tex: re-typeset style_r, new table style_normr
[gostyle.git] / tex / gostyle.tex
blobc7cf07fa434f9832458e91d1b18222e1bb0f8540
1 \documentclass[journal]{IEEEtran}
3 \usepackage{cite}
4 % cite.sty was written by Donald Arseneau
5 % V1.6 and later of IEEEtran pre-defines the format of the cite.sty package
6 % \cite{} output to follow that of IEEE. Loading the cite package will
7 % result in citation numbers being automatically sorted and properly
8 % "compressed/ranged". e.g., [1], [9], [2], [7], [5], [6] without using
9 % cite.sty will become [1], [2], [5]--[7], [9] using cite.sty. cite.sty's
10 % \cite will automatically add leading space, if needed. Use cite.sty's
11 % noadjust option (cite.sty V3.8 and later) if you want to turn this off.
12 % cite.sty is already installed on most LaTeX systems. Be sure and use
13 % version 4.0 (2003-05-27) and later if using hyperref.sty. cite.sty does
14 % not currently provide for hyperlinked citations.
15 % The latest version can be obtained at:
16 % http://www.ctan.org/tex-archive/macros/latex/contrib/cite/
17 % The documentation is contained in the cite.sty file itself.
20 % *** GRAPHICS RELATED PACKAGES ***
22 \ifCLASSINFOpdf
23 % \usepackage[pdftex]{graphicx}
24 % declare the path(s) where your graphic files are
25 % \graphicspath{{../pdf/}{../jpeg/}}
26 % and their extensions so you won't have to specify these with
27 % every instance of \includegraphics
28 % \DeclareGraphicsExtensions{.pdf,.jpeg,.png}
29 \else
30 % or other class option (dvipsone, dvipdf, if not using dvips). graphicx
31 % will default to the driver specified in the system graphics.cfg if no
32 % driver is specified.
33 % \usepackage[dvips]{graphicx}
34 \usepackage{graphicx}
35 % declare the path(s) where your graphic files are
36 % \graphicspath{{../eps/}}
37 % and their extensions so you won't have to specify these with
38 % every instance of \includegraphics
39 % \DeclareGraphicsExtensions{.eps}
40 \fi
42 \usepackage{threeparttable}
44 \usepackage{psgo}
45 \setgounit{0.4cm}
47 \usepackage{algorithm}
48 \usepackage{algorithmic}
49 %\usepackage{algpseudocode}
50 % WICKED: nefunguje ani jedno???
51 % algorithmic.sty can be obtained at:
52 % http://www.ctan.org/tex-archive/macros/latex/contrib/algorithms/
53 % There is also a support site at:
54 % http://algorithms.berlios.de/index.html
55 % Also of interest may be the (relatively newer and more customizable)
56 % algorithmicx.sty package by Szasz Janos:
57 % http://www.ctan.org/tex-archive/macros/latex/contrib/algorithmicx/
59 % *** ALIGNMENT PACKAGES ***
61 %\usepackage{array}
62 % http://www.ctan.org/tex-archive/macros/latex/required/tools/
65 \usepackage{amsmath}
66 %\usepackage{mdwtab}
67 % http://www.ctan.org/tex-archive/macros/latex/contrib/mdwtools/
70 % IEEEtran contains the IEEEeqnarray family of commands that can be used to
71 % generate multiline equations as well as matrices, tables, etc., of high
72 % quality.
74 %\usepackage{eqparbox}
75 % Also of notable interest is Scott Pakin's eqparbox package for creating
76 % (automatically sized) equal width boxes - aka "natural width parboxes".
77 % Available at:
78 % http://www.ctan.org/tex-archive/macros/latex/contrib/eqparbox/
82 % *** SUBFIGURE PACKAGES ***
83 %\usepackage[tight,footnotesize]{subfigure}
84 % subfigure.sty was written by Steven Douglas Cochran. This package makes it
85 % easy to put subfigures in your figures. e.g., "Figure 1a and 1b". For IEEE
86 % work, it is a good idea to load it with the tight package option to reduce
87 % the amount of white space around the subfigures. subfigure.sty is already
88 % installed on most LaTeX systems. The latest version and documentation can
89 % be obtained at:
90 % http://www.ctan.org/tex-archive/obsolete/macros/latex/contrib/subfigure/
91 % subfigure.sty has been superceeded by subfig.sty.
95 %\usepackage[caption=false]{caption}
96 %\usepackage[font=footnotesize]{subfig}
97 % subfig.sty, also written by Steven Douglas Cochran, is the modern
98 % replacement for subfigure.sty. However, subfig.sty requires and
99 % automatically loads Axel Sommerfeldt's caption.sty which will override
100 % IEEEtran.cls handling of captions and this will result in nonIEEE style
101 % figure/table captions. To prevent this problem, be sure and preload
102 % caption.sty with its "caption=false" package option. This is will preserve
103 % IEEEtran.cls handing of captions. Version 1.3 (2005/06/28) and later
104 % (recommended due to many improvements over 1.2) of subfig.sty supports
105 % the caption=false option directly:
106 %\usepackage[caption=false,font=footnotesize]{subfig}
108 % The latest version and documentation can be obtained at:
109 % http://www.ctan.org/tex-archive/macros/latex/contrib/subfig/
110 % The latest version and documentation of caption.sty can be obtained at:
111 % http://www.ctan.org/tex-archive/macros/latex/contrib/caption/
115 % *** FLOAT PACKAGES ***
117 %\usepackage{fixltx2e}
118 % fixltx2e, the successor to the earlier fix2col.sty, was written by
119 % Frank Mittelbach and David Carlisle. This package corrects a few problems
120 % in the LaTeX2e kernel, the most notable of which is that in current
121 % LaTeX2e releases, the ordering of single and double column floats is not
122 % guaranteed to be preserved. Thus, an unpatched LaTeX2e can allow a
123 % single column figure to be placed prior to an earlier double column
124 % figure. The latest version and documentation can be found at:
125 % http://www.ctan.org/tex-archive/macros/latex/base/
129 %\usepackage{stfloats}
130 % stfloats.sty was written by Sigitas Tolusis. This package gives LaTeX2e
131 % the ability to do double column floats at the bottom of the page as well
132 % as the top. (e.g., "\begin{figure*}[!b]" is not normally possible in
133 % LaTeX2e). It also provides a command:
134 %\fnbelowfloat
135 % to enable the placement of footnotes below bottom floats (the standard
136 % LaTeX2e kernel puts them above bottom floats). This is an invasive package
137 % which rewrites many portions of the LaTeX2e float routines. It may not work
138 % with other packages that modify the LaTeX2e float routines. The latest
139 % version and documentation can be obtained at:
140 % http://www.ctan.org/tex-archive/macros/latex/contrib/sttools/
141 % Documentation is contained in the stfloats.sty comments as well as in the
142 % presfull.pdf file. Do not use the stfloats baselinefloat ability as IEEE
143 % does not allow \baselineskip to stretch. Authors submitting work to the
144 % IEEE should note that IEEE rarely uses double column equations and
145 % that authors should try to avoid such use. Do not be tempted to use the
146 % cuted.sty or midfloat.sty packages (also by Sigitas Tolusis) as IEEE does
147 % not format its papers in such ways.
150 %\ifCLASSOPTIONcaptionsoff
151 % \usepackage[nomarkers]{endfloat}
152 % \let\MYoriglatexcaption\caption
153 % \renewcommand{\caption}[2][\relax]{\MYoriglatexcaption[#2]{#2}}
154 %\fi
155 % endfloat.sty was written by James Darrell McCauley and Jeff Goldberg.
156 % This package may be useful when used in conjunction with IEEEtran.cls'
157 % captionsoff option. Some IEEE journals/societies require that submissions
158 % have lists of figures/tables at the end of the paper and that
159 % figures/tables without any captions are placed on a page by themselves at
160 % the end of the document. If needed, the draftcls IEEEtran class option or
161 % \CLASSINPUTbaselinestretch interface can be used to increase the line
162 % spacing as well. Be sure and use the nomarkers option of endfloat to
163 % prevent endfloat from "marking" where the figures would have been placed
164 % in the text. The two hack lines of code above are a slight modification of
165 % that suggested by in the endfloat docs (section 8.3.1) to ensure that
166 % the full captions always appear in the list of figures/tables - even if
167 % the user used the short optional argument of \caption[]{}.
168 % IEEE papers do not typically make use of \caption[]'s optional argument,
169 % so this should not be an issue. A similar trick can be used to disable
170 % captions of packages such as subfig.sty that lack options to turn off
171 % the subcaptions:
172 % For subfig.sty:
173 % \let\MYorigsubfloat\subfloat
174 % \renewcommand{\subfloat}[2][\relax]{\MYorigsubfloat[]{#2}}
175 % For subfigure.sty:
176 % \let\MYorigsubfigure\subfigure
177 % \renewcommand{\subfigure}[2][\relax]{\MYorigsubfigure[]{#2}}
178 % However, the above trick will not work if both optional arguments of
179 % the \subfloat/subfig command are used. Furthermore, there needs to be a
180 % description of each subfigure *somewhere* and endfloat does not add
181 % subfigure captions to its list of figures. Thus, the best approach is to
182 % avoid the use of subfigure captions (many IEEE journals avoid them anyway)
183 % and instead reference/explain all the subfigures within the main caption.
184 % The latest version of endfloat.sty and its documentation can obtained at:
185 % http://www.ctan.org/tex-archive/macros/latex/contrib/endfloat/
187 % The IEEEtran \ifCLASSOPTIONcaptionsoff conditional can also be used
188 % later in the document, say, to conditionally put the References on a
189 % page by themselves.
191 % *** PDF, URL AND HYPERLINK PACKAGES ***
193 \usepackage{url}
194 % url.sty was written by Donald Arseneau. It provides better support for
195 % handling and breaking URLs. url.sty is already installed on most LaTeX
196 % systems. The latest version can be obtained at:
197 % http://www.ctan.org/tex-archive/macros/latex/contrib/misc/
198 % Read the url.sty source comments for usage information. Basically,
199 % \url{my_url_here}.
202 % *** Do not adjust lengths that control margins, column widths, etc. ***
203 % *** Do not use packages that alter fonts (such as pslatex). ***
204 % There should be no need to do such things with IEEEtran.cls V1.6 and later.
205 % (Unless specifically asked to do so by the journal or conference you plan
206 % to submit to, of course. )
208 % correct bad hyphenation here
209 \hyphenation{op-tical net-works semi-conduc-tor know-ledge}
212 \begin{document}
214 % paper title
215 % can use linebreaks \\ within to get better formatting as desired
216 \title{On Move Pattern Trends\\in Large Go Games Corpus}
218 % use \thanks{} to gain access to the first footnote area
219 % a separate \thanks must be used for each paragraph as LaTeX2e's \thanks
220 % was not built to handle multiple paragraphs
221 \author{Petr~Baudi\v{s},~Josef~Moud\v{r}\'{i}k% <-this % stops a space
222 \thanks{P. Baudi\v{s} is student at the Faculty of Math and Physics, Charles University, Prague, CZ, and also does some of his Computer Go research as an employee of SUSE Labs Prague, Novell CZ.}% <-this % stops a space
223 \thanks{J. Moud\v{r}\'{i}k is student at the Faculty of Math and Physics, Charles University, Prague, CZ.}}
225 % note the % following the last \IEEEmembership and also \thanks -
226 % these prevent an unwanted space from occurring between the last author name
227 % and the end of the author line. i.e., if you had this:
229 % \author{....lastname \thanks{...} \thanks{...} }
230 % ^------------^------------^----Do not want these spaces!
232 % a space would be appended to the last name and could cause every name on that
233 % line to be shifted left slightly. This is one of those "LaTeX things". For
234 % instance, "\textbf{A} \textbf{B}" will typeset as "A B" not "AB". To get
235 % "AB" then you have to do: "\textbf{A}\textbf{B}"
236 % \thanks is no different in this regard, so shield the last } of each \thanks
237 % that ends a line with a % and do not let a space in before the next \thanks.
238 % Spaces after \IEEEmembership other than the last one are OK (and needed) as
239 % you are supposed to have spaces between the names. For what it is worth,
240 % this is a minor point as most people would not even notice if the said evil
241 % space somehow managed to creep in.
244 % The paper headers
245 \markboth{Transactions on Computational Intelligence and AI in Games --- DRAFT1p}%
246 {On Pattern Feature Trends in Large Go Game Corpus --- DRAFT1p}
247 % The only time the second header will appear is for the odd numbered pages
248 % after the title page when using the twoside option.
250 % *** Note that you probably will NOT want to include the author's ***
251 % *** name in the headers of peer review papers. ***
252 % You can use \ifCLASSOPTIONpeerreview for conditional compilation here if
253 % you desire.
258 % If you want to put a publisher's ID mark on the page you can do it like
259 % this:
260 %\IEEEpubid{0000--0000/00\$00.00~\copyright~2007 IEEE}
261 % Remember, if you use this you must call \IEEEpubidadjcol in the second
262 % column for its text to clear the IEEEpubid mark.
266 % use for special paper notices
267 %\IEEEspecialpapernotice{(Invited Paper)}
272 % make the title area
273 \maketitle
276 \begin{abstract}
277 %\boldmath
279 We process a~large corpus of game records of the board game of Go and
280 propose a~way to extract summary information on played moves.
281 We then apply several basic data-mining methods on the summary
282 information to identify the most differentiating features within the
283 summary information, and discuss their correspondence with traditional
284 Go knowledge. We show mappings of the features to player attributes
285 like playing strength or informally perceived ``playing style'' (such as
286 territoriality or aggressivity), and propose applications including
287 seeding real-work ranks of internet players, aiding in Go study, or
288 contribution to Go-theoretical discussion on the scope of ``playing
289 style''.
291 \end{abstract}
292 % IEEEtran.cls defaults to using nonbold math in the Abstract.
293 % This preserves the distinction between vectors and scalars. However,
294 % if the journal you are submitting to favors bold math in the abstract,
295 % then you can use LaTeX's standard command \boldmath at the very start
296 % of the abstract to achieve this. Many IEEE journals frown on math
297 % in the abstract anyway.
299 % Note that keywords are not normally used for peerreview papers.
300 \begin{IEEEkeywords}
301 board games, go, computer go, data mining, go theory,
302 pattern recongition, player strength, playing style,
303 neural networks, Kohonen maps, principal component analysis
304 \end{IEEEkeywords}
311 % For peer review papers, you can put extra information on the cover
312 % page as needed:
313 % \ifCLASSOPTIONpeerreview
314 % \begin{center} \bfseries EDICS Category: 3-BBND \end{center}
315 % \fi
317 % For peerreview papers, this IEEEtran command inserts a page break and
318 % creates the second title. It will be ignored for other modes.
319 \IEEEpeerreviewmaketitle
323 \section{Introduction}
324 % The very first letter is a 2 line initial drop letter followed
325 % by the rest of the first word in caps.
327 % form to use if the first word consists of a single letter:
328 % \IEEEPARstart{A}{demo} file is ....
330 % form to use if you need the single drop letter followed by
331 % normal text (unknown if ever used by IEEE):
332 % \IEEEPARstart{A}{}demo file is ....
334 % Some journals put the first two words in caps:
335 % \IEEEPARstart{T}{his demo} file is ....
337 % Here we have the typical use of a "T" for an initial drop letter
338 % and "HIS" in caps to complete the first word.
339 \IEEEPARstart{T}{he} field of Computer Go usually focuses on the problem
340 of creating a~program to play the game, finding the best move from a~given
341 board position. \cite{GellySilver2008}
342 We will make use of one method developed in the course
343 of such research and apply it to the analysis of existing game records
344 with the aim of helping humans to play and understand the game better
345 instead.
347 Go is a~two-player full-information board game played
348 on a~square grid (usually $19\times19$ lines) with black and white
349 stones; the goal of the game is to surround the most territory and
350 capture enemy stones. We assume basic familiarity with the game.
352 Many Go players are eager to play using computers (usually over
353 the internet) and review games played by others on computers as well.
354 This means that large amounts of game records are collected and digitally
355 stored, enabling easy processing of such collections. However, so far
356 only little has been done with the available data --- we are aware
357 only of uses for simple win/loss statistics \cite{KGSAnalytics} \cite{ProGoR}
358 and ``next move'' statistics on a~specific position \cite{Kombilo} \cite{MoyoGo}.
360 We present a~more in-depth approach --- from all played moves, we devise
361 a~compact evaluation of each player. We then explore correlations between
362 evaluations of various players in light of externally given information.
363 This way, we can discover similarity between moves characteristics of
364 players with the same playing strength, or discuss the meaning of the
365 "playing style" concept on the assumption that similar playing styles
366 should yield similar moves characteristics.
369 \section{Data Extraction}
370 \label{pattern-vectors}
372 As the input of our analysis, we use large collections of game records%
373 \footnote{We use the SGF format \cite{SGF} in our implementation.}
374 grouped by the primary object of analysis (player name, player rank, etc.).
375 We process the games by object, generating a description for each
376 played move -- a {\em pattern}, being a combination of several
377 {\em pattern features} described below.
379 We keep track of the most
380 occuring patterns, finally composing $n$-dimensional {\em pattern vector}
381 $\vec p$ of per-pattern counts from the $n$ globally most frequent patterns%
382 \footnote{We use $n=500$ in our analysis.}
383 (the mapping from patterns to vector elements is common for all objects).
384 We can then process and compare just the pattern vectors.
386 \subsection{Pattern Features}
387 When deciding how to compose the patterns we use to describe moves,
388 we need to consider a specificity tradeoff --- overly general descriptions carry too few
389 information to discern various player attributes; too specific descriptions
390 gather too few specimen over the games sample and the vector differences are
391 not statistically significant.
393 We have chosen an intuitive and simple approach inspired by pattern features
394 used when computing Elo ratings for candidate patterns in Computer Go play.
395 \cite{PatElo} Each pattern is a~combination of several {\em pattern features}
396 (name--value pairs) matched at the position of the played move.
397 We use these features:
399 \begin{itemize}
400 \item capture move flag
401 \item atari move flag
402 \item atari escape flag
403 \item contiguity-to-last flag --- whether the move has been played in one of 8 neighbors of the last move
404 \item contiguity-to-second-last flag
405 \item board edge distance --- only up to distance 4
406 \item spatial pattern --- configuration of stones around the played move
407 \end{itemize}
409 The spatial patterns are normalized (using a dictionary) to be always
410 black-to-play and maintain translational and rotational symmetry.
411 Configurations of radius between 2 and 9 in the gridcular metric%
412 \footnote{The {\em gridcular} metric
413 $d(x,y) = |\delta x| + |\delta y| + \max(|\delta x|, |\delta y|)$ produces
414 a circle-like structure on the Go board square grid. \cite{SpatPat} }
415 are matched.
417 Pattern vectors representing these features contain information on
418 played shape as well as basic representation of tactical dynamics
419 --- threats to capture stones, replying to last move, or ignoring
420 opponent's move elsewhere to return to an urgent local situation.
421 The shapes most frequently correspond to opening moves
422 (either in empty corners and sides, or as part of {\em joseki}
423 --- commonly played sequences) characteristic for a certain
424 strategic aim. In the opening, even a single-line difference
425 in the distance from the border can have dramatic impact on
426 further local and global development.
428 \subsection{Vector Rescaling}
430 The pattern vector elements can have diverse values since for each object,
431 we consider different number of games (and thus patterns).
432 Therefore, we normalize the values to range $[-1,1]$,
433 the most frequent pattern having the value of $1$ and the least occuring
434 one being $-1$.
435 Thus, we obtain vectors describing relative frequency of played patterns
436 independent on number of gathered patterns.
437 But there are multiple ways to approach the normalization.
439 \subsubsection{Linear Normalization}
441 One is simply to linearly re-scale the values using:
442 $$y_i = {x_i - x_{\rm min} \over x_{\rm max}}$$
443 This is the default approach; we have used data processed by only this
444 computation unless we note otherwise.
445 As shown on fig. \ref{fig:patcountdist}, most of the spectrum is covered
446 by the few most-occuring patterns (describing mostly large-diameter
447 shapes from the game opening). This means that most patterns will be
448 always represented by only very small values near the lower bound.
450 \subsubsection{Extended Normalization}
451 \label{xnorm}
453 To alleviate this problem, we have also tried to modify the linear
454 normalization by applying two steps --- {\em pre-processing}
455 the raw counts using
456 $$x_i' = \log (x_i + 1)$$
457 and {\em post-processing} the re-scaled values by the logistic function:
458 $$y_i' = {2 \over 1 + e^{-cy_i}}-1$$
459 However, we have found that this method is not universally beneficial.
460 In our styles case study (sec. \ref{styleest}), this normalization
461 produced PCA decomposition with significant dimensions corresponding
462 better to some of the prior knowledge and more instructive for manual
463 inspection, but ultimately worsened accuracy of our classifiers.
465 \subsection{Implementation}
467 We have implemented the data extraction by making use of the pattern
468 features matching implementation%
469 \footnote{The pattern features matching was developed according
470 to the Elo-rating playing scheme. \cite{PatElo}}
471 within the Pachi go-playing program \cite{Pachi}.
472 We extract information on players by converting the SGF game
473 records to GTP stream \cite{GTP} that feeds Pachi's {\tt patternscan}
474 engine, outputting a~single {\em patternspec} (string representation
475 of the particular pattern features combination) per move. Of course,
476 only moves played by the appropriate color in the game are collected.
478 \section{Data Mining}
479 \label{data-mining}
481 To assess the properties of gathered pattern vectors
482 and their influence on playing styles,
483 we process the data by several basic data minining techniques.
485 The first two methods {\em (analytic)} rely purely on data gathered
486 from the game collection
487 and serve to show internal structure and correlations within the data set.
489 Principal Component Analysis finds orthogonal vector components that
490 have the largest variance.
491 Reversing the process can indicate which patterns correlate with each component.
492 Additionally, PCA can be used as vector preprocessing for methods
493 that are negatively sensitive to pattern vector component correlations.
495 The~second method of Kohonen Maps
496 is based on the theory of self-organizing maps of abstract units (neurons) that
497 compete against each other for the representation of the input space.
498 Because neurons in the network are organized in a two-dimensional plane,
499 the trained network spreads the vectors on a 2D plane,
500 allowing for visualization of clusters of players with similar properties.
503 Furthermore, we use two \emph{classification} methods that assign
504 each pattern vector $\vec P$ an \emph{output vector} $\vec O$,
505 representing e.g.~information about styles, player's strength or even
506 meta-information like the player's era or a country of origin.
507 Initially, the methods must be calibrated (trained) on some prior knowledge,
508 usually in the form of \emph{reference pairs} of pattern vectors
509 and the associated output vectors.
511 Moreover, the reference set can be divided into training and testing pairs
512 and the methods can be compared by the mean square error on testing data set
513 (difference of output vectors approximated by the method and their real desired value).
515 %\footnote{However, note that dicrete characteristics such as country of origin are
516 %not very feasible to use here, since WHAT??? is that even true?? }
518 The $k$-Nearest Neighbors \cite{CoverHart1967} classifier
519 approximates $\vec O$ by composing the output vectors
520 of $k$ reference pattern vectors closest to $\vec P$.
522 The other classifier is a~multi-layer feed-forward Artificial Neural Network:
523 the neural network can learn correlations between input and output vectors
524 and generalize the ``knowledge'' to unknown vectors; it can be more flexible
525 in the interpretation of different pattern vector elements and discern more
526 complex relations than the kNN classifier,
527 but may not be as stable and requires larger training sample.
529 \subsection{Principal Component Analysis}
530 \label{PCA}
531 We use Principal Component Analysis \emph{PCA} \cite{Jolliffe1986}
532 to reduce the dimensions of the pattern vectors while preserving
533 as much information as possible, assuming inter-dependencies between
534 pattern vector dimensions are linear.
536 Briefly, PCA is an eigenvalue decomposition of a~covariance matrix of centered pattern vectors,
537 producing a~linear mapping $o$ from $n$-dimensional vector space
538 to a~reduced $m$-dimensional vector space.
539 The $m$ eigenvectors of the original vectors' covariance matrix
540 with the largest eigenvalues are used as the base of the reduced vector space;
541 the eigenvectors form projection matrix $W$.
543 For each original pattern vector $\vec p_i$,
544 we obtain its new representation $\vec r_i$ in the PCA base
545 as shown in the following equation:
546 \begin{equation}
547 \vec r_i = W \cdot \vec p_i
548 \end{equation}
550 The whole process is described in the Algorithm \ref{alg:pca}.
552 \begin{algorithm}
553 \caption{PCA -- Principal Component Analysis}
554 \begin{algorithmic}
555 \label{alg:pca}
556 \REQUIRE{$m > 0$, set of players $R$ with pattern vectors $p_r$}
557 \STATE $\vec \mu \leftarrow 1/|R| \cdot \sum_{r \in R}{\vec p_r}$
558 \FOR{ $r \in R$}
559 \STATE $\vec p_r \leftarrow \vec p_r - \vec \mu$
560 \ENDFOR
561 \FOR{ $(i,j) \in \{1,... ,n\} \times \{1,... ,n\}$}
562 \STATE $\mathit{Cov}[i,j] \leftarrow 1/|R| \cdot \sum_{r \in R}{\vec p_{ri} \cdot \vec p_{rj}}$
563 \ENDFOR
564 \STATE Compute Eigenvalue Decomposition of $\mathit{Cov}$ matrix
565 \STATE Get $m$ largest eigenvalues
566 \STATE Most significant eigenvectors ordered by decreasing eigenvalues form the rows of matrix $W$
567 \FOR{ $r \in R$}
568 \STATE $\vec r_r\leftarrow W \vec p_r$
569 \ENDFOR
570 \end{algorithmic}
571 \end{algorithm}
573 \label{pearson}
574 We want to find correlations between PCA dimensions and
575 some prior knowledge (player rank, style vector).
576 For this purpose, we compute the well-known
577 {\em Pearson product-moment correlation coefficient} \cite{Pearson},
578 measuring the strength of the linear dependence%
579 \footnote{A desirable property of PMCC is that it is invariant to translations and rescaling
580 of the vectors.}
581 between the dimensions:
583 $$ r_{X,Y} = {{\rm cov}(X,Y) \over \sigma_X \sigma_Y} $$
585 \subsection{Kohonen Maps}
586 \label{koh}
587 Kohonen map is a self-organizing network with neurons spread evenly over a~two-dimensional plane.
588 Neurons $\vec n$ in the map compete for representation of portions of the input vector space,
589 each vector being represented by some neuron.
590 The network is trained so that the neurons
591 that are topologically close tend to represent vectors that are close in suitable metric as well.
593 First, a~randomly initialized network is sequentially trained;
594 in each iteration, we choose a~random training vector $\vec t$
595 and find the {\em winner neuron} $\vec w$ that is closest to $\vec t$ in Euclidean metric.
597 We then adapt neurons $n$ from the neighborhood of $\vec w$ employing the equation
598 \begin{equation}
599 \vec n = \vec n + \alpha \cdot \mathit{Influence}(\vec w, \vec n) \cdot (\vec t - \vec n)
600 \end{equation}
601 where $\alpha$ is a learning parameter, usually decreasing in time.
602 $Influence()$ is a function that forces neurons to spread.
603 Such function is usually realised using a mexican hat function or a difference-of-gaussians
604 \cite{TODO}.
605 The state of the network can be evaluated by calculating mean square difference
606 between each $\vec t \in T$ and its corresponding winner neuron $\vec w_t$:
607 \begin{equation}
608 \mathit{Error}(N,T) = \sum_{\vec t \in T}{|\vec w_t - \vec t|}
609 \end{equation}
612 \begin{algorithm}
613 \caption{Kohonen maps -- training}
614 \begin{algorithmic}
615 \label{alg:koh}
616 \REQUIRE{Set of training vectors $T$, input dimension $D$}
617 \REQUIRE{max number of iterations $M$, desired error $E$}
618 \STATE $N \leftarrow \{\vec n | \vec n$ random, $\mathit{dim}(\vec n) = D\}$
619 \REPEAT
620 \STATE $\mathit{It} \leftarrow \mathit{It} + 1$
621 \STATE $\vec t \leftarrow \mathit{PickRandom}(T)$
622 \FORALL{$\vec n \in N$}
623 \STATE $D[\vec n] \leftarrow \mathit{EuclideanDistance}(\vec n, \vec t)$
624 \ENDFOR
625 \STATE Find $ \vec w \in N$ so that $D[\vec w] <= D[\vec m], \forall \vec m \in N$
626 \FORALL{$\vec n \in \mathit{TopologicalNeigbors}(N, \vec w)$}
627 \STATE $\vec n \leftarrow \vec n + \alpha(It) \cdot \mathit{Influence}(\vec w, \vec n) \cdot ( \vec t - \vec n ) $
628 \ENDFOR
629 \UNTIL{$\mathit{Error}(N, T) < E$ or $ \mathit{It} > M$}
630 \end{algorithmic}
631 \end{algorithm}
634 \subsection{k-nearest Neighbors Classifier}
635 \label{knn}
636 Our goal is to approximate player's output vector $\vec O$;
637 we know his pattern vector $\vec P$.
638 We further assume that similarities in players' pattern vectors
639 uniformly correlate with similarities in players' output vectors.
641 We require a set of reference players $R$ with known \emph{pattern vectors} $\vec p_r$
642 and \emph{output vectors} $\vec o_r$.
644 $\vec O$ is approximated as a~weighted average of \emph{output vectors}
645 $\vec o_i$ of $k$ players with \emph{pattern vectors} $\vec p_i$ closest to $\vec P$.
646 This is illustrated in the Algorithm \ref{alg:knn}.
647 Note that the weight is a function of distance and is not explicitly defined in Algorithm \ref{alg:knn}.
648 During our research, exponentially decreasing weight has proven to be sufficient.
650 \begin{algorithm}
651 \caption{k-Nearest Neighbors}
652 \begin{algorithmic}
653 \label{alg:knn}
654 \REQUIRE{pattern vector $\vec P$, $k > 0$, set of reference players $R$}
655 \FORALL{$r \in R$ }
656 \STATE $D[r] \leftarrow \mathit{EuclideanDistance}(\vec p_r, \vec P)$
657 \ENDFOR
658 \STATE $N \leftarrow \mathit{SelectSmallest}(k, R, D)$
659 \STATE $\vec O \leftarrow \vec 0$
660 \FORALL{$r \in N $}
661 \STATE $\vec O \leftarrow \vec O + \mathit{Weight}(D[r]) \cdot \vec o_r $
662 \ENDFOR
663 \end{algorithmic}
664 \end{algorithm}
666 \subsection{Neural Network Classifier}
667 \label{neural-net}
669 Feed-forward neural networks \cite{ANN} are known for their ability to generalize
670 and find correlations between input patterns and output classifications.
671 Before use, the network is iteratively trained on the training data
672 until the error on the training set is reasonably small.
674 %Neural network is an adaptive system that must undergo a training
675 %period similarly to the requirement
676 %of reference vectors for the k-Nearest Neighbors algorithm above.
678 \subsubsection{Computation and activation of the NN}
679 Technically, the neural network is a network of interconnected
680 computational units called neurons.
681 A feedforward neural network has a layered topology;
682 it usually has one \emph{input layer}, one \emph{output layer}
683 and an arbitrary number of \emph{hidden layers} between.
685 Each neuron $i$ is connected to all neurons in the previous layer and each connection has its weight $w_{ij}$
687 The computation proceeds in discrete time steps.
688 In the first step, the neurons in the \emph{input layer}
689 are \emph{activated} according to the \emph{input vector}.
690 Then, we iteratively compute output of each neuron in the next layer
691 until the output layer is reached.
692 The activity of output layer is then presented as the result.
694 The activation $y_i$ of neuron $i$ from the layer $I$ is computed as
695 \begin{equation}
696 y_i = f\left(\sum_{j \in J}{w_{ij} y_j}\right)
697 \end{equation}
698 where $J$ is the previous layer, while $y_j$ is the activation for neurons from $J$ layer.
699 Function $f()$ is a~so-called \emph{activation function}
700 and its purpose is to bound the outputs of neurons.
701 A typical example of an activation function is the sigmoid function.%
702 \footnote{A special case of the logistic function, defined by the formula
703 $\sigma(x)=\frac{1}{1+e^{-(rx+k)}}$; parameters control the growth rate ($r$)
704 and the x-position ($k$).}
706 \subsubsection{Training}
707 Training of the feed-forward neural network usually involves some
708 modification of supervised Backpropagation learning algorithm.
709 We use first-order optimization algorithm called RPROP. \cite{Riedmiller1993}
711 %Because the \emph{reference set} is usually not very large,
712 %we have devised a simple method for its extension.
713 %This enhancement is based upon adding random linear combinations
714 %of \emph{style and pattern vectors} to the training set.
716 As outlined above, the training set $T$ consists of
717 $(\vec p_i, \vec o_i)$ pairs.
718 The training algorithm is shown in Algorithm \ref{alg:tnn}.
720 \begin{algorithm}
721 \caption{Training Neural Network}
722 \begin{algorithmic}
723 \label{alg:tnn}
724 \REQUIRE{Train set $T$, desired error $e$, max iterations $M$}
725 \STATE $N \leftarrow \mathit{RandomlyInitializedNetwork}()$
726 \STATE $\mathit{It} \leftarrow 0$
727 \REPEAT
728 \STATE $\mathit{It} \leftarrow \mathit{It} + 1$
729 \STATE $\Delta \vec w \leftarrow \vec 0$
730 \STATE $\mathit{TotalError} \leftarrow 0$
731 %\FORALL{$(\overrightarrow{Input}, \overrightarrow{DesiredOutput}) \in T$}
732 %\STATE $\overrightarrow{Output} \leftarrow Result(N, \overrightarrow{Input})$
733 %\STATE $E \leftarrow |\overrightarrow{DesiredOutput} - \overrightarrow{Output}|$
734 \FORALL{$(\mathit{Input}, \mathit{DesiredOutput}) \in T$}
735 \STATE $\mathit{Output} \leftarrow \mathit{Result}(N, \mathit{Input})$
736 \STATE $\mathit{Error} \leftarrow |\mathit{DesiredOutput} - \mathit{Output}|$
737 \STATE $\Delta \vec w \leftarrow \Delta \vec w + \mathit{WeightUpdate}(N,\mathit{Error})$
738 \STATE $\mathit{TotalError} \leftarrow \mathit{TotalError} + \mathit{Error}$
739 \ENDFOR
740 \STATE $N \leftarrow \mathit{ModifyWeights}(N, \Delta \vec w)$
741 \UNTIL{$\mathit{TotalError} < e$ or $ \mathit{It} > M$}
742 \end{algorithmic}
743 \end{algorithm}
745 \subsection{Implementation}
747 We have implemented the data mining methods as the
748 ``gostyle'' open-source framework \cite{GoStyle},
749 made available under the GNU GPL licence.
751 The majority of our basic processing and the analysis parts
752 are implemented in the Python \cite{Python25} programming language.
753 We use several external libraries, most notably the MDP library \cite{MDP} (used for PCA analysis)
754 and Kohonen library \cite{KohonenPy}.
755 The neural network part of the project is written using the libfann C library\cite{Nissen2003}.
758 \section{Strength Estimator}
760 \begin{figure*}[!t]
761 \centering
762 \includegraphics[width=7in]{strength-pca}
763 \caption{PCA of by-strength vectors}
764 \label{fig:strength_pca}
765 \end{figure*}
767 First, we have used our framework to analyse correlations of pattern vectors
768 and playing strength. Like in other competitively played board games, Go players
769 receive real-world {\em rating number} based on tournament games,
770 and {\em rank} based on their rating.%
771 \footnote{Elo-type rating system \cite{GoR} is usually used,
772 corresponding to even win chances for game of two players with the same rank,
773 and about 2:3 win chance for stronger in case of one rank difference.}%
774 \footnote{Professional ranks and dan ranks in some Asia countries may
775 be assigned differently.}
776 The amateur ranks range from 30-kyu (beginner) to 1-kyu (intermediate)
777 and then follows 1-dan to 7-dan\footnote{9-dan in some systems.} (top-level player).
778 Multiple independent real-world ranking scales exist
779 (geographically based), also online servers maintain their own user ranking;
780 the difference between scales can be up to several ranks and the rank
781 distributions also differ. \cite{RankComparison}
783 As the source game collection, we use Go Teaching Ladder reviews archive%
784 \footnote{The reviews contain comments and variations --- we consider only the main
785 variation with the actual played game.}
786 \cite{GTL} --- this collection contains 7700 games of players with strength ranging
787 from 30-kyu to 4-dan; we consider only even games with clear rank information,
788 and then randomly separate 770 games as a testing set.
789 Since the rank information is provided by the users and may not be consistent,
790 we are forced to take a simplified look at the ranks,
791 discarding the differences between various systems and thus somewhat
792 increasing error in our model.\footnote{Since our results seem satisfying,
793 we did not pursue to try another collection;
794 one could e.g. look at game archives of some Go server.}
796 First, we have created a single pattern vector for each rank, from 30-kyu to 4-dan;
797 we have performed PCA analysis on the pattern vectors, achieving near-perfect
798 rank correspondence in the first PCA dimension%
799 \footnote{The eigenvalue of the second dimension was four times smaller,
800 with no discernable structure revealed within the lower-order eigenvectors.}
801 (figure \ref{fig:strength_pca}).
803 We measure the accuracy of strength approximation by the first dimension
804 using Pearson's $r$ (see \ref{pearson}), yielding quite satisfying value of $r=0.979$
805 implying extremely strong correlation.
806 Using the eigenvector position directly for classification
807 of players within the test group yields MSE TODO, thus providing
808 reasonably satisfying accuracy by itself.%
809 \footnote{Extended vector normalization (sec. \ref{xnorm})
810 produced noticeably less clear-cut results.}
812 To further enhance the strength estimator accuracy,
813 we have tried to train a NN classifier on our train set, consisting
814 of one $(\vec p, {\rm rank})$ pair per player --- we use the pattern vector
815 for activation of input neurons and rank number as result of the output
816 neuron. We then proceeded to test the NN on per-player pattern vectors built
817 from the games in the test set, yielding MSE of TODO with TODO games per player
818 on average.
821 \section{Style Estimator}
822 \label{styleest}
824 As a~second case study for our pattern analysis,
825 we investigate pattern vectors $\vec p$ of various well-known players,
826 their relationships in-between and to prior knowledge
827 in order to explore the correlation of prior knowledge with extracted patterns.
828 We look for relationships between pattern vectors and perceived
829 ``playing style'' and attempt to use our classifiers to transform
830 pattern vector $\vec p$ to style vector $\vec s$.
832 The source game collection is GoGoD Winter 2008 \cite{GoGoD} containing 55000
833 professional games, dating from the early Go history 1500 years ago to the present.
834 We consider only games of a small subset of players (table \ref{fig:style_marks});
835 we have chosen them for being well-known within the players community,
836 having large number of played games in our collection and not playing too long
837 ago.\footnote{Over time, many commonly used sequences get altered, adopted and
838 dismissed; usual playing conditions can also differ significantly.}
840 \subsection{Expert-based knowledge}
841 \label{style-vectors}
842 In order to provide a reference frame for our style analysis,
843 we have gathered some expert-based information about various
844 traditionally perceived style aspects to use as a prior knowledge.
845 This expert-based knowledge allows us to predict styles of unknown players
846 based on the similarity of their pattern vectors,
847 as well as discover correlations between styles and proportions
848 of played patterns.
850 Experts were asked to mark four style aspects of each of the given players
851 on the scale from 1 to 10. The style aspects are defined as shown:
853 \vspace{4mm}
854 \noindent
855 %\begin{table}
856 \begin{center}
857 %\caption{Styles}
858 \begin{tabular}{|c|c|c|}
859 \hline
860 Style & 1 & 10\\ \hline
861 Territoriality $\tau$ & Moyo & Territory \\
862 Orthodoxity $\omega$ & Classic & Novel \\
863 Aggressivity $\alpha$ & Calm & Figting \\
864 Thickness $\theta$ & Safe & Shinogi \\ \hline
865 \end{tabular}
866 \end{center}
867 %\end{table}
868 \vspace{4mm}
870 We have devised these four style aspects based on our own Go experience
871 and consultations with other experts.
872 The used terminology has quite
873 clear meaning to any experienced Go player and there is not too much
874 room for confusion, except possibly in the case of ``thickness'' ---
875 but the concept is not easy to pin-point succintly and we also did not
876 add extra comments on the style aspects to the questionnaire deliberately
877 to accurately reflect any diversity in understanding of the terms.
879 Averaging this expert based evaluation yields \emph{reference style vector}
880 $\vec s_r$ (of dimension $4$) for each player $r$
881 from the set of \emph{reference players} $R$.
883 Throughout our research, we have experimentally found that playing era
884 is also a major factor differentiating between patterns. Thus, we have
885 further extended the $\vec s_r$ by median year over all games played
886 by the player.
888 \begin{table}[!t]
889 % increase table row spacing, adjust to taste
890 \renewcommand{\arraystretch}{1.3}
891 \caption{Covariance Measure of Prior Information Dimensions}
892 \label{fig:style_marks_r}
893 \centering
894 % Some packages, such as MDW tools, offer better commands for making tables
895 % than the plain LaTeX2e tabular which is used here.
896 \begin{tabular}{|r||r||r||r||r||r|}
897 \hline
898 & $\tau$ & $\omega$ & $\alpha$ & $\theta$ & year \\
899 \hline
900 $\tau$ &$1.000$&$-0.438$&$-0.581$&$ 0.721$&$ 0.108$\\
901 $\omega$& &$ 1.000$&$ 0.682$&$ 0.014$&$-0.021$\\
902 $\alpha$& & &$ 1.000$&$-0.081$&$ 0.030$\\
903 $\theta$& &\multicolumn{1}{c||}{---}
904 & &$ 1.000$&$-0.073$\\
905 y. & & & & &$ 1.000$\\
906 \hline
907 \end{tabular}
908 \end{table}
910 Three high-level Go players (Alexander Dinerstein 3-pro, Motoki Noguchi
911 7-dan and V\'{i}t Brunner 4-dan) have judged style of the reference
912 players.
913 The complete list of answers is in table \ref{fig:style_marks}.
914 Mean standard deviation of the answers is 0.952,
915 making the data reasonably reliable,
916 though much larger sample would of course be more desirable.
917 We have also found significant correlation between the various
918 style aspects, as shown by the Pearson's $r$ values
919 in table \ref{fig:style_marks_r}.
921 \begin{table}[!t]
922 % increase table row spacing, adjust to taste
923 \renewcommand{\arraystretch}{1.4}
924 \begin{threeparttable}
925 \caption{Expert-Based Style Aspects of Selected Professionals\tnote{1} \tnote{2}}
926 \label{fig:style_marks}
927 \centering
928 % Some packages, such as MDW tools, offer better commands for making tables
929 % than the plain LaTeX2e tabular which is used here.
930 \begin{tabular}{|c||c||c||c||c|}
931 \hline
932 {Player} & $\tau$ & $\omega$ & $\alpha$ & $\theta$ \\
933 \hline
934 Go Seigen\tnote{3} & $6.0 \pm 2.0$ & $9.0 \pm 1.0$ & $8.0 \pm 1.0$ & $5.0 \pm 1.0$ \\
935 Ishida Yoshio\tnote{4}&$8.0 \pm 1.4$ & $5.0 \pm 1.4$ & $3.3 \pm 1.2$ & $5.3 \pm 0.5$ \\
936 Miyazawa Goro & $1.5 \pm 0.5$ & $10 \pm 0 $ & $9.5 \pm 0.5$ & $4.0 \pm 1.0$ \\
937 Yi Ch'ang-ho\tnote{5}& $7.0 \pm 0.8$ & $5.0 \pm 1.4$ & $2.6 \pm 0.9$ & $2.6 \pm 1.2$ \\
938 Sakata Eio & $7.6 \pm 1.7$ & $4.6 \pm 0.5$ & $7.3 \pm 0.9$ & $8.0 \pm 1.6$ \\
939 Fujisawa Hideyuki & $3.5 \pm 0.5$ & $9.0 \pm 1.0$ & $7.0 \pm 0.0$ & $4.0 \pm 0.0$ \\
940 Otake Hideo & $4.3 \pm 0.5$ & $3.0 \pm 0.0$ & $4.6 \pm 1.2$ & $3.6 \pm 0.9$ \\
941 Kato Masao & $2.5 \pm 0.5$ & $4.5 \pm 1.5$ & $9.5 \pm 0.5$ & $4.0 \pm 0.0$ \\
942 Takemiya Masaki\tnote{4}&$1.3\pm 0.5$& $6.3 \pm 2.1$ & $7.0 \pm 0.8$ & $1.3 \pm 0.5$ \\
943 Kobayashi Koichi & $9.0 \pm 1.0$ & $2.5 \pm 0.5$ & $2.5 \pm 0.5$ & $5.5 \pm 0.5$ \\
944 Cho Chikun & $9.0 \pm 0.8$ & $7.6 \pm 0.9$ & $6.6 \pm 1.2$ & $9.0 \pm 0.8$ \\
945 Ma Xiaochun & $8.0 \pm 2.2$ & $6.3 \pm 0.5$ & $5.6 \pm 1.9$ & $8.0 \pm 0.8$ \\
946 Yoda Norimoto & $6.3 \pm 1.7$ & $4.3 \pm 2.1$ & $4.3 \pm 2.1$ & $3.3 \pm 1.2$ \\
947 Luo Xihe & $7.3 \pm 0.9$ & $7.3 \pm 2.5$ & $7.6 \pm 0.9$ & $6.0 \pm 1.4$ \\
948 O Meien & $2.6 \pm 1.2$ & $9.6 \pm 0.5$ & $8.3 \pm 1.7$ & $3.6 \pm 1.2$ \\
949 Rui Naiwei & $4.6 \pm 1.2$ & $5.6 \pm 0.5$ & $9.0 \pm 0.8$ & $3.3 \pm 1.2$ \\
950 Yuki Satoshi & $3.0 \pm 1.0$ & $8.5 \pm 0.5$ & $9.0 \pm 1.0$ & $4.5 \pm 0.5$ \\
951 Hane Naoki & $7.5 \pm 0.5$ & $2.5 \pm 0.5$ & $4.0 \pm 0.0$ & $4.5 \pm 1.5$ \\
952 Takao Shinji & $5.0 \pm 1.0$ & $3.5 \pm 0.5$ & $5.5 \pm 1.5$ & $4.5 \pm 0.5$ \\
953 Yi Se-tol & $5.3 \pm 0.5$ & $6.6 \pm 2.5$ & $9.3 \pm 0.5$ & $6.6 \pm 1.2$ \\
954 Yamashita Keigo\tnote{4}&$2.0\pm 0.0$& $9.0 \pm 1.0$ & $9.5 \pm 0.5$ & $3.0 \pm 1.0$ \\
955 Cho U & $7.3 \pm 2.4$ & $6.0 \pm 0.8$ & $5.3 \pm 1.7$ & $6.3 \pm 1.7$ \\
956 Gu Li & $5.6 \pm 0.9$ & $7.0 \pm 0.8$ & $9.0 \pm 0.8$ & $4.0 \pm 0.8$ \\
957 Chen Yaoye & $6.0 \pm 1.0$ & $4.0 \pm 1.0$ & $6.0 \pm 1.0$ & $5.5 \pm 0.5$ \\
958 \hline
959 \end{tabular}
960 \begin{tablenotes}
961 \item [1] Including standard deviation. Only players where we received at least two out of three answers are included.
962 \item [2] Since the playing era column does not fit into the table, we at least sort the players ascending by their median year.
963 \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.
964 \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.
965 \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.
966 \end{tablenotes}
967 \end{threeparttable}
968 \end{table}
970 \subsection{Style Components Analysis}
972 \begin{figure}[!t]
973 \centering
974 \includegraphics[width=3.75in]{style-pca}
975 \caption{PCA of per-player vectors}
976 \label{fig:style_pca}
977 \end{figure}
979 We have looked at the ten most significant dimensions of the pattern data
980 yielded by the PCA analysis of the reference player set%
981 \footnote{We also tried to observe PCA effect of removing outlying Takemiya
982 Masaki. That way, the second dimension strongly
983 correlated to territoriality and third dimension strongly correlacted to era,
984 however the first dimension remained mysteriously uncorrelated and with no
985 obvious interpretation.}
986 (fig. \ref{fig:style_pca} shows the first three).
987 We have again computed the Pearson's $r$ for all combinations of PCA dimensions
988 and dimensions of the prior knowledge style vectors to find correlations.
990 \begin{table}[!t]
991 % increase table row spacing, adjust to taste
992 \renewcommand{\arraystretch}{1.4}
993 \caption{Covariance Measure of PCA and Prior Information}
994 \label{fig:style_r}
995 \centering
996 % Some packages, such as MDW tools, offer better commands for making tables
997 % than the plain LaTeX2e tabular which is used here.
998 \begin{tabular}{|c||r||r||r||r||r|}
999 \hline
1000 Eigenval. & $\tau$ & $\omega$ & $\alpha$ & $\theta$ & Year \\
1001 \hline
1002 $0.4473697$ & $\mathbf{-0.530}$ & $ 0.323$ & $ 0.298$ & $\mathbf{-0.554}$ & $ 0.090$ \\
1003 $0.1941057$ & $\mathbf{-0.547}$ & $ 0.215$ & $ 0.249$ & $-0.293$ & $\mathbf{-0.630}$ \\
1004 $0.0463189$ & $ 0.131$ & $-0.002$ & $-0.128$ & $ 0.242$ & $\mathbf{-0.630}$ \\
1005 $0.0280301$ & $-0.011$ & $ 0.225$ & $ 0.186$ & $ 0.131$ & $ 0.067$ \\
1006 $0.0243231$ & $-0.181$ & $ 0.174$ & $-0.032$ & $-0.216$ & $ 0.352$ \\
1007 $0.0180875$ & $-0.364$ & $ 0.226$ & $ 0.339$ & $-0.136$ & $ 0.113$ \\
1008 $0.0138478$ & $-0.194$ & $-0.048$ & $-0.099$ & $-0.333$ & $ 0.055$ \\
1009 $0.0110575$ & $-0.040$ & $-0.254$ & $-0.154$ & $-0.054$ & $-0.089$ \\
1010 $0.0093587$ & $-0.199$ & $-0.115$ & $ 0.358$ & $-0.234$ & $-0.028$ \\
1011 $0.0084930$ & $ 0.046$ & $ 0.190$ & $ 0.305$ & $ 0.176$ & $ 0.089$ \\
1012 \hline
1013 \end{tabular}
1014 \end{table}
1016 \begin{table}[!t]
1017 % increase table row spacing, adjust to taste
1018 \renewcommand{\arraystretch}{1.6}
1019 \begin{threeparttable}
1020 \caption{Characteristic Patterns of PCA$_{1,2}$ Dimensions \tnote{1}}
1021 \label{fig:style_patterns}
1022 \centering
1023 % Some packages, such as MDW tools, offer better commands for making tables
1024 % than the plain LaTeX2e tabular which is used here.
1025 \begin{tabular}{|p{2.3cm}p{2.4cm}p{2.4cm}p{0cm}|}
1026 % The virtual last column is here because otherwise we get random syntax errors.
1028 \hline \multicolumn{4}{|c|}{PCA$_1$ --- Moyo-oriented, thin-playing player} \\
1029 \centering \begin{psgopartialboard*}{(8,1)(12,6)}
1030 \stone[\marktr]{black}{k}{4}
1031 \end{psgopartialboard*} &
1032 \centering \begin{psgopartialboard*}{(1,2)(5,6)}
1033 \stone{white}{d}{3}
1034 \stone[\marktr]{black}{d}{5}
1035 \end{psgopartialboard*} &
1036 \centering \begin{psgopartialboard*}{(5,1)(10,6)}
1037 \stone{white}{f}{3}
1038 \stone[\marktr]{black}{j}{4}
1039 \end{psgopartialboard*} & \\
1040 \centering $0.274$ & \centering $0.086$ & \centering $0.083$ & \\
1041 \centering high corner/side opening \tnote{2} & \centering high corner approach & \centering high distant pincer & \\
1043 \hline \multicolumn{4}{|c|}{PCA$_1$ --- Territorial, thick-playing player} \\
1044 \centering \begin{psgopartialboard*}{(3,1)(7,6)}
1045 \stone{white}{d}{4}
1046 \stone[\marktr]{black}{f}{3}
1047 \end{psgopartialboard*} &
1048 \centering \begin{psgopartialboard*}{(3,1)(7,6)}
1049 \stone{white}{c}{6}
1050 \stone{black}{d}{4}
1051 \stone[\marktr]{black}{f}{3}
1052 \end{psgopartialboard*} &
1053 \centering \begin{psgopartialboard*}{(3,1)(7,6)}
1054 \stone{black}{d}{4}
1055 \stone[\marktr]{black}{f}{3}
1056 \end{psgopartialboard*} & \\
1057 \centering $-0.399$ & \centering $-0.399$ & \centering $-0.177$ & \\
1058 \centering low corner approach & \centering low corner reply & \centering low corner enclosure & \\
1060 \hline \multicolumn{4}{|c|}{PCA$_2$ --- Territorial, current player \tnote{3}} \\
1061 \centering \begin{psgopartialboard*}{(3,1)(7,6)}
1062 \stone{white}{c}{6}
1063 \stone{black}{d}{4}
1064 \stone[\marktr]{black}{f}{3}
1065 \end{psgopartialboard*} &
1066 \centering \begin{psgopartialboard*}{(3,1)(8,6)}
1067 \stone{white}{d}{4}
1068 \stone[\marktr]{black}{g}{4}
1069 \end{psgopartialboard*} &
1070 \centering \begin{psgopartialboard*}{(4,1)(9,6)}
1071 \stone{black}{d}{4}
1072 \stone{white}{f}{3}
1073 \stone[\marktr]{black}{h}{3}
1074 \end{psgopartialboard*} & \\
1075 \centering $-0.193$ & \centering $-0.139$ & \centering $-0.135$ & \\
1076 \centering low corner reply \tnote{4} & \centering high distant approach/pincer & \centering near low pincer & \\
1078 \hline
1079 \end{tabular}
1080 \begin{tablenotes}
1081 \item [1] We present the patterns in a simplified compact form;
1082 in reality, they are usually somewhat larger and always circle-shaped
1083 (centered on the triangled move).
1084 We omit only pattern segments that are entirely empty.
1085 \item [2] We give some textual interpretation of the patterns, especially
1086 since some of them may not be obvious unless seen in game context; we choose
1087 the descriptions based on the most frequently observer contexts, but of course
1088 the pattern can be also matched in other positions and situations.
1089 \item [3] In the second PCA dimension, we find no correlated patterns;
1090 only uncorrelated and anti-correlated ones.
1091 \item [4] As the second most significant pattern,
1092 we skip a slide follow-up pattern to this move.
1093 \end{tablenotes}
1094 \end{threeparttable}
1095 \end{table}
1097 \begin{table}[!t]
1098 % increase table row spacing, adjust to taste
1099 \renewcommand{\arraystretch}{1.8}
1100 \begin{threeparttable}
1101 \caption{Characteristic Patterns of PCA$_3$ Dimension \tnote{1}}
1102 \label{fig:style_patterns3}
1103 \centering
1104 % Some packages, such as MDW tools, offer better commands for making tables
1105 % than the plain LaTeX2e tabular which is used here.
1106 \begin{tabular}{|p{2.4cm}p{2.4cm}p{2.4cm}p{0cm}|}
1107 % The virtual last column is here because otherwise we get random syntax errors.
1109 \hline \multicolumn{4}{|c|}{PCA$_3$ --- Old-time player} \\
1110 \centering \begin{psgopartialboard*}{(1,3)(5,7)}
1111 \stone{white}{d}{4}
1112 \stone[\marktr]{black}{c}{6}
1113 \end{psgopartialboard*} &
1114 \centering \begin{psgopartialboard*}{(8,1)(12,5)}
1115 \stone[\marktr]{black}{k}{3}
1116 \end{psgopartialboard*} &
1117 \centering \begin{psgopartialboard*}{(1,1)(5,5)}
1118 \stone[\marktr]{black}{c}{3}
1119 \end{psgopartialboard*} & \\
1120 \centering $0.515$ & \centering $0.264$ & \centering $0.258$ & \\
1121 \centering low corner approach & \centering low side or mokuhazushi opening & \centering san-san opening & \\
1123 \hline \multicolumn{4}{|c|}{PCA$_3$ --- Current player} \\
1124 \centering \begin{psgopartialboard*}{(3,1)(7,5)}
1125 \stone{black}{d}{4}
1126 \stone[\marktr]{black}{f}{3}
1127 \end{psgopartialboard*} &
1128 \centering \begin{psgopartialboard*}{(1,1)(5,5)}
1129 \stone[\marktr]{black}{c}{4}
1130 \end{psgopartialboard*} &
1131 \centering \begin{psgopartialboard*}{(1,2)(5,6)}
1132 \stone{black}{d}{3}
1133 \stone{white}{d}{5}
1134 \stone[\marktr]{black}{c}{5}
1135 \end{psgopartialboard*} & \\
1136 \centering $-0.276$ & \centering $-0.273$ & \centering $-0.116$ & \\
1137 \centering low corner enclosure & \centering 3-4 corner opening \tnote{2} & \centering high approach reply & \\
1139 \hline
1140 \end{tabular}
1141 \begin{tablenotes}
1142 \item [1] We cannot use terms ``classic'' and ''modern'' in case of PCA$_3$
1143 since the current patterns are commonplace in games of past centuries
1144 (not included in our training set) and many would call a lot of the old-time patterns
1145 modern inventions. Perhaps we can infer that the latest 21th-century play trends abandon
1146 many of the 20th-century experiments (lower echelon of our by-year samples)
1147 to return to the more ordinary but effective classic patterns.
1148 \item [2] At this point, we skip two patterns already shown elsewhere:
1149 {\em high side/corner opening} and {\em low corner reply}.
1150 \end{tablenotes}
1151 \end{threeparttable}
1152 \end{table}
1154 It is immediately
1155 obvious both from the measured $r$ and visual observation
1156 that by far the most significant vector corresponds very well
1157 to the territoriality of the players,%
1158 \footnote{Cho Chikun, perhaps the best-known
1159 territorial player, is not well visible in the cluster, but he is
1160 positioned around $-0.8$ on the first dimension.}
1161 confirming the intuitive notion that this aspect of style
1162 is the one easiest to pin-point and also
1163 most obvious in the played shapes and sequences
1164 (that can obviously aim directly at taking secure territory
1165 or building center-oriented framework). Thick (solid) play also plays
1166 a role, but these two style dimensions are already
1167 correlated in the prior data.
1169 The other PCA dimensions are somewhat harder to interpret, but there
1170 certainly is significant influence of the styles on the patterns;
1171 the found correlations are all presented in table \ref{fig:style_r}.
1172 (Larger absolute value means better linear correspondence.)
1174 We also list the characteristic spatial patterns of the PCA dimension
1175 extremes (tables \ref{fig:style_patterns}, \ref{fig:style_patterns3}), determined by their coefficients
1176 in the PCA projection matrix --- however, such naive approach
1177 has limited reliability, better methods will have to be researched.%
1178 \footnote{For example, as one of highly ranked ``Takemiya's'' PCA1 patterns,
1179 3,3 corner opening was generated, completely inappropriately;
1180 it reflects some weak ordering in bottom half of the dimension,
1181 not global ordering within the dimension.}
1182 We do not show the other pattern features since they carry no useful
1183 information in the opening stage.%
1184 \footnote{The board distance feature can be useful in some cases,
1185 but here all the spatial patterns are big enough to reach to the edge
1186 on their own.}
1188 \begin{table}[!t]
1189 % increase table row spacing, adjust to taste
1190 \renewcommand{\arraystretch}{1.4}
1191 \caption{Covariance Measure of Externed-Normalization PCA and~Prior Information}
1192 \label{fig:style_normr}
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||r||r||r||r||r|}
1197 \hline
1198 Eigenval. & $\tau$ & $\omega$ & $\alpha$ & $\theta$ & Year \\
1199 \hline
1200 $6.3774289$ & $ \mathbf{0.436}$ & $-0.220$ & $-0.289$ & $ \mathbf{0.404}$ & $\mathbf{-0.576}$ \\
1201 $1.7269775$ & $\mathbf{-0.690}$ & $ 0.340$ & $ 0.315$ & $\mathbf{-0.445}$ & $\mathbf{-0.639}$ \\
1202 $1.1747101$ & $-0.185$ & $ 0.156$ & $ 0.107$ & $-0.315$ & $ 0.320$ \\
1203 $0.8452797$ & $ 0.064$ & $-0.102$ & $-0.189$ & $ 0.032$ & $ 0.182$ \\
1204 $0.8038992$ & $-0.185$ & $ 0.261$ & $ \mathbf{0.620}$ & $ 0.120$ & $ 0.056$ \\
1205 $0.6679533$ & $-0.027$ & $ 0.055$ & $ 0.147$ & $-0.198$ & $ 0.155$ \\
1206 $0.5790000$ & $ 0.079$ & $ \mathbf{0.509}$ & $ 0.167$ & $ 0.294$ & $-0.019$ \\
1207 $0.4971474$ & $ 0.026$ & $-0.119$ & $-0.071$ & $ 0.049$ & $ 0.043$ \\
1208 $0.4938777$ & $-0.061$ & $ 0.061$ & $ 0.104$ & $-0.168$ & $ 0.015$ \\
1209 $0.4888848$ & $ 0.203$ & $-0.283$ & $-0.120$ & $ 0.083$ & $-0.220$ \\
1210 \hline
1211 \end{tabular}
1212 \end{table}
1214 The PCA results presented above do not show much correlation between
1215 the significant PCA dimensions and the $\omega$ and $\alpha$ style dimensions.
1216 However, when we applied the extended vector normalization
1217 (sec. \ref{xnorm}; see table \ref{fig:style_normr}),
1218 some less significant PCA dimensions exhibited clear correlations.%
1219 \footnote{We have found that $c=6$ in the post-processing logistic function
1220 produces the most instructive PCA output on our particular game collection.}
1221 It appears that less-frequent patterns that appear only in the middle-game
1222 phase\footnote{In the middle game, the board is much more filled and thus
1223 particular specific-shape patterns repeat less often.} are defining
1224 for these dimensions, and these are not represented in the pattern vectors
1225 as well as the common opening patterns.
1226 However, we do not use the extended normalization results since
1227 they produced noticeably less accurate classifiers in all dimensions,
1228 including $\omega$ and $\alpha$.
1230 We believe that the next step
1231 in interpreting our results will be more refined prior information input
1232 and precise analysis by Go experts.
1234 TODO: Kohonen map view. Possibly a Sociomap view.
1236 \subsection{Style Classification}
1238 %TODO vsude zcheckovat jestli pouzivame stejny cas "we perform, we apply" X "we have performed, ..."
1240 Apart from the PCA-based analysis, we tested the style inference ability
1241 of neural network (sec. \ref{neural-net}) and $k$-NN classifiers (sec. \ref{knn}).
1243 To compare and evaluate both methods, we have performed $5$-fold cross validation
1244 and compared their performance with a~random classificator.
1245 In the $5$-fold cross-validation, we randomly divide the training set
1246 (organized by players) into $5$ distinct parts with comparable
1247 sizes and then iteratively use each part as a~testing set (yielding square error value), while
1248 the rest (remaining $4$ parts) is taken as a~training set. The square errors across all $5$ iterations are
1249 averaged, yielding mean square error.
1251 The results are shown in table \ref{crossval-cmp}. Second to fifth columns in the table represent
1252 mean square error of the examined styles, $\mathit{Mean}$ is the
1253 mean square error across the styles and finally, the last column $\mathit{Comp}$
1254 represents $\mathit{Mean}_\mathit{RND} / \mathit{X}$ -- comparison of mean square error (across styles)
1255 with random classificator. To minimize the
1256 effect of random variables, all numbers were taken as an average of $30$ runs of the cross validation.
1258 \begin{table}[!t]
1259 \renewcommand{\arraystretch}{1.4}
1260 \begin{center}
1261 \caption{Comparison of style classificators}
1262 \label{crossval-cmp}
1263 \begin{tabular}{|c|c|c|c|c|c|c|}
1264 \hline
1265 %Classifier & $\sigma_\tau$ & $\sigma_\omega$ & $\sigma_\alpha$ & $\sigma_\theta$ & Tot $\sigma$ & $\mathit{RndC}$\\ \hline
1266 %Neural network & 0.420 & 0.488 & 0.365 & 0.371 & 0.414 & 1.82 \\
1267 %$k$-NN ($k=4$) & 0.394 & 0.507 & 0.457 & 0.341 & 0.429 & 1.76 \\
1268 %Random classifier & 0.790 & 0.773 & 0.776 & 0.677 & 0.755 & 1.00 \\ \hline
1269 &\multicolumn{5}{|c|}{MSE}& \\ \hline
1270 {Classifier} & $\tau$ & $\omega$ & $\alpha$ & $\theta$ & {\bf Mean} & {\bf Comp}\\ \hline
1271 Neural network & 0.173 & 0.236 & 0.136 & 0.143 & 0.172 & 3.3 \\
1272 $k$-NN ($k=4$) & 0.156 & 0.257 & 0.209 & 0.116 & 0.184 & 3.1\\
1273 Random classifier & 0.544 & 0.640 & 0.647 & 0.458 & 0.572 & 1.0 \\ \hline
1274 \end{tabular}
1275 \end{center}
1276 \end{table}
1278 \subsubsection{Reference (Training) Data}
1279 As the~reference data, we use expert-based knowledge presented in section \ref{style-vectors}.
1280 For both methods to yield comparable errors, we have rescaled the style vectors from $[1,10]$ to $[-1,1]$
1281 (this is also the range of our neuron activation function).
1283 % TODO presunout konkretni parametry do Appendixu? (neni jich tolik, mozna ne)
1284 \subsubsection{$k$-NN parameters}
1285 $k=4$, Weight function is $0.8^{(10*EuclideanDistance)}$
1287 \subsubsection{Neural network's parameters}
1288 $3$ layers, $23 - 30 - 4$ architecture
1291 \section{Proposed Applications}
1293 We believe that our findings might be useful for many applications
1294 in the area of Go support software as well as Go-playing computer engines.
1296 The style analysis can be an excellent teaching aid --- classifying style
1297 dimensions based on player's pattern vector, many study recommendations
1298 can be given, e.g. about the professional games to replay, the goal being
1299 balancing understanding of various styles to achieve well-rounded skill set.
1300 This was also our original aim when starting the research and a user-friendly
1301 tool based on our work is now being created.
1303 We hope that more strong players will look into the style dimensions found
1304 by our statistical analysis --- analysis of most played patterns of prospective
1305 opponents might prepare for the game, but we especially hope that new insights
1306 on strategic purposes of various shapes and general human understanding
1307 of the game might be achieved by investigating the style-specific patterns.
1308 Time by time, new historical game records are still being discovered;
1309 pattern-based classification might help to suggest origin of the games
1310 in Go Archeology.
1312 Classifying playing strength of a pattern vector of a player can be used
1313 e.g. to help determine initial real-world rating of a player before their
1314 first tournament based on games played on the internet; some players especially
1315 in less populated areas could get fairly strong before playing their first
1316 real tournament.
1318 Analysis of pattern vectors extracted from games of Go-playing programs
1319 in light of the shown strength and style distributions might help to
1320 highlight some weaknesses and room for improvements. (However, since
1321 correlation does not imply causation, simply optimizing Go-playing programs
1322 according to these vectors is unlikely to yield good results.)
1323 Another interesting applications in Go-playing programs might be strength
1324 adjustment; the program can classify the player's level based on the pattern
1325 vector from its previous games and auto-adjust its difficulty settings
1326 accordingly to provide more even games for beginners.
1329 % An example of a floating figure using the graphicx package.
1330 % Note that \label must occur AFTER (or within) \caption.
1331 % For figures, \caption should occur after the \includegraphics.
1332 % Note that IEEEtran v1.7 and later has special internal code that
1333 % is designed to preserve the operation of \label within \caption
1334 % even when the captionsoff option is in effect. However, because
1335 % of issues like this, it may be the safest practice to put all your
1336 % \label just after \caption rather than within \caption{}.
1338 % Reminder: the "draftcls" or "draftclsnofoot", not "draft", class
1339 % option should be used if it is desired that the figures are to be
1340 % displayed while in draft mode.
1342 %\begin{figure}[!t]
1343 %\centering
1344 %\includegraphics[width=2.5in]{myfigure}
1345 % where an .eps filename suffix will be assumed under latex,
1346 % and a .pdf suffix will be assumed for pdflatex; or what has been declared
1347 % via \DeclareGraphicsExtensions.
1348 %\caption{Simulation Results}
1349 %\label{fig_sim}
1350 %\end{figure}
1352 % Note that IEEE typically puts floats only at the top, even when this
1353 % results in a large percentage of a column being occupied by floats.
1356 % An example of a double column floating figure using two subfigures.
1357 % (The subfig.sty package must be loaded for this to work.)
1358 % The subfigure \label commands are set within each subfloat command, the
1359 % \label for the overall figure must come after \caption.
1360 % \hfil must be used as a separator to get equal spacing.
1361 % The subfigure.sty package works much the same way, except \subfigure is
1362 % used instead of \subfloat.
1364 %\begin{figure*}[!t]
1365 %\centerline{\subfloat[Case I]\includegraphics[width=2.5in]{subfigcase1}%
1366 %\label{fig_first_case}}
1367 %\hfil
1368 %\subfloat[Case II]{\includegraphics[width=2.5in]{subfigcase2}%
1369 %\label{fig_second_case}}}
1370 %\caption{Simulation results}
1371 %\label{fig_sim}
1372 %\end{figure*}
1374 % Note that often IEEE papers with subfigures do not employ subfigure
1375 % captions (using the optional argument to \subfloat), but instead will
1376 % reference/describe all of them (a), (b), etc., within the main caption.
1379 % An example of a floating table. Note that, for IEEE style tables, the
1380 % \caption command should come BEFORE the table. Table text will default to
1381 % \footnotesize as IEEE normally uses this smaller font for tables.
1382 % The \label must come after \caption as always.
1384 %\begin{table}[!t]
1385 %% increase table row spacing, adjust to taste
1386 %\renewcommand{\arraystretch}{1.3}
1387 % if using array.sty, it might be a good idea to tweak the value of
1388 % \extrarowheight as needed to properly center the text within the cells
1389 %\caption{An Example of a Table}
1390 %\label{table_example}
1391 %\centering
1392 %% Some packages, such as MDW tools, offer better commands for making tables
1393 %% than the plain LaTeX2e tabular which is used here.
1394 %\begin{tabular}{|c||c|}
1395 %\hline
1396 %One & Two\\
1397 %\hline
1398 %Three & Four\\
1399 %\hline
1400 %\end{tabular}
1401 %\end{table}
1404 % Note that IEEE does not put floats in the very first column - or typically
1405 % anywhere on the first page for that matter. Also, in-text middle ("here")
1406 % positioning is not used. Most IEEE journals use top floats exclusively.
1407 % Note that, LaTeX2e, unlike IEEE journals, places footnotes above bottom
1408 % floats. This can be corrected via the \fnbelowfloat command of the
1409 % stfloats package.
1413 \section{Future Research}
1415 Since we are not aware of any previous research on this topic and we
1416 are limited by space and time constraints, plenty of research remains
1417 to be done, in all parts of our analysis --- we have already noted
1418 many in the text above. Most significantly, different methods of generating
1419 and normalizing the $\vec p$ vectors can be explored
1420 and other data mining methods could be investigated.
1421 Better ways of visualising the relationships would be desirable,
1422 together with thorough dissemination of internal structure
1423 of the player pattern vectors space.
1425 It can be argued that many players adjust their style by game conditions
1426 (Go development era, handicap, komi and color, time limits, opponent)
1427 or styles might express differently in various game stages.
1428 More professional players could be consulted on the findings
1429 and for style scales calibration.
1430 Impact of handicap games on by-strength
1431 $\vec p$ distribution should be also investigated.
1433 % TODO: Future research --- Sparse PCA
1435 \section{Conclusion}
1436 We have proposed a way to extract summary pattern information from
1437 game collections and combined this with various data mining methods
1438 to show correspondence of our pattern summaries with various player
1439 meta-information like playing strength, era of play or playing style
1440 as ranked by expert players. We have implemented and measured our
1441 proposals in two case studies: per-rank characteristics of amateur
1442 players and per-player style/era characteristics of well-known
1443 professionals.
1445 While many details remain to be worked out,
1446 we have demonstrated that many significant correlations do exist and
1447 it is practically viable to infer the player meta-information from
1448 extracted pattern summaries. We proposed wide range of applications
1449 for such inference. Finally, we outlined some of the many possible
1450 directions of future work in this newly staked research field
1451 on the boundary of Computer Go, Data Mining and Go Theory.
1454 % if have a single appendix:
1455 %\appendix[Proof of the Zonklar Equations]
1456 % or
1457 %\appendix % for no appendix heading
1458 % do not use \section anymore after \appendix, only \section*
1459 % is possibly needed
1461 % use appendices with more than one appendix
1462 % then use \section to start each appendix
1463 % you must declare a \section before using any
1464 % \subsection or using \label (\appendices by itself
1465 % starts a section numbered zero.)
1469 %\appendices
1470 %\section{Proof of the First Zonklar Equation}
1471 %Appendix one text goes here.
1473 %% you can choose not to have a title for an appendix
1474 %% if you want by leaving the argument blank
1475 %\section{}
1476 %Appendix two text goes here.
1479 % use section* for acknowledgement
1480 \section*{Acknowledgment}
1481 \label{acknowledgement}
1483 Foremostly, we are very grateful for detailed input on specific go styles
1484 by Alexander Dinerstein, Motoki Noguchi and V\'{i}t Brunner.
1485 We appreciate X reviewing our paper, and helpful comments on our general methodology
1486 by John Fairbairn, T. M. Hall, Cyril H\"oschl, Robert Jasiek, Franti\v{s}ek Mr\'{a}z
1487 and several GoDiscussions.com users. \cite{GoDiscThread}
1488 Finally, we would like to thank Radka ``chidori'' Hane\v{c}kov\'{a}
1489 for the original research idea and acknowledge major inspiration
1490 by R\'{e}mi Coulom's paper \cite{PatElo} on the extraction of pattern information.
1493 % Can use something like this to put references on a page
1494 % by themselves when using endfloat and the captionsoff option.
1495 \ifCLASSOPTIONcaptionsoff
1496 \newpage
1501 % trigger a \newpage just before the given reference
1502 % number - used to balance the columns on the last page
1503 % adjust value as needed - may need to be readjusted if
1504 % the document is modified later
1505 %\IEEEtriggeratref{8}
1506 % The "triggered" command can be changed if desired:
1507 %\IEEEtriggercmd{\enlargethispage{-5in}}
1509 % references section
1511 % can use a bibliography generated by BibTeX as a .bbl file
1512 % BibTeX documentation can be easily obtained at:
1513 % http://www.ctan.org/tex-archive/biblio/bibtex/contrib/doc/
1514 % The IEEEtran BibTeX style support page is at:
1515 % http://www.michaelshell.org/tex/ieeetran/bibtex/
1516 \bibliographystyle{IEEEtran}
1517 % argument is your BibTeX string definitions and bibliography database(s)
1518 \bibliography{gostyle}
1520 % <OR> manually copy in the resultant .bbl file
1521 % set second argument of \begin to the number of references
1522 % (used to reserve space for the reference number labels box)
1523 %\begin{thebibliography}{1}
1525 %\bibitem{MasterMCTS}
1527 %\end{thebibliography}
1529 % biography section
1531 % If you have an EPS/PDF photo (graphicx package needed) extra braces are
1532 % needed around the contents of the optional argument to biography to prevent
1533 % the LaTeX parser from getting confused when it sees the complicated
1534 % \includegraphics command within an optional argument. (You could create
1535 % your own custom macro containing the \includegraphics command to make things
1536 % simpler here.)
1537 %\begin{biography}[{\includegraphics[width=1in,height=1.25in,clip,keepaspectratio]{mshell}}]{Michael Shell}
1538 % or if you just want to reserve a space for a photo:
1540 %\begin{IEEEbiography}{Petr Baudi\v{s}}
1541 %Biography text here.
1542 %\end{IEEEbiography}
1544 % if you will not have a photo at all:
1545 \begin{IEEEbiographynophoto}{Petr Baudi\v{s}}
1546 Received BSc degree in Informatics at Charles University, Prague in 2009,
1547 currently a graduate student.
1548 Doing research in the fields of Computer Go, Monte Carlo Methods
1549 and Version Control Systems.
1550 Plays Go with the rank of 2-kyu on European tournaments
1551 and 2-dan on the KGS Go Server.
1552 \end{IEEEbiographynophoto}
1554 \begin{IEEEbiographynophoto}{Josef Moud\v{r}\'{i}k}
1555 Received BSc degree in Informatics at Charles University, Prague in 2009,
1556 currently a graduate student.
1557 Doing research in the fields of Genetic Algorithms and Cognitive Sciences.
1558 TODO TODO TODO
1559 \end{IEEEbiographynophoto}
1561 % insert where needed to balance the two columns on the last page with
1562 % biographies
1563 %\newpage
1565 %\begin{IEEEbiographynophoto}{Jane Doe}
1566 %Biography text here.
1567 %\end{IEEEbiographynophoto}
1569 % You can push biographies down or up by placing
1570 % a \vfill before or after them. The appropriate
1571 % use of \vfill depends on what kind of text is
1572 % on the last page and whether or not the columns
1573 % are being equalized.
1575 %\vfill
1577 % Can be used to pull up biographies so that the bottom of the last one
1578 % is flush with the other column.
1579 %\enlargethispage{-5in}
1583 % that's all folks
1584 \end{document}