217 Hane Naoki & $7.5 \pm 0.5$ & $2.5 \pm 0.5$ & $4.0 \pm 0.0$ & $4.5 \pm 1.5$ \\
1218 Takao Shinji & $5.0 \pm 1.0$ & $3.5 \pm 0.5$ & $5.5 \pm 1.5$ & $4.5 \pm 0.5$ \\
1219 Yi Se-tol & $5.3 \pm 0.5$ & $6.6 \pm 2.5$ & $9.3 \pm 0.5$ & $6.6 \pm 1.2$ \\
1220 Yamashita Keigo\tnote{4}&$2.0\pm 0.0$& $9.0 \pm 1.0$ & $9.5 \pm 0.5$ & $3.0 \pm 1.0$ \\
1221 Cho U & $7.3 \pm 2.4$ & $6.0 \pm 0.8$ & $5.3 \pm 1.7$ & $6.3 \pm 1.7$ \\
1222 Gu Li & $5.6 \pm 0.9$ & $7.0 \pm 0.8$ & $9.0 \pm 0.8$ & $4.0 \pm 0.8$ \\
1223 Chen Yaoye & $6.0 \pm 1.0$ & $4.0 \pm 1.0$ & $6.0 \pm 1.0$ & $5.5 \pm 0.5$ \\
1224 \hline
1225 \end{tabular}
1226 \begin{tablenotes}
1227 \item [1] Including standard deviation. Only players where we received at least two out of three answers are included.
1228 \item [2] Since the playing era column does not fit into the table, we at least sort the players ascending by their median year.
1229 \item [3] We do not consider games of Go Seigen due to him playing across several distinct eras and also being famous for radical opening experiments throughout the time, and thus featuring especially high diversity in patterns.
1230 \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 that case corresponds to common knowledge of him being an extreme proponent of anti-territorial (``moyo'') style.
1231 \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 and still has this reputation in minds of many players, but is regarded to have altered his style significantly afterwards.
1232 \end{tablenotes}
1233 \end{threeparttable}
1234 \end{table}
1236 \subsection{Style PCA analysis}
1238 \begin{figure}[!t]
1239 \centering
1240 \includegraphics[width=3in]{style-pca}
1241 \caption{Columns with the most significant PCA dimensions of the dataset.}
1242 \label{fig:style_pca}
1243 \end{figure}
1245 We have looked at the ten most significant dimensions of the pattern data
1246 yielded by the PCA analysis of the reference player set%
1247 \footnote{We also tried to observe PCA effect of removing outlying Takemiya
1248 Masaki. That way, the second dimension strongly
1249 correlated to territoriality and third dimension strongly correlacted to era,
1250 however the first dimension remained mysteriously uncorrelated and with no
1251 obvious interpretation.}
1252 (fig. \ref{fig:style_pca} shows the first three).
1253 We have again computed the Pearson's $r$ for all combinations of PCA dimensions
1254 and dimensions of the prior knowledge style vectors to find correlations.
1256 \begin{table}[!t]
1257 % increase table row spacing, adjust to taste
1258 \renewcommand{\arraystretch}{1.4}
1259 \caption{Covariance Measure of PCA and Prior Information}
1260 \label{fig:style_r}
1261 \centering
1262 % Some packages, such as MDW tools, offer better commands for making tables
1263 % than the plain LaTeX2e tabular which is used here.
1264 \begin{tabular}{|c||r||r||r||r||r|}
1265 \hline
1266 Eigenval. & $\tau$ & $\omega$ & $\alpha$ & $\theta$ & Year \\
1267 \hline
1268 $0.447$ & $\mathbf{-0.530}$ & $ 0.323$ & $ 0.298$ & $\mathbf{-0.554}$ & $ 0.090$ \\
1269 $0.194$ & $\mathbf{-0.547}$ & $ 0.215$ & $ 0.249$ & $-0.293$ & $\mathbf{-0.630}$ \\
1270 $0.046$ & $ 0.131$ & $-0.002$ & $-0.128$ & $ 0.242$ & $\mathbf{-0.630}$ \\
1271 $0.028$ & $-0.011$ & $ 0.225$ & $ 0.186$ & $ 0.131$ & $ 0.067$ \\
1272 $0.024$ & $-0.181$ & $ 0.174$ & $-0.032$ & $-0.216$ & $ 0.352$ \\
1273 %$0.018$ & $-0.364$ & $ 0.226$ & $ 0.339$ & $-0.136$ & $ 0.113$ \\
1274 %$0.014$ & $-0.194$ & $-0.048$ & $-0.099$ & $-0.333$ & $ 0.055$ \\
1275 %$0.0110575$ & $-0.040$ & $-0.254$ & $-0.154$ & $-0.054$ & $-0.089$ \\
1276 %$0.0093587$ & $-0.199$ & $-0.115$ & $ 0.358$ & $-0.234$ & $-0.028$ \\
1277 %$0.0084930$ & $ 0.046$ & $ 0.190$ & $ 0.305$ & $ 0.176$ & $ 0.089$ \\
1278 % puvodni
1279 %$0.4473697$ & $\mathbf{-0.530}$ & $ 0.323$ & $ 0.298$ & $\mathbf{-0.554}$ & $ 0.090$ \\
1280 %$0.1941057$ & $\mathbf{-0.547}$ & $ 0.215$ & $ 0.249$ & $-0.293$ & $\mathbf{-0.630}$ \\
1281 %$0.0463189$ & $ 0.131$ & $-0.002$ & $-0.128$ & $ 0.242$ & $\mathbf{-0.630}$ \\
1282 %$0.0280301$ & $-0.011$ & $ 0.225$ & $ 0.186$ & $ 0.131$ & $ 0.067$ \\
1283 %$0.0243231$ & $-0.181$ & $ 0.174$ & $-0.032$ & $-0.216$ & $ 0.352$ \\
1284 %$0.0180875$ & $-0.364$ & $ 0.226$ & $ 0.339$ & $-0.136$ & $ 0.113$ \\
1285 %$0.0138478$ & $-0.194$ & $-0.048$ & $-0.099$ & $-0.333$ & $ 0.055$ \\
1286 %$0.0110575$ & $-0.040$ & $-0.254$ & $-0.154$ & $-0.054$ & $-0.089$ \\
1287 %$0.0093587$ & $-0.199$ & $-0.115$ & $ 0.358$ & $-0.234$ & $-0.028$ \\
1288 %$0.0084930$ & $ 0.046$ & $ 0.190$ & $ 0.305$ & $ 0.176$ & $ 0.089$ \\
1289 \hline
1290 \end{tabular}
1291 \end{table}
1293 \begin{table}[!t]
1294 % increase table row spacing, adjust to taste
1295 \renewcommand{\arraystretch}{1.6}
1296 \begin{threeparttable}
1297 \caption{Characteristic Patterns of PCA$_{1,2}$ Dimensions \tnote{1}}
1298 \label{fig:style_patterns}
1299 \centering
1300 % Some packages, such as MDW tools, offer better commands for making tables
1301 % than the plain LaTeX2e tabular which is used here.
1302 \begin{tabular}{|p{2.3cm}p{2.4cm}p{2.4cm}p{0cm}|}
1303 % The virtual last column is here because otherwise we get random syntax errors.
1305 \hline \multicolumn{4}{|c|}{PCA$_1$ --- Moyo-oriented, thin-playing player} \\
1306 \centering \begin{psgopartialboard*}{(8,1)(12,6)}
1307 \stone[\marktr]{black}{k}{4}
1308 \end{psgopartialboard*} &
1309 \centering \begin{psgopartialboard*}{(1,2)(5,6)}
1310 \stone{white}{d}{3}
1311 \stone[\marktr]{black}{d}{5}
1312 \end{psgopartialboard*} &
1313 \centering \begin{psgopartialboard*}{(5,1)(10,6)}
1314 \stone{white}{f}{3}
1315 \stone[\marktr]{black}{j}{4}
1316 \end{psgopartialboard*} & \\
1317 \centering $0.274$ & \centering $0.086$ & \centering $0.083$ & \\
1318 \centering high corner/side opening \tnote{2} & \centering high corner approach & \centering high distant pincer & \\
1320 \hline \multicolumn{4}{|c|}{PCA$_1$ --- Territorial, thick-playing player} \\
1321 \centering \begin{psgopartialboard*}{(3,1)(7,6)}
1322 \stone{white}{d}{4}
1323 \stone[\marktr]{black}{f}{3}
1324 \end{psgopartialboard*} &
1325 \centering \begin{psgopartialboard*}{(3,1)(7,6)}
1326 \stone{white}{c}{6}
1327 \stone{black}{d}{4}
1328 \stone[\marktr]{black}{f}{3}
1329 \end{psgopartialboard*} &
1330 \centering \begin{psgopartialboard*}{(3,1)(7,6)}
1331 \stone{black}{d}{4}
1332 \stone[\marktr]{black}{f}{3}
1333 \end{psgopartialboard*} & \\
1334 \centering $-0.399$ & \centering $-0.399$ & \centering $-0.177$ & \\
1335 \centering low corner approach & \centering low corner reply & \centering low corner enclosure & \\
1337 \hline \multicolumn{4}{|c|}{PCA$_2$ --- Territorial, current player \tnote{3}} \\
1338 \centering \begin{psgopartialboard*}{(3,1)(7,6)}
1339 \stone{white}{c}{6}
1340 \stone{black}{d}{4}
1341 \stone[\marktr]{black}{f}{3}
1342 \end{psgopartialboard*} &
1343 \centering \begin{psgopartialboard*}{(3,1)(8,6)}
1344 \stone{white}{d}{4}
1345 \stone[\marktr]{black}{g}{4}
1346 \end{psgopartialboard*} &
1347 \centering \begin{psgopartialboard*}{(4,1)(9,6)}
1348 \stone{black}{d}{4}
1349 \stone{white}{f}{3}
1350 \stone[\marktr]{black}{h}{3}
1351 \end{psgopartialboard*} & \\
1352 \centering $-0.193$ & \centering $-0.139$ & \centering $-0.135$ & \\
1353 \centering low corner reply \tnote{4} & \centering high distant approach/pincer & \centering near low pincer & \\
1355 \hline
1356 \end{tabular}
1357 \begin{tablenotes}
1358 \item [1] We present the patterns in a simplified compact form;
1359 in reality, they are usually somewhat larger and always circle-shaped
1360 (centered on the triangled move).
1361 We omit only pattern segments that are entirely empty.
1362 \item [2] We give some textual interpretation of the patterns, especially
1363 since some of them may not be obvious unless seen in game context; we choose
1364 the descriptions based on the most frequently observer contexts, but of course
1365 the pattern can be also matched in other positions and situations.
1366 \item [3] In the second PCA dimension, we find no correlated patterns;
1367 only uncorrelated and anti-correlated ones.
1368 \item [4] As the second most significant pattern,
1369 we skip a slide follow-up pattern to this move.
1370 \end{tablenotes}
1371 \end{threeparttable}
1372 \end{table}
1374 \begin{table}[!t]
1375 % increase table row spacing, adjust to taste
1376 \renewcommand{\arraystretch}{1.8}
1377 \begin{threeparttable}
1378 \caption{Characteristic Patterns of PCA$_3$ Dimension \tnote{1}}
1379 \label{fig:style_patterns3}
1380 \centering
1381 % Some packages, such as MDW tools, offer better commands for making tables
1382 % than the plain LaTeX2e tabular which is used here.
1383 \begin{tabular}{|p{2.4cm}p{2.4cm}p{2.4cm}p{0cm}|}
1384 % The virtual last column is here because otherwise we get random syntax errors.
1386 \hline \multicolumn{4}{|c|}{PCA$_3$ --- Old-time player} \\
1387 \centering \begin{psgopartialboard*}{(1,3)(5,7)}
1388 \stone{white}{d}{4}
1389 \stone[\marktr]{black}{c}{6}
1390 \end{psgopartialboard*} &
1391 \centering \begin{psgopartialboard*}{(8,1)(12,5)}
1392 \stone[\marktr]{black}{k}{3}
1393 \end{psgopartialboard*} &
1394 \centering \begin{psgopartialboard*}{(1,1)(5,5)}
1395 \stone[\marktr]{black}{c}{3}
1396 \end{psgopartialboard*} & \\
1397 \centering $0.515$ & \centering $0.264$ & \centering $0.258$ & \\
1398 \centering low corner approach & \centering low side or mokuhazushi opening & \centering san-san opening & \\
1400 \hline \multicolumn{4}{|c|}{PCA$_3$ --- Current player} \\
1401 \centering \begin{psgopartialboard*}{(3,1)(7,5)}
1402 \stone{black}{d}{4}
1403 \stone[\marktr]{black}{f}{3}
1404 \end{psgopartialboard*} &
1405 \centering \begin{psgopartialboard*}{(1,1)(5,5)}
1406 \stone[\marktr]{black}{c}{4}
1407 \end{psgopartialboard*} &
1408 \centering \begin{psgopartialboard*}{(1,2)(5,6)}
1409 \stone{black}{d}{3}
1410 \stone{white}{d}{5}
1411 \stone[\marktr]{black}{c}{5}
1412 \end{psgopartialboard*} & \\
1413 \centering $-0.276$ & \centering $-0.273$ & \centering $-0.116$ & \\
1414 \centering low corner enclosure & \centering 3-4 corner opening \tnote{2} & \centering high approach reply & \\
1416 \hline
1417 \end{tabular}
1418 \begin{tablenotes}
1419 \item [1] We cannot use terms ``classic'' and ''modern'' in case of PCA$_3$
1420 since the current patterns are commonplace in games of past centuries
1421 (not included in our training set) and many would call a lot of the old-time patterns
1422 modern inventions. Perhaps we can infer that the latest 21th-century play trends abandon
1423 many of the 20th-century experiments (lower echelon of our by-year samples)
1424 to return to the more ordinary but effective classic patterns.
1425 \item [2] At this point, we skip two patterns already shown elsewhere:
1426 {\em high side/corner opening} and {\em low corner reply}.
1427 \end{tablenotes}
1428 \end{threeparttable}
1429 \end{table}
1431 It is immediately
1432 obvious both from the measured $r$ and visual observation
1433 that by far the most significant vector corresponds very well
1434 to the territoriality of the players,
1435 confirming the intuitive notion that this aspect of style
1436 is the one easiest to pin-point and also
1437 most obvious in the played shapes and sequences
1438 (that can obviously aim directly at taking secure territory
1439 or building center-oriented framework). Thick (solid) play also plays
1440 a role, but these two style dimensions are already
1441 correlated in the prior data.
1443 The other PCA dimensions are somewhat harder to interpret, but there
1444 certainly is significant influence of the styles on the patterns;
1445 the correlations are all presented in table \ref{fig:style_r}.
1446 (Larger absolute value means better linear correspondence.)
1448 We also list the characteristic spatial patterns of the PCA dimension
1449 extremes (tables \ref{fig:style_patterns}, \ref{fig:style_patterns3}), determined by their coefficients
1450 in the PCA projection matrix --- however, such naive approach
1451 has limited reliability, better methods will have to be researched.%
1452 \footnote{For example, as one of highly ranked ``Takemiya's'' PCA1 patterns,
1453 3,3 corner opening was generated, completely inappropriately;
1454 it reflects some weak ordering in bottom half of the dimension,
1455 not global ordering within the dimension.}
1456 We do not show the other pattern features since they carry no useful
1457 information in the opening stage.
1458 %\footnote{The board distance feature can be useful in some cases, but here all the spatial patterns are wide enough to reach to the edge on their own.}
1459 \begin{table}[!t]
1460 % increase table row spacing, adjust to taste
1461 \renewcommand{\arraystretch}{1.4}
1462 \caption{Covariance Measure of Externed-Normalization PCA and~Prior Information}
1463 \label{fig:style_normr}
1464 \centering
1465 % Some packages, such as MDW tools, offer better commands for making tables
1466 % than the plain LaTeX2e tabular which is used here.
1467 \begin{tabular}{|c||r||r||r||r||r|}
1468 \hline
1469 Eigenval. & $\tau$ & $\omega$ & $\alpha$ & $\theta$ & Year \\
1470 \hline
1471 $6.377$ & $ \mathbf{0.436}$ & $-0.220$ & $-0.289$ & $ \mathbf{0.404}$ & $\mathbf{-0.576}$ \\
1472 $1.727$ & $\mathbf{-0.690}$ & $ 0.340$ & $ 0.315$ & $\mathbf{-0.445}$ & $\mathbf{-0.639}$ \\
1473 $1.175$ & $-0.185$ & $ 0.156$ & $ 0.107$ & $-0.315$ & $ 0.320$ \\
1474 $0.845$ & $ 0.064$ & $-0.102$ & $-0.189$ & $ 0.032$ & $ 0.182$ \\
1475 $0.804$ & $-0.185$ & $ 0.261$ & $ \mathbf{0.620}$ & $ 0.120$ & $ 0.056$ \\
1476 $0.668$ & $-0.027$ & $ 0.055$ & $ 0.147$ & $-0.198$ & $ 0.155$ \\
1477 $0.579$ & $ 0.079$ & $ \mathbf{0.509}$ & $ 0.167$ & $ 0.294$ & $-0.019$ \\
1478 %$0.4971474$ & $ 0.026$ & $-0.119$ & $-0.071$ & $ 0.049$ & $ 0.043$ \\
1479 %$0.4938777$ & $-0.061$ & $ 0.061$ & $ 0.104$ & $-0.168$ & $ 0.015$ \\
1480 %$0.4888848$ & $ 0.203$ & $-0.283$ & $-0.120$ & $ 0.083$ & $-0.220$ \\
1481 % puvodni tabulka
1482 %$6.3774289$ & $ \mathbf{0.436}$ & $-0.220$ & $-0.289$ & $ \mathbf{0.404}$ & $\mathbf{-0.576}$ \\
1483 %$1.7269775$ & $\mathbf{-0.690}$ & $ 0.340$ & $ 0.315$ & $\mathbf{-0.445}$ & $\mathbf{-0.639}$ \\
1484 %$1.1747101$ & $-0.185$ & $ 0.156$ & $ 0.107$ & $-0.315$ & $ 0.320$ \\
1485 %$0.8452797$ & $ 0.064$ & $-0.102$ & $-0.189$ & $ 0.032$ & $ 0.182$ \\
1486 %$0.8038992$ & $-0.185$ & $ 0.261$ & $ \mathbf{0.620}$ & $ 0.120$ & $ 0.056$ \\
1487 %$0.6679533$ & $-0.027$ & $ 0.055$ & $ 0.147$ & $-0.198$ & $ 0.155$ \\
1488 %$0.5790000$ & $ 0.079$ & $ \mathbf{0.509}$ & $ 0.167$ & $ 0.294$ & $-0.019$ \\
1489 %$0.4971474$ & $ 0.026$ & $-0.119$ & $-0.071$ & $ 0.049$ & $ 0.043$ \\
1490 %$0.4938777$ & $-0.061$ & $ 0.061$ & $ 0.104$ & $-0.168$ & $ 0.015$ \\
1491 %$0.4888848$ & $ 0.203$ & $-0.283$ & $-0.120$ & $ 0.083$ & $-0.220$ \\
1492 \hline
1493 \end{tabular}
1494 \end{table}
1496 The PCA results presented above do not show much correlation between
1497 the significant PCA dimensions and the $\omega$ and $\alpha$ style dimensions.
1498 However, when we applied the extended vector normalization
1499 (sec. \ref{xnorm}; see table \ref{fig:style_normr}),
1500 some less significant PCA dimensions exhibited clear correlations.%
1501 \footnote{We have found that $c=6$ in the post-processing logistic function
1502 produces the most instructive PCA output on our particular game collection.}
1503 While we do not use the extended normalization results elsewhere since
1504 they produced noticeably less accurate classifiers in all dimensions
1505 (including $\omega$ and $\alpha$), it is instructive to look at the PCA dimensions.
1507 \rv{In contrast with the emphasis of opening patterns in the $\tau$ and $\theta$
1508 dimensions, the most contributing patterns of the $\omega$ and $\alpha$
1509 dimensions are the middle-game patterns that occur less frequently and require
1510 the extended normalization not to be over-shadowed by the opening patterns.}%
1511 \footnote{In the middle game, \rv{basic areas of influence have been staked
1512 out and invasions and group attacks are being played out}.
1513 Notably, the board is much more filled \rv{than in the opening} and thus
1514 particular specific-shape patterns repeat less often.}
1515 E.g. the most characteristic patterns
1516 on the aggressiveness dimension represent moves that make life with small,
1517 unstable groups (connecting kosumi on second line or mouth-shape eyespace
1518 move), while the novel-ranked players seem to like the (in)famous tsuke-nobi
1519 joseki sequence.%
1520 \footnote{\rv{Tsuke-nobi is a well-known joseki popular among beginners,
1521 but professionals usually play it only in special contexts.}}
1522 \rv{This may either mean that novel players like to play the joseki more,
1523 or (more likely, in our opinion) that novel players are more likely to
1524 get into unorthodox situation that require resorting to the tsuke-nobi
1525 sequence.}
1527 We believe that the next step in interpreting our analytical results
1528 will be more refined prior information input
1529 and precise analysis of the outputs by Go experts.
1531 \begin{figure}[!t]
1532 \centering
1533 \includegraphics[width=3.5in,angle=-90]{sociomap}
1534 \caption{Sociomap visualisation. The spatial positioning of players
1535 is based on the expert knowledge, while the node heights (depicted by
1536 contour lines) represent the pattern vectors.%
1537 %The light lines denote coherence-based hierarchical clusters.
1539 \label{fig:sociomap}
1540 \end{figure}
1542 Fig. \ref{fig:sociomap} shows the Sociomap visualisation
1543 as an alternate view of the player relationships and similarity,
1544 as well as correlation between the expert-given style marks
1545 and the PCA decomposition. The four-dimensional style vectors
1546 are used as input for the Sociomap renderer and determine the
1547 spatial positions of players. The height of a node is then
1548 determined using first two PCA dimensions $R_1,R_2$ and their
1549 eigenvalues $\lambda_1,\lambda_2$ as their linear combination:
1550 $$ h=\lambda_1R_1 + \lambda_2R_2 $$
1552 We can observe that the terrain of the sociomap is reasonably
1553 ``smooth'', again demonstrating some level of connection between
1554 the style vectors and data-mined information. High countour density
1555 indicates some discrepancy; in case of Takemiya Masaki and Yi Ch'ang-ho,
1556 this seems to be merely an issue of scale,
1557 while the Rui Naiwei --- Gu Li cliff suggests a genuine problem;
1558 we cannot say now whether it is because of imprecise prior information
1559 or lacking approximation abilities of our model.
1561 \subsection{Style Classification}
1562 \label{style-class}
1564 %TODO vsude zcheckovat jestli pouzivame stejny cas "we perform, we apply" X "we have performed, ..."
1566 Similarly to the the Strength classification (section \ref{strength-class}), we have tested the style inference ability
1567 of $k$-NN (sec. \ref{knn}), neural network (sec. \ref{neural-net}), and Bayes (sec. \ref{naive-bayes}) classifers.
1569 \subsubsection{Reference (Training) Data}
1570 As the~reference data, we use expert-based knowledge presented in section \ref{style-vectors}.
1571 For each reference player, that gives $4$-dimensional \emph{style vector} (each component in the
1572 range of $[1,10]$).\footnote{Since the neural network has activation function with range $[-1,1]$, we
1573 have linearly rescaled the \emph{style vectors} from interval $[1,10]$ to $[-1,1]$ before using the training
1574 data. The network's output was afterwards rescaled back to allow for MSE comparison.}
1576 All input (pattern) vectors were preprocessed using PCA, reducing the input dimension from $400$ to $23$.
1577 We measure the performance on the same reference data using $5$-fold cross validation.
1578 To put our measurements in scale, we also include a~random classifier in our results.
1580 \subsubsection{Results}
1581 The results are shown in the table \ref{crossval-cmp}. Second to fifth columns in the table represent
1582 mean square error (MSE) of the examined styles, $\mathit{Mean}$ is the
1583 mean square error across the styles and finally, the last column $\mathit{Cmp}$
1584 represents $\mathit{Mean}(\mathit{Random classifier}) / \mathit{Mean}(\mathit{X})$ -- comparison of mean square error
1585 of each method with the random classifier. To minimize the
1586 effect of random variables, all numbers were taken as an average of $200$ runs of the cross validation.
1588 Analysis of the performance of $k$-NN classifier for different $k$-values has shown that different
1589 $k$-values are suitable to approximate different styles. Combining the $k$-NN classifiers with the
1590 neural network (so that each style is approximated by the method with lowest MSE in that style)
1591 results in \emph{Joint classifier}, which outperforms all other methods.
1592 The \emph{Joint classifier} has outstanding MSE $3.960$, which is equivalent to standard error
1593 of $\sigma = 1.99$ per style.%
1594 \footnote{We should note that the pattern vector for each tested player
1595 was generated over at least few tens of games.}
1597 \begin{table}[!t]
1598 \renewcommand{\arraystretch}{1.4}
1599 \begin{threeparttable}
1600 \caption{Comparison of style classifiers}
1601 \label{crossval-cmp}
1602 \begin{tabular}{|c|c|c|c|c|c|c|}
1603 \hline
1604 %Classifier & $\sigma_\tau$ & $\sigma_\omega$ & $\sigma_\alpha$ & $\sigma_\theta$ & Tot $\sigma$ & $\mathit{RndC}$\\ \hline
1605 %Neural network & 0.420 & 0.488 & 0.365 & 0.371 & 0.414 & 1.82 \\
1606 %$k$-NN ($k=4$) & 0.394 & 0.507 & 0.457 & 0.341 & 0.429 & 1.76 \\
1607 %Random classifier & 0.790 & 0.773 & 0.776 & 0.677 & 0.755 & 1.00 \\ \hline
1608 &\multicolumn{5}{|c|}{MSE}& \\ \hline
1609 {Classifier} & $\tau$ & $\omega$ & $\alpha$ & $\theta$ & {\bf Mean} & {\bf Cmp}\\ \hline
1610 Joint classifier\tnote{1} & 4.04 & {\bf 5.25} & {\bf 3.52} & {\bf 3.05} & {\bf 3.960}& 2.97 \\\hline
1611 Neural network & {\bf 4.03} & 6.15 & {\bf 3.58} & 3.79 & 4.388 & 2.68 \\
1612 $k$-NN ($k=2$) & 4.08 & 5.40 & 4.77 & 3.37 & 4.405 & 2.67 \\
1613 $k$-NN ($k=3$) & 4.05 & 5.58 & 5.06 & 3.41 & 4.524 & 2.60 \\
1614 $k$-NN ($k=1$) & 4.52 & {\bf 5.26} & 5.36 & {\bf 3.09} & 4.553 & 2.59 \\
1615 $k$-NN ($k=4$) & 4.10 & 5.88 & 5.16 & 3.60 & 4.684 & 2.51 \\
1616 Naive Bayes & 4.48 & 6.90 & 5.48 & 3.70 & 5.143 & 2.29 \\
1617 Random class. & 12.26 & 12.33 & 12.40 & 10.11 & 11.776 & 1.00 \\\hline
1619 \end{tabular}
1620 \begin{tablenotes}
1621 \item [1] Note that these measurements have a certain variance.
1622 Since the Joint classifier performance was measured from scratch,
1623 the precise values may not match appropriate cells of the used methods.
1624 \end{tablenotes}
1625 \end{threeparttable}
1626 \end{table}
1628 % TODO presunout konkretni parametry do Appendixu? (neni jich tolik, mozna ne)
1629 \subsubsection{$k$-NN parameters}
1630 All three variants of $k$-NN classifier ($k=2,3,4$) had the weight function
1631 \begin{equation}
1632 \mathit{Weight}(\vec x) = 0.8^{10*\mathit{Distance}(\vec x)}
1633 \end{equation}
1634 The parameters were chosen empirically to minimize the MSE.
1636 \subsubsection{Neural network's parameters}
1637 The neural network classifier had three-layered architecture (one hidden layer)
1638 comprising of these numbers of neurons:
1639 \vspace{4mm}
1640 \noindent
1641 %\begin{table}
1642 \begin{center}
1643 %\caption{Styles}
1644 \begin{tabular}{|c|c|c|}
1645 \hline
1646 \multicolumn{3}{|c|}{Layer} \\\hline
1647 Input & Hidden & Output \\ \hline
1648 23 & 30 & 4 \\ \hline
1649 \end{tabular}
1650 \end{center}
1651 %\end{table}
1652 \vspace{4mm}
1654 The network was trained until the square error on the training set was smaller than $0.0003$.
1655 Due to a small number of input vectors, this only took $20$ iterations of RPROP learning algorithm on average.
1657 \subsubsection{Naive Bayes parameters}
1659 We have chosen $k = 10/7$ as our discretization parameter;
1660 ideally, we would use $k = 1$ to fully cover the style marks
1661 domain, however our training sample \rv{turns out to be} too small for
1662 that.
1664 \section{Proposed Applications}
1665 %\section{Proposed Applications and Discussion}
1666 \label{proposed-apps-and-discussion}
1668 %\rv{TODO Discussion}
1670 We believe that our findings might be useful for many applications
1671 in the area of Go support software as well as Go-playing computer engines.
1673 \rv{However, our foremost aim is to use the style analysis as an excellent
1674 teaching aid} --- classifying style
1675 dimensions based on player's pattern vector, many study recommendations
1676 can be given, e.g. about the professional games to replay, the goal being
1677 balancing understanding of various styles to achieve well-rounded skill set.%
1678 \footnote{\rv{The strength analysis could be also used in a similar fashion,
1679 but the lesson learned cannot simply be ``play pattern $X$ more often'';
1680 instead, the insight lays in the underlying reason of disproportionate
1681 frequency of some patterns.}}
1682 \rv{A user-friendly tool based on our work is currently in development.}
1684 \rv{Another promising application we envision is helping to}
1685 determine initial real-world rating of a player before their
1686 first tournament based on a sample of their games played on the internet;
1687 some players especially in less populated areas could get fairly strong
1688 before playing in their first real tournament.
1689 \rv{Similarly, a computer Go program can quickly} classify the level of its
1690 \rv{human opponent} based on the pattern vector from \rv{their previous games}
1691 and auto-adjust its difficulty settings accordingly
1692 to provide more even games for beginners.%
1693 \footnote{The program can also do this based on win-loss statistics,
1694 but pattern vector analysis \rv{should} converge faster \rv{initially,
1695 providing much better user experience}.}
1697 We hope that more strong players will look into the style dimensions found
1698 by our statistical analysis --- analysis of most played patterns of prospective
1699 opponents might prepare for \rv{a tournament} game, but we especially hope that new insights
1700 on strategic purposes of various shapes and general human understanding
1701 of the game might be \rv{improved} by investigating the style-specific patterns.
1703 \rv{Of course, it is challenging to predict all possible uses of our work by others.
1704 Some less obvious applications might include}
1705 analysis of pattern vectors extracted from games of Go-playing programs:
1706 the strength and style \rv{classification} might help to highlight some weaknesses
1707 and room for improvements.%
1708 \footnote{Of course, correlation does not imply causation \rv{and we certainly do not
1709 suggest simply optimizing Go-playing programs according to these vectors.
1710 However, they could hint on general shortcomings of the playing engines if the
1711 actual cause of e.g. surprisingly low strength prediction is investigated.}}
1712 Also, new historical game records are still \rv{occassionally} being discovered;
1713 pattern-based classification might help to suggest \rv{or verify} origin of the games
1714 in Go Archeology.
1717 % An example of a floating figure using the graphicx package.
1718 % Note that \label must occur AFTER (or within) \caption.
1719 % For figures, \caption should occur after the \includegraphics.
1720 % Note that IEEEtran v1.7 and later has special internal code that
1721 % is designed to preserve the operation of \label within \caption
1722 % even when the captionsoff option is in effect. However, because
1723 % of issues like this, it may be the safest practice to put all your
1724 % \label just after \caption rather than within \caption{}.
1726 % Reminder: the "draftcls" or "draftclsnofoot", not "draft", class
1727 % option should be used if it is desired that the figures are to be
1728 % displayed while in draft mode.
1730 %\begin{figure}[!t]
1731 %\centering
1732 %\includegraphics[width=2.5in]{myfigure}
1733 % where an .eps filename suffix will be assumed under latex,
1734 % and a .pdf suffix will be assumed for pdflatex; or what has been declared
1735 % via \DeclareGraphicsExtensions.
1736 %\caption{Simulation Results}
1737 %\label{fig_sim}
1738 %\end{figure}
1740 % Note that IEEE typically puts floats only at the top, even when this
1741 % results in a large percentage of a column being occupied by floats.
1744 % An example of a double column floating figure using two subfigures.
1745 % (The subfig.sty package must be loaded for this to work.)
1746 % The subfigure \label commands are set within each subfloat command, the
1747 % \label for the overall figure must come after \caption.
1748 % \hfil must be used as a separator to get equal spacing.
1749 % The subfigure.sty package works much the same way, except \subfigure is
1750 % used instead of \subfloat.
1752 %\begin{figure*}[!t]
1753 %\centerline{\subfloat[Case I]\includegraphics[width=2.5in]{subfigcase1}%
1754 %\label{fig_first_case}}
1755 %\hfil
1756 %\subfloat[Case II]{\includegraphics[width=2.5in]{subfigcase2}%
1757 %\label{fig_second_case}}}
1758 %\caption{Simulation results}
1759 %\label{fig_sim}
1760 %\end{figure*}
1762 % Note that often IEEE papers with subfigures do not employ subfigure
1763 % captions (using the optional argument to \subfloat), but instead will
1764 % reference/describe all of them (a), (b), etc., within the main caption.
1767 % An example of a floating table. Note that, for IEEE style tables, the
1768 % \caption command should come BEFORE the table. Table text will default to
1769 % \footnotesize as IEEE normally uses this smaller font for tables.
1770 % The \label must come after \caption as always.
1772 %\begin{table}[!t]
1773 %% increase table row spacing, adjust to taste
1774 %\renewcommand{\arraystretch}{1.3}
1775 % if using array.sty, it might be a good idea to tweak the value of
1776 % \extrarowheight as needed to properly center the text within the cells
1777 %\caption{An Example of a Table}
1778 %\label{table_example}
1779 %\centering
1780 %% Some packages, such as MDW tools, offer better commands for making tables
1781 %% than the plain LaTeX2e tabular which is used here.
1782 %\begin{tabular}{|c||c|}
1783 %\hline
1784 %One & Two\\
1785 %\hline
1786 %Three & Four\\
1787 %\hline
1788 %\end{tabular}
1789 %\end{table}
1792 % Note that IEEE does not put floats in the very first column - or typically
1793 % anywhere on the first page for that matter. Also, in-text middle ("here")
1794 % positioning is not used. Most IEEE journals use top floats exclusively.
1795 % Note that, LaTeX2e, unlike IEEE journals, places footnotes above bottom
1796 % floats. This can be corrected via the \fnbelowfloat command of the
1797 % stfloats package.
1801 \section{Future Research}
1802 \label{future-research}
1804 Since we are not aware of any previous research on this topic and we
1805 are limited by space and time constraints, plenty of research remains
1806 to be done in all parts of our analysis --- we have already noted
1807 many in the text above. Most significantly, different methods of generating
1808 and normalizing the $\vec p$ vectors can be explored
1809 and other data mining methods could be investigated.
1810 Better ways of visualising the relationships would be desirable,
1811 together with thorough expert dissemination of internal structure
1812 of the player pattern vectors space:
1813 more professional players should be consulted on the findings
1814 and for style scales calibration.
1816 It can be argued that many players adjust their style by game conditions
1817 (Go development era, handicap, komi and color, time limits, opponent)
1818 or that styles might express differently in various game stages;
1819 these factors should be explored by building pattern vectors more
1820 carefully than by simply considering all moves in all games of a player.
1821 Impact of handicap and uneven games on by-strength
1822 $\vec p$ distribution should be also investigated.
1824 % TODO: Future research --- Sparse PCA
1826 \section{Conclusion}
1827 We have proposed a way to extract summary pattern information from
1828 game collections and combined this with various data mining methods
1829 to show correspondence of our pattern summaries with various player
1830 meta-information like playing strength, era of play or playing style,
1831 as ranked by expert players. We have implemented and measured our
1832 proposals in two case studies: per-rank characteristics of amateur
1833 players and per-player style/era characteristics of well-known
1834 professionals.
1836 While many details remain to be worked out,
1837 we have demonstrated that many significant correlations \rv{doubtlessly}
1838 do exist and
1839 it is practically viable to infer the player meta-information from
1840 extracted pattern summaries \rv{and we have proposed applications}
1841 for such inference. Finally, we outlined some of the many possible
1842 directions of future work in this newly staked research field
1843 on the boundary of Computer Go, Data Mining and Go Theory.
1846 % if have a single appendix:
1847 %\appendix[Proof of the Zonklar Equations]
1848 % or
1849 %\appendix % for no appendix heading
1850 % do not use \section anymore after \appendix, only \section*
1851 % is possibly needed
1853 % use appendices with more than one appendix
1854 % then use \section to start each appendix
1855 % you must declare a \section before using any
1856 % \subsection or using \label (\appendices by itself
1857 % starts a section numbered zero.)
1861 %\appendices
1862 %\section{Proof of the First Zonklar Equation}
1863 %Appendix one text goes here.
1865 %% you can choose not to have a title for an appendix
1866 %% if you want by leaving the argument blank
1867 %\section{}
1868 %Appendix two text goes here.
1871 % use section* for acknowledgement
1872 \section*{Acknowledgment}
1873 \label{acknowledgement}
1875 Foremostly, we are very grateful for detailed input on specific Go styles
1876 by Alexander Dinerstein, Motoki Noguchi and V\'{i}t Brunner.
1877 We appreciate helpful comments on our general methodology
1878 by John Fairbairn, T. M. Hall, Cyril H\"oschl, Robert Jasiek, Franti\v{s}ek Mr\'{a}z
1879 and several GoDiscussions.com users \cite{GoDiscThread}.
1880 Finally, we would like to thank Radka ``chidori'' Hane\v{c}kov\'{a}
1881 for the original research idea and acknowledge major inspiration
1882 by R\'{e}mi Coulom's paper \cite{PatElo} on the extraction of pattern information.
1885 % Can use something like this to put references on a page
1886 % by themselves when using endfloat and the captionsoff option.
1887 \ifCLASSOPTIONcaptionsoff
1888 \newpage
1893 % trigger a \newpage just before the given reference
1894 % number - used to balance the columns on the last page
1895 % adjust value as needed - may need to be readjusted if
1896 % the document is modified later
1897 %\IEEEtriggeratref{8}
1898 % The "triggered" command can be changed if desired:
1899 %\IEEEtriggercmd{\enlargethispage{-5in}}
1901 % references section
1903 % can use a bibliography generated by BibTeX as a .bbl file
1904 % BibTeX documentation can be easily obtained at:
1905 % http://www.ctan.org/tex-archive/biblio/bibtex/contrib/doc/
1906 % The IEEEtran BibTeX style support page is at:
1907 % http://www.michaelshell.org/tex/ieeetran/bibtex/
1908 \bibliographystyle{IEEEtran}
1909 % argument is your BibTeX string definitions and bibliography database(s)
1910 \bibliography{gostyle}
1912 % <OR> manually copy in the resultant .bbl file
1913 % set second argument of \begin to the number of references
1914 % (used to reserve space for the reference number labels box)
1915 %\begin{thebibliography}{1}
1917 %\bibitem{MasterMCTS}
1919 %\end{thebibliography}
1921 % biography section
1923 % If you have an EPS/PDF photo (graphicx package needed) extra braces are
1924 % needed around the contents of the optional argument to biography to prevent
1925 % the LaTeX parser from getting confused when it sees the complicated
1926 % \includegraphics command within an optional argument. (You could create
1927 % your own custom macro containing the \includegraphics command to make things
1928 % simpler here.)
1929 %\begin{biography}[{\includegraphics[width=1in,height=1.25in,clip,keepaspectratio]{mshell}}]{Michael Shell}
1930 % or if you just want to reserve a space for a photo:
1932 %\begin{IEEEbiography}{Petr Baudi\v{s}}
1933 %Biography text here.
1934 %\end{IEEEbiography}
1936 % if you will not have a photo at all:
1937 \begin{IEEEbiographynophoto}{Petr Baudi\v{s}}
1938 Received B.Sc. degree in Informatics at Charles University, Prague in 2009,
1939 currently a graduate student.
1940 Doing research in the fields of Computer Go, Monte Carlo Methods
1941 and Version Control Systems.
1942 Plays Go with the rank of 2-kyu on European tournaments
1943 and 2-dan on the KGS Go Server.
1944 \end{IEEEbiographynophoto}
1946 \begin{IEEEbiographynophoto}{Josef Moud\v{r}\'{i}k}
1947 Received B.Sc. degree in Informatics at Charles University, Prague in 2009,
1948 currently a graduate student.
1949 Doing research in the fields of Neural Networks and Cognitive Sciences.
1950 His Go skills are not worth mentioning.
1951 \end{IEEEbiographynophoto}
1953 % insert where needed to balance the two columns on the last page with
1954 % biographies
1955 %\newpage
1957 %\begin{IEEEbiographynophoto}{Jane Doe}
1958 %Biography text here.
1959 %\end{IEEEbiographynophoto}
1961 % You can push biographies down or up by placing
1962 % a \vfill before or after them. The appropriate
1963 % use of \vfill depends on what kind of text is
1964 % on the last page and whether or not the columns
1965 % are being equalized.
1967 %\vfill
1969 % Can be used to pull up biographies so that the bottom of the last one
1970 % is flush with the other column.
1971 %\enlargethispage{-5in}
1975 % that's all folks
1976 \end{document}