tex: Strength PCA fix
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206 \hyphenation{op-tical net-works semi-conduc-tor}
209 \begin{document}
211 % paper title
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213 \title{On Move Pattern Trends\\in Large Go Games Corpus}
215 % use \thanks{} to gain access to the first footnote area
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218 \author{Petr~Baudi\v{s},~Josef~Moud\v{r}\'{i}k% <-this % stops a space
219 \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
220 \thanks{J. Moud\v{r}\'{i}k is student at the Faculty of Math and Physics, Charles University, Prague, CZ.}}
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242 \markboth{Transactions on Computational Intelligence and AI in Games}%
243 {On Pattern Feature Trends in Large Go Game Corpus}
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273 \begin{abstract}
274 %\boldmath
276 We process a~large corpus of game records of the board game of Go and
277 propose a~way to extract per-player summary information on played moves.
278 We then apply several basic data-mining methods on the summary
279 information to identify the most differentiating features within the
280 summary information, and discuss their correspondence with traditional
281 Go knowledge. We show mappings of the features to player attributes
282 like playing strength or informally perceived ``playing style'' (such as
283 territoriality or aggressivity), and propose applications including
284 seeding real-work ranks of internet players, aiding in Go study, or
285 contribution to discussion within Go theory on the scope of ``playing
286 style''.
288 \end{abstract}
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297 \begin{IEEEkeywords}
298 board games, go, data mining, pattern recongition, player strength, playing style
299 \end{IEEEkeywords}
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318 \section{Introduction}
319 % The very first letter is a 2 line initial drop letter followed
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333 % and "HIS" in caps to complete the first word.
334 \IEEEPARstart{T}{he} field of Computer Go usually focuses on the problem
335 of creating a~program to play the game, finding the best move from a~given
336 board position. We will make use of one method developed in the course
337 of such research and apply it to the analysis of existing game records
338 with the aim of helping humans to play the game better instead.
340 Go is a~two-player full-information board game played
341 on a~square grid (usually $19\times19$ lines) with black and white
342 stones; the goal of the game is to surround the most territory and
343 capture enemy stones. We assume basic familiarity with the game.
345 Many Go players are eager to play using computers (usually over
346 the internet) and review games played by others on computers as well.
347 This means that large amounts of game records are collected and digitally
348 stored, enabling easy processing of such collections. However, so far
349 only little has been done with the available data --- we are aware
350 only of uses for simple win/loss statistics (TODO: KGS Stats, KGS Analytics,
351 Pro Go Rating) and ''next move'' statistics on a~specific position (TODO:
352 Kombilo, Moyo Go Studio).
354 We present a~more in-depth approach --- from all played moves, we devise
355 a~compact evaluation of each player. We then explore correlations between
356 evaluations of various players in light of externally given information.
357 This way, we can discover similarity between moves characteristics of
358 players with the same playing strength, or discuss the meaning of the
359 "playing style" concept on the assumption that similar playing styles
360 should yield similar moves characteristics.
363 \section{Data Extraction}
364 \label{pattern-vectors}
366 As the input of our analysis, we use large collections of game records\footnote{We
367 use the SGF format (TODO) in our implementation.} organized by player names.
368 In order to generate the required compact description of most frequently played moves,
369 we construct a set of $n$ most occuring patterns (\emph{top patterns})
370 across all players and games from the database.\footnote{We use $n=500$ in our analysis.}
372 For each player, we then count how many times was each of those $n$ patterns played
373 during all his games and finally assign him a~{\em pattern vector} $\vec p$ of dimension $n$, with each
374 dimension corresponding to the relative number of occurences of a given pattern
375 (relative with respect to player's most played \emph{top pattern}). Using relative numbers of occurences ensures that
376 each dimension of player's \emph{pattern vector} is scaled to range $[0,1]$ and
377 therefore even players with different number of games in the database have comparable \emph{pattern vectors}.
379 \subsection{Pattern Features}
380 We need to define how to compose the patterns we use to describe moves.
381 However, there are some tradeoffs -- overly general descriptions carry too few
382 information to discern various player attributes; too specific descriptions
383 gather too few specimen over the games sample and the vector differences are
384 not statistically significant.
386 We have chosen an intuitive and simple approach inspired by pattern features
387 used when computing ELO ratings for candidate patterns in Computer Go play.
388 \cite{ELO} Each pattern is a~combination of several {\em pattern features}
389 (name--value pairs) matched at the position of the played move.
390 We use these features:
392 \begin{itemize}
393 \item capture move flag
394 \item atari move flag
395 \item atari escape flag
396 \item contiguity-to-last flag --- whether the move has been played in one of 8 neighbors of the last move
397 \item contiguity-to-second-last flag
398 \item board edge distance --- only up to distance 4
399 \item spatial pattern --- configuration of stones around the played move
400 \end{itemize}
402 The spatial patterns are normalized (using a dictionary) to be always
403 black-to-play and maintain translational and rotational symmetry.
404 Configurations of radius between 2 and 9 in the gridcular metric%
405 \footnote{The {\em gridcular} metric
406 $d(x,y) = |\delta x| + |\delta y| + \max(|\delta x|, |\delta y|)$ defines
407 a circle-like structure on the Go board square grid. \cite{SpatPat} }
408 are matched.
410 \subsection{Implementation}
412 We have implemented the data extraction by making use of the pattern
413 features matching implementation within the Pachi go-playing program
414 (TODO). We extract information on players by converting the SGF game
415 records to GTP (TODO) stream that feeds Pachi's {\tt patternscan}
416 engine which outputs a~single {\em patternspec} (string representation
417 of the particular pattern features combination) per move.
419 %We can then gather all patternspecs played by a~given player and summarize
420 %them; the $\vec p$ vector then consists of normalized counts of
421 %the given $n$ most frequent patternspecs.
423 \section{Data Mining}
424 \label{data-mining}
426 To assess the properties of gathered \emph{pattern vectors}
427 and their influence on playing styles,
428 we have processes the data using a~few basic data minining techniques.
430 The first two methods ({\em analytic}) rely purely on data gathered
431 from the game collection
432 and serve to show internal structure and correlations within the data set.
434 Principal component analysis finds orthogonal vector components that
435 have the largest variance.
436 Reversing the process can indicate which patterns correlate with each component.
437 Additionally, PCA can be used as a vector-preprocessing for methods
438 that are (negatively) sensitive to \emph{pattern vector} component correlations.
440 A~second method -- Kohonen maps -- is based on the theory of self-organizing maps
441 of abstract units (neurons) that
442 compete against each other for the representation of the input space.
443 Because neurons in the network are organized in a two-dimensional plane,
444 the trained network virtually spreads vectors to the 2D plane,
445 allowing for simple visualization of clusters of players with similar ``properties''.
448 Furthermore, we have used two \emph{classification} methods that assign
449 each \emph{pattern vector} $\vec P$ some additional data (\emph{output vector} $\vec O$),
450 representing e.g.~information about styles, player's strength or even a country of origin.
451 Initially, the methods must be nonetheless calibrated (trained) on some expert or prior knowledge,
452 usually in the form of pairs of \emph{reference pattern vectors} and their \emph{output vectors}.
454 Moreover, the reference set can be divided into training and testing pairs
455 and the methods can be compared by the square error on testing data set (difference of
456 \emph{output vectors} approximated by the method and their real desired value).
458 %\footnote{However, note that dicrete characteristics such as country of origin are
459 %not very feasible to use here, since WHAT??? is that even true?? }
461 $k$-Nearest Neighbor \cite{CoverHart1967} classifier (the first method)
462 approximates $\vec O$ by composing the \emph{output vectors}
463 of $k$ \emph{reference pattern vectors} closest to $\vec P$.
465 The other classifier is based on a~multi-layer feed-forward Artificial Neural Network:
466 the neural network can learn correlations between input and output vectors
467 and generalize the ``knowledge'' to unknown vectors; it can be more flexible
468 in the interpretation of different pattern vector elements and discern more
469 complex relations than the kNN classifier, but e.g.~requires larger training sample.
471 \subsection{Principal Component Analysis}
472 \label{data-mining}
473 We use Principal Component Analysis \emph{PCA} \cite{Jolliffe1986}
474 to reduce the dimensions of the \emph{pattern vectors} while preserving
475 as much information as possible.
477 Briefly, PCA is an eigenvalue decomposition of a~covariance matrix of centered \emph{pattern vectors},
478 producing a~linear mapping $o$ from $n$-dimensional vector space
479 to a~reduced $m$-dimensional vector space.
480 The $m$ eigenvectors of the original vectors' covariance matrix
481 with the largest eigenvalues are used as the base of the reduced vector space;
482 the eigenvectors form the transformation matrix $W$.
484 For each original \emph{pattern vector} $\vec p_i$,
485 we obtain its new representation $\vec r_i$ in the PCA base
486 as shown in the following equation:
487 \begin{equation}
488 \vec r_i = W \cdot \vec p_i
489 \end{equation}
491 The whole process is described in the Algorithm \ref{alg:pca}.
493 \begin{algorithm}
494 \caption{PCA -- Principal Component Analysis}
495 \begin{algorithmic}
496 \label{alg:pca}
497 \REQUIRE{$m > 0$, set of players $R$ with \emph{pattern vectors} $p_r$}
498 \STATE $\vec \mu \leftarrow 1/|R| \cdot \sum_{r \in R}{\vec p_r}$
499 \FOR{ $r \in R$}
500 \STATE $\vec p_r \leftarrow \vec p_r - \vec \mu$
501 \ENDFOR
502 \FOR{ $(i,j) \in \{1,... ,n\} \times \{1,... ,n\}$}
503 \STATE $\mathit{Cov}[i,j] \leftarrow 1/|R| \cdot \sum_{r \in R}{\vec p_{ri} \cdot \vec p_{rj}}$
504 \ENDFOR
505 \STATE Compute Eigenvalue Decomposition of $\mathit{Cov}$ matrix
506 \STATE Get $m$ largest eigenvalues
507 \STATE Most significant eigenvectors ordered by decreasing eigenvalues form the rows of matrix $W$
508 \FOR{ $r \in R$}
509 \STATE $\vec r_r\leftarrow W \vec p_r$
510 \ENDFOR
511 \end{algorithmic}
512 \end{algorithm}
514 \label{pearson}
515 We will want to find correlations between PCA dimensions and
516 some prior knowledge (player rank, style vector).
517 We compute the well-known {\em Pearson product-moment correlation coefficient} \cite{Pearson}
518 values for this purpose, measuring the strength of the linear dependence%
519 \footnote{A desirable property of PMCC is that it is invariant to translations and rescaling
520 of the vectors.}
521 between the dimensions:
523 $$ r_{X,Y} = {{\rm cov}(X,Y) \over \sigma_X \sigma_Y} $$
525 \subsection{Kohonen Maps}
526 \label{koh}
527 Kohonen map is a self-organizing network with neurons organized in a~two-dimensional plane.
528 Neurons in the map compete for representation of portions of the input vector space.
529 Each neuron $\vec n$ represents a vector and the network is trained so that the neurons
530 that are topologically close tend to represent vectors that are close as well.
532 First, a~randomly initialized network is sequentially trained;
533 in each iteration, we choose a~random training vector $\vec t$
534 and find the neuron $\vec w$ that is closest to $\vec t$ in Euclidean metric
535 (we call $\vec w$ a~\emph{winner}).
537 We then adapt neurons $n$ from the neighbourhood of $\vec w$ employing an equation:
538 \begin{equation}
539 \vec n = \vec n + \alpha \cdot \mathit{Influence}(\vec w, \vec n) \cdot (\vec t - \vec n)
540 \end{equation}
541 where $\alpha$ is a learning parameter, usually decreasing in time.
542 $Influence()$ is a function that forces neurons to spread.
543 Such function is usually realised using a mexican hat function or a difference-of-gaussians
544 (see \cite{TODO} for details).
545 The state of the network can be evaluated by calculating mean square difference
546 between each $\vec t \in T$ and its corresponding \emph{winner neuron} $\vec w_t$:
547 \begin{equation}
548 \mathit{Error}(N,T) = \sum_{\vec t \in T}{|\vec w_t - \vec t|}
549 \end{equation}
552 \begin{algorithm}
553 \caption{Kohonen maps -- training}
554 \begin{algorithmic}
555 \label{alg:koh}
556 \REQUIRE{Set of training vectors $T$, input dimension $D$}
557 \REQUIRE{max number of iterations $M$, desired error $E$}
558 \STATE $N \leftarrow \{\vec n | \vec n$ random, $\mathit{dim}(\vec n) = D\}$
559 \REPEAT
560 \STATE $\mathit{It} \leftarrow \mathit{It} + 1$
561 \STATE $\vec t \leftarrow \mathit{PickRandom}(T)$
562 \FORALL{$\vec n \in N$}
563 \STATE $D[\vec n] \leftarrow \mathit{EuclideanDistance}(\vec n, \vec t)$
564 \ENDFOR
565 \STATE Find $ \vec w \in N$ so that $D[\vec w] <= D[\vec m], \forall \vec m \in N$
566 \FORALL{$\vec n \in \mathit{TopologicalNeigbors}(N, \vec w)$}
567 \STATE $\vec n \leftarrow \vec n + \alpha(It) \cdot \mathit{Influence}(\vec w, \vec n) \cdot ( \vec t - \vec n ) $
568 \ENDFOR
569 \UNTIL{$\mathit{Error}(N, T) < E$ or $ \mathit{It} > M$}
570 \end{algorithmic}
571 \end{algorithm}
574 \subsection{k-nearest Neighbors Classifier}
575 \label{knn}
576 Our goal is to approximate player's \emph{output vector} $\vec O$; we know his \emph{pattern vector} $\vec P$.
577 We further assume that similarities in players' \emph{pattern vectors}
578 uniformly correlate with similarities in players' \emph{output vectors}.
580 We require a set of reference players $R$ with known \emph{pattern vectors} $\vec p_r$
581 and \emph{output vectors} $\vec o_r$.
583 $\vec O$ is approximated as a~weighted average of \emph{output vectors}
584 $\vec o_i$ of $k$ players with \emph{pattern vectors} $\vec p_i$ closest to $\vec P$.
585 This is illustrated in the Algorithm \ref{alg:knn}.
586 Note that the weight is a function of distance and it is not explicitly defined in Algorithm \ref{alg:knn}.
587 During our research, exponentially decreasing weight has proven to be sufficient.
589 \begin{algorithm}
590 \caption{k-Nearest Neighbors}
591 \begin{algorithmic}
592 \label{alg:knn}
593 \REQUIRE{pattern vector $\vec P$, $k > 0$, set of reference players $R$}
594 \FORALL{$r \in R$ }
595 \STATE $D[r] \leftarrow \mathit{EuclideanDistance}(\vec p_r, \vec P)$
596 \ENDFOR
597 \STATE $N \leftarrow \mathit{SelectSmallest}(k, R, D)$
598 \STATE $\vec O \leftarrow \vec 0$
599 \FORALL{$r \in N $}
600 \STATE $\vec O \leftarrow \vec O + \mathit{Weight}(D[r]) \cdot \vec o_r $
601 \ENDFOR
602 \end{algorithmic}
603 \end{algorithm}
605 \subsection{Neural Network Classifier}
606 \label{neural-net}
608 Feedforward neural networks \cite{TODO} are known for their ability to generalize
609 and find correlations and patterns between input and output data, working as a classifier.
611 Before use, the network is iteratively trained on the training data
612 (again consisting of pairs of \emph{pattern vectors} as input and \emph{output vectors})
613 until the error on the training set is reasonably small.
615 %Neural network is an adaptive system that must undergo a training
616 %period similarly to the requirement
617 %of reference vectors for the k-Nearest Neighbors algorithm above.
619 \subsubsection{Computation and activation of the NN}
620 Technically, the neural network is a network of interconnected computational units called neurons.
621 A feedforward neural network has a layered topology;
622 it usually has one \emph{input layer}, one \emph{output layer}
623 and an arbitrary number of \emph{hidden layers} between.
625 Each neuron $i$ is connected to all neurons in the previous layer and each connection has its weight $w_{ij}$
627 The computation proceeds in discrete time steps.
628 In the first step, the neurons in the \emph{input layer}
629 are \emph{activated} according to the \emph{input vector}.
630 Then, we iteratively compute output of each neuron in the next layer
631 until the output layer is reached.
632 The activity of output layer is then presented as the result.
634 The activation $y_i$ of neuron $i$ from the layer $I$ is computed as
635 \begin{equation}
636 y_i = f\left(\sum_{j \in J}{w_{ij} y_j}\right)
637 \end{equation}
638 where $J$ is the previous layer, while $y_j$ is the activation for neurons from $J$ layer.
639 Function $f()$ is a~so-called \emph{activation function}
640 and its purpose is to bound the outputs of neurons.
641 A typical example of an activation function is the sigmoid function.%
642 \footnote{A special case of the logistic function, defined by the formula
643 $\sigma(x)=\frac{1}{1+e^{-(rx+k)}}$; parameters control the growth rate ($r$)
644 and the x-position ($k$).}
646 \subsubsection{Training}
647 The training of the feed-forward neural network usually involves some
648 modification of supervised Backpropagation learning algorithm. \cite{TODO}
649 We use first-order optimization algorithm called RPROP \cite{Riedmiller1993}.
651 %Because the \emph{reference set} is usually not very large,
652 %we have devised a simple method for its extension.
653 %This enhancement is based upon adding random linear combinations
654 %of \emph{style and pattern vectors} to the training set.
656 As outlined above, the training set $T$ consists of pairs of
657 input vectors (\emph{pattern vectors} $\vec p_i)$ and
658 desired \emph{output vectors} $\vec o_i$.
660 The training algorithm is shown in Algorithm \ref{alg:tnn}.
662 \begin{algorithm}
663 \caption{Training Neural Network}
664 \begin{algorithmic}
665 \label{alg:tnn}
666 \REQUIRE{Train set $T$, desired error $e$, max iterations $M$}
667 \STATE $N \leftarrow \mathit{RandomlyInitializedNetwork}()$
668 \STATE $\mathit{It} \leftarrow 0$
669 \REPEAT
670 \STATE $\mathit{It} \leftarrow \mathit{It} + 1$
671 \STATE $\Delta \vec w \leftarrow \vec 0$
672 \STATE $\mathit{TotalError} \leftarrow 0$
673 %\FORALL{$(\overrightarrow{Input}, \overrightarrow{DesiredOutput}) \in T$}
674 %\STATE $\overrightarrow{Output} \leftarrow Result(N, \overrightarrow{Input})$
675 %\STATE $E \leftarrow |\overrightarrow{DesiredOutput} - \overrightarrow{Output}|$
676 \FORALL{$(\mathit{Input}, \mathit{DesiredOutput}) \in T$}
677 \STATE $\mathit{Output} \leftarrow \mathit{Result}(N, \mathit{Input})$
678 \STATE $\mathit{Error} \leftarrow |\mathit{DesiredOutput} - \mathit{Output}|$
679 \STATE $\Delta \vec w \leftarrow \Delta \vec w + \mathit{WeightUpdate}(N,\mathit{Error})$
680 \STATE $\mathit{TotalError} \leftarrow \mathit{TotalError} + \mathit{Error}$
681 \ENDFOR
682 \STATE $N \leftarrow \mathit{ModifyWeights}(N, \Delta \vec w)$
683 \UNTIL{$\mathit{TotalError} < e$ or $ \mathit{It} > M$}
684 \end{algorithmic}
685 \end{algorithm}
687 \subsubsection{Architecture details}
688 TODO num layers, num neurons, ..
689 TODO patri to vubec sem, spise ne
691 \subsection{Implementation}
693 We have implemented the data mining methods as an open-source framework ``gostyle'' \cite{TODO},
694 made available under the GNU GPL licence.
695 The majority of out basic processing and the analysis parts are implemented in the Python \cite{Python2005} programming language.
697 Nonetheless, we use a number of external libraries, such as the MDP library \cite{MDP} (used for PCA analysis),
698 Kohonen library \cite{KohonenPy}.
700 The neural network part of the project is written using the excellent libfann C library.\cite{Nissen2003}
703 \section{Strength Estimator}
705 \begin{figure*}[!t]
706 \centering
707 \includegraphics[width=7in]{strength-pca}
708 \caption{PCA of by-strength vectors}
709 \label{fig:strength_pca}
710 \end{figure*}
712 First, we have used our framework to analyse correlations of pattern vectors
713 and playing strength. Like in other competitively played board games, Go players
714 receive real-world rating based on tournament games, and rank based on their
715 rating.\footnote{Elo-like rating system \cite{GoR} is usually used,
716 corresponding to even win chances for game of two players with the same rank,
717 and about 2:3 win chance for stronger in case of one rank difference.}%
718 \footnote{Professional ranks and dan ranks in some Asia countries may
719 be assigned differently.} The amateur ranks range from 30kyu (beginner) to
720 1kyu (intermediate) and then follows 1dan to 7dan (9dan in some systems;
721 top-level player). Multiple independent real-world ranking scales exist
722 (geographically based) and online servers maintain their own user ranking;
723 the difference can be up to several stones.
725 As the source game collection, we use Go Teaching Ladder
726 reviews\footnote{The reviews contain comments and variations --- we consider only the actual played game.}
727 \cite{GTL} --- this collection contains 7700 games of players with strength ranging
728 from 30k to 4d; we consider only even games with clear rank information, and then
729 randomly separate 770 games as a testing set. Since the rank information is provided
730 by the users and may not be consistent, we are forced to take a simplified look
731 at the ranks, discarding the differences between various systems and thus increasing
732 error in our model.\footnote{Since
733 our results seem satisfying, we did not pursue to try another collection}
735 First, we have created a single pattern vector for each rank, from 30k to 4d;
736 we have performed PCA analysis on the pattern vectors, achieving near-perfect
737 rank correspondence in the first PCA dimension%
738 \footnote{The eigenvalue of the second dimension was four times smaller,
739 with no discernable structure revealed within the lower-order eigenvectors.}
740 (figure \ref{fig:strength_pca}).
742 We measure the accuracy of strength approximation by the first dimension
743 using Pearson's $r$ (see \ref{pearson}), yielding satisfying value $r=TODO$.
744 Using the eigenvector position directly for classification
745 of players within the test group yields MSE TODO, thus providing
746 reasonably satisfying accuracy.
748 To further enhance the strength estimator accuracy,
749 we have tried to train a NN classifier on our train set, consisting
750 of one $(\vec p, {\rm rank})$ pair per player --- we use the pattern vector
751 for activation of input neurons and rank number as result of the output
752 neuron. We then proceeded to test the NN on per-player pattern vectors built
753 from the games in the test set, yielding MSE of TODO with TODO games per player
754 on average.
757 \section{Style Estimator}
759 As a second case study for our pattern analysis, we investigate pattern vectors $\vec p$
760 of various well-known players, their relationships and correlations to prior
761 knowledge to explore its correlaction with extracted patterns. We look for
762 relationship between pattern vectors and perceived ``playing style'' and
763 attempt to use our classifiers to transform pattern vector $\vec p$ to style vector $\vec s$.
765 The source game collection is GoGoD Winter 2008 \cite{GoGoD} containing 55000
766 professional games, dating from the early Go history 1500 years ago to the present.
767 We consider only games of a small subset of players (fig. \ref{fig:style_marks});
768 we have chosen these for being well-known within the players community and
769 having large number of played games in our collection.
771 \subsection{Expert-based knowledge}
772 \label{style-vectors}
773 In order to provide a reference frame for our style analysis,
774 we have gathered some expert-based information about various
775 traditionally perceived style aspects.
776 This expert-based knowledge allows us to predict styles of unknown players based on
777 the similarity of their pattern vectors, as well as discover correlations between
778 styles and proportions of played patterns.
780 Experts were asked to mark each style aspect of the given players
781 on the scale from 1 to 10. The style aspects are defined as shown:
783 \vspace{4mm}
784 \noindent
785 %\begin{table}
786 \begin{center}
787 %\caption{Styles}
788 \begin{tabular}{|c|c|c|}
789 \hline
790 \multicolumn{3}{|c|}{Styles} \\ \hline
791 Style & 1 & 10\\ \hline
792 Territoriality $\tau$ & Moyo & Territorial \\
793 Orthodoxity $\omega$ & Classic & Novel \\
794 Aggressivity $\alpha$ & Calm & Figting \\
795 Thickness $\theta$ & Safe & Shinogi \\ \hline
796 \end{tabular}
797 \end{center}
798 %\end{table}
799 \vspace{4mm}
801 Averaging this expert based evaluation yields
802 \emph{reference style vector} $\vec s_r$ (of dimension $4$) for each player $r$
803 from the set of \emph{reference players} $R$.
805 Three high-level Go players (Alexander Dinerstein 3-pro, Motoki Noguchi
806 7-dan and V\'{i}t Brunner 4-dan) have judged style of the reference
807 players.
808 Mean standard deviation of the answers is 0.952,
809 making the data reasonably reliable,
810 though much larger sample would of course be more desirable.
811 The complete list of answers is in table \ref{fig:style_marks}.
813 \begin{table}[!t]
814 % increase table row spacing, adjust to taste
815 \renewcommand{\arraystretch}{1.3}
816 \begin{threeparttable}
817 \caption{Style Aspects of Selected Professionals\tnote{1}}
818 \label{fig:style_marks}
819 \centering
820 % Some packages, such as MDW tools, offer better commands for making tables
821 % than the plain LaTeX2e tabular which is used here.
822 \begin{tabular}{|c||c||c||c||c|}
823 \hline
824 Player & $\tau$ & $\omega$ & $\alpha$ & $\theta$ \\
825 \hline
826 Yoda Norimoto & $6.3 \pm 1.7$ & $4.3 \pm 2.1$ & $4.3 \pm 2.1$ & $3.3 \pm 1.2$ \\
827 Yi Se-tol & $5.3 \pm 0.5$ & $6.6 \pm 2.5$ & $9.3 \pm 0.5$ & $6.6 \pm 1.2$ \\
828 Yi Ch'ang-ho\tnote{2}& $7.0 \pm 0.8$ & $5.0 \pm 1.4$ & $2.6 \pm 0.9$ & $2.6 \pm 1.2$ \\
829 Takemiya Masaki & $1.3 \pm 0.5$ & $6.3 \pm 2.1$ & $7.0 \pm 0.8$ & $1.3 \pm 0.5$ \\
830 Sakata Eio & $7.6 \pm 1.7$ & $4.6 \pm 0.5$ & $7.3 \pm 0.9$ & $8.0 \pm 1.6$ \\
831 Rui Naiwei & $4.6 \pm 1.2$ & $5.6 \pm 0.5$ & $9.0 \pm 0.8$ & $3.3 \pm 1.2$ \\
832 Otake Hideo & $4.3 \pm 0.5$ & $3.0 \pm 0.0$ & $4.6 \pm 1.2$ & $3.6 \pm 0.9$ \\
833 O Meien & $2.6 \pm 1.2$ & $9.6 \pm 0.5$ & $8.3 \pm 1.7$ & $3.6 \pm 1.2$ \\
834 Ma Xiaochun & $8.0 \pm 2.2$ & $6.3 \pm 0.5$ & $5.6 \pm 1.9$ & $8.0 \pm 0.8$ \\
835 Luo Xihe & $7.3 \pm 0.9$ & $7.3 \pm 2.5$ & $7.6 \pm 0.9$ & $6.0 \pm 1.4$ \\
836 Ishida Yoshio & $8.0 \pm 1.4$ & $5.0 \pm 1.4$ & $3.3 \pm 1.2$ & $5.3 \pm 0.5$ \\
837 Gu Li & $5.6 \pm 0.9$ & $7.0 \pm 0.8$ & $9.0 \pm 0.8$ & $4.0 \pm 0.8$ \\
838 Cho U & $7.3 \pm 2.4$ & $6.0 \pm 0.8$ & $5.3 \pm 1.7$ & $6.3 \pm 1.7$ \\
839 Cho Chikun & $9.0 \pm 0.8$ & $7.6 \pm 0.9$ & $6.6 \pm 1.2$ & $9.0 \pm 0.8$ \\
840 Yuki Satoshi & $3.0 \pm 1.0$ & $8.5 \pm 0.5$ & $9.0 \pm 1.0$ & $4.5 \pm 0.5$ \\
841 Yamashita Keigo & $2.0 \pm 0.0$ & $9.0 \pm 1.0$ & $9.5 \pm 0.5$ & $3.0 \pm 1.0$ \\
842 Takao Shinji & $5.0 \pm 1.0$ & $3.5 \pm 0.5$ & $5.5 \pm 1.5$ & $4.5 \pm 0.5$ \\
843 Miyazawa Goro & $1.5 \pm 0.5$ & $10 \pm 0 $ & $9.5 \pm 0.5$ & $4.0 \pm 1.0$ \\
844 Kobayashi Koichi & $9.0 \pm 1.0$ & $2.5 \pm 0.5$ & $2.5 \pm 0.5$ & $5.5 \pm 0.5$ \\
845 Kato Masao & $2.5 \pm 0.5$ & $4.5 \pm 1.5$ & $9.5 \pm 0.5$ & $4.0 \pm 0.0$ \\
846 Hane Naoki & $7.5 \pm 0.5$ & $2.5 \pm 0.5$ & $4.0 \pm 0.0$ & $4.5 \pm 1.5$ \\
847 Go Seigen & $6.0 \pm 2.0$ & $9.0 \pm 1.0$ & $8.0 \pm 1.0$ & $5.0 \pm 1.0$ \\
848 Fujisawa Hideyuki & $3.5 \pm 0.5$ & $9.0 \pm 1.0$ & $7.0 \pm 0.0$ & $4.0 \pm 0.0$ \\
849 Chen Yaoye & $6.0 \pm 1.0$ & $4.0 \pm 1.0$ & $6.0 \pm 1.0$ & $5.5 \pm 0.5$ \\
850 \hline
851 \end{tabular}
852 \begin{tablenotes}
853 \item [1] Including standard deviation. Only players where we got at least two out of tree answers are included.
854 \item [2] We consider games only up to year 2004, since Yi Ch'ang-ho was prominent representative of a balanced, careful player until then, but is regarded to have altered his style significantly afterwards.
855 \end{tablenotes}
856 \end{threeparttable}
857 \end{table}
859 \subsection{Style Components Analysis}
861 \begin{figure}[!t]
862 \centering
863 \includegraphics[width=3.75in]{style-pca}
864 \caption{PCA of per-player vectors}
865 \label{fig:style_pca}
866 \end{figure}
868 We have looked at the five most significant dimensions of the pattern data
869 yielded by the PCA analysis (fig. \ref{fig:style_pca} shows three).
870 We have again computed the Pearson's $r$ for all combinations of PCA dimensions
871 and dimensions of the prior knowledge style vectors to find correlations.
873 It is immediately
874 obvious both from the measured $r$ and visual observation
875 that by far the most significant vector corresponds very well
876 to the player territoriality,\footnote{Cho Chikun, perhaps the best-known
877 super-territorial player, is not well visible in the cluster, but he is
878 positioned just below $-0.5$ on the first dimension.}
879 confirming the intuitive notion that this aspect of style
880 is the one easiest to pin-point and also
881 most obvious in the played shapes and sequences
882 (that can obviously aim directly at taking secure territory
883 or building center-oriented framework).
885 Other PCA dimensions are far less to identify and name, but there
886 certainly is some influence of the styles on the patterns;
887 the found correlations are presented in table \ref{fig:style_chisq}.
888 We also list the characteristic spatial patterns of the PCA dimension
889 extremes (table \ref{fig:style_patterns}).
891 Kohonen map view.
893 \subsection{Style Classification}
895 We then tried to apply the NN classifier with linear output function on the dataset
896 and that yielded Y (see fig. Z), with MSE abcd.
899 \section{Proposed Applications}
901 We believe that our findings might be useful for many applications
902 in the area of Go support software as well as Go-playing computer engines.
904 The style analysis can be an excellent teaching aid --- classifying style
905 dimensions based on player's pattern vector, many study recommendations
906 can be given, e.g. about the professional games to replay, the goal being
907 balancing understanding of various styles to achieve well-rounded skill set.
908 This was also our original aim when starting the research and a user-friendly
909 tool based on our work is now being created.
911 We hope that more strong players will look into the style dimensions found
912 by our statistical analysis --- analysis of most played patterns of prospective
913 opponents might prepare for the game, but we especially hope that new insights
914 on strategic purposes of various shapes and general human understanding
915 of the game might be achieved by investigating the style-specific patterns.
917 Classifying playing strength of a pattern vector of a player can be used
918 e.g. to help determine initial real-world rating of a player before their
919 first tournament based on games played on the internet; some players especially
920 in less populated areas could get fairly strong before playing their first
921 real tournament.
923 Analysis of pattern vectors extracted from games of Go-playing programs
924 in light of the shown strength and style distributions might help to
925 highlight some weaknesses and room for improvements. (However, since
926 correlation does not imply causation, simply optimizing Go-playing programs
927 according to these vectors is unlikely to yield good results.)
928 Another interesting applications in Go-playing programs might be strength
929 adjustment; the program can classify the player's level based on the pattern
930 vector from its previous games and auto-adjust its difficulty settings
931 accordingly to provide more even games for beginners.
934 % An example of a floating figure using the graphicx package.
935 % Note that \label must occur AFTER (or within) \caption.
936 % For figures, \caption should occur after the \includegraphics.
937 % Note that IEEEtran v1.7 and later has special internal code that
938 % is designed to preserve the operation of \label within \caption
939 % even when the captionsoff option is in effect. However, because
940 % of issues like this, it may be the safest practice to put all your
941 % \label just after \caption rather than within \caption{}.
943 % Reminder: the "draftcls" or "draftclsnofoot", not "draft", class
944 % option should be used if it is desired that the figures are to be
945 % displayed while in draft mode.
947 %\begin{figure}[!t]
948 %\centering
949 %\includegraphics[width=2.5in]{myfigure}
950 % where an .eps filename suffix will be assumed under latex,
951 % and a .pdf suffix will be assumed for pdflatex; or what has been declared
952 % via \DeclareGraphicsExtensions.
953 %\caption{Simulation Results}
954 %\label{fig_sim}
955 %\end{figure}
957 % Note that IEEE typically puts floats only at the top, even when this
958 % results in a large percentage of a column being occupied by floats.
961 % An example of a double column floating figure using two subfigures.
962 % (The subfig.sty package must be loaded for this to work.)
963 % The subfigure \label commands are set within each subfloat command, the
964 % \label for the overall figure must come after \caption.
965 % \hfil must be used as a separator to get equal spacing.
966 % The subfigure.sty package works much the same way, except \subfigure is
967 % used instead of \subfloat.
969 %\begin{figure*}[!t]
970 %\centerline{\subfloat[Case I]\includegraphics[width=2.5in]{subfigcase1}%
971 %\label{fig_first_case}}
972 %\hfil
973 %\subfloat[Case II]{\includegraphics[width=2.5in]{subfigcase2}%
974 %\label{fig_second_case}}}
975 %\caption{Simulation results}
976 %\label{fig_sim}
977 %\end{figure*}
979 % Note that often IEEE papers with subfigures do not employ subfigure
980 % captions (using the optional argument to \subfloat), but instead will
981 % reference/describe all of them (a), (b), etc., within the main caption.
984 % An example of a floating table. Note that, for IEEE style tables, the
985 % \caption command should come BEFORE the table. Table text will default to
986 % \footnotesize as IEEE normally uses this smaller font for tables.
987 % The \label must come after \caption as always.
989 %\begin{table}[!t]
990 %% increase table row spacing, adjust to taste
991 %\renewcommand{\arraystretch}{1.3}
992 % if using array.sty, it might be a good idea to tweak the value of
993 % \extrarowheight as needed to properly center the text within the cells
994 %\caption{An Example of a Table}
995 %\label{table_example}
996 %\centering
997 %% Some packages, such as MDW tools, offer better commands for making tables
998 %% than the plain LaTeX2e tabular which is used here.
999 %\begin{tabular}{|c||c|}
1000 %\hline
1001 %One & Two\\
1002 %\hline
1003 %Three & Four\\
1004 %\hline
1005 %\end{tabular}
1006 %\end{table}
1009 % Note that IEEE does not put floats in the very first column - or typically
1010 % anywhere on the first page for that matter. Also, in-text middle ("here")
1011 % positioning is not used. Most IEEE journals use top floats exclusively.
1012 % Note that, LaTeX2e, unlike IEEE journals, places footnotes above bottom
1013 % floats. This can be corrected via the \fnbelowfloat command of the
1014 % stfloats package.
1018 \section{Conclusion}
1019 The conclusion goes here.
1020 We have shown brm and proposed brm.
1022 Since we are not aware of any previous research on this topic and we
1023 are limited by space and time constraints, plenty of research remains
1024 to be done. There is plenty of room for further research in all parts
1025 of our analysis --- different methods of generating the $\vec p$ vectors
1026 can be explored; other data mining methods could be tried.
1027 It can be argued that many players adjust their style by game conditions
1028 (Go development era, handicap, komi and color, time limits, opponent)
1029 or styles might express differently in various game stages.
1030 More professional players could be consulted on the findings
1031 and for style scales calibration. Impact of handicap games on by-strength
1032 $\vec p$ distribution should be investigated.
1034 TODO: Future research --- Sparse PCA
1039 % if have a single appendix:
1040 %\appendix[Proof of the Zonklar Equations]
1041 % or
1042 %\appendix % for no appendix heading
1043 % do not use \section anymore after \appendix, only \section*
1044 % is possibly needed
1046 % use appendices with more than one appendix
1047 % then use \section to start each appendix
1048 % you must declare a \section before using any
1049 % \subsection or using \label (\appendices by itself
1050 % starts a section numbered zero.)
1054 %\appendices
1055 %\section{Proof of the First Zonklar Equation}
1056 %Appendix one text goes here.
1058 %% you can choose not to have a title for an appendix
1059 %% if you want by leaving the argument blank
1060 %\section{}
1061 %Appendix two text goes here.
1064 % use section* for acknowledgement
1065 \section*{Acknowledgment}
1066 \label{acknowledgement}
1068 We would like to thank Radka ``chidori'' Hane\v{c}kov\'{a} for the original research idea
1069 and X for reviewing our paper.
1070 We appreciate helpful comments on our general methodology
1071 by John Fairbairn, T. M. Hall, Robert Jasiek, Franti\v{s}ek Mr\'{a}z
1072 and several GoDiscussions.com users. \cite{GoDiscThread}
1073 Finally, we are very grateful for detailed input on specific go styles
1074 by Alexander Dinerstein, Motoki Noguchi and V\'{i}t Brunner.
1077 % Can use something like this to put references on a page
1078 % by themselves when using endfloat and the captionsoff option.
1079 \ifCLASSOPTIONcaptionsoff
1080 \newpage
1085 % trigger a \newpage just before the given reference
1086 % number - used to balance the columns on the last page
1087 % adjust value as needed - may need to be readjusted if
1088 % the document is modified later
1089 %\IEEEtriggeratref{8}
1090 % The "triggered" command can be changed if desired:
1091 %\IEEEtriggercmd{\enlargethispage{-5in}}
1093 % references section
1095 % can use a bibliography generated by BibTeX as a .bbl file
1096 % BibTeX documentation can be easily obtained at:
1097 % http://www.ctan.org/tex-archive/biblio/bibtex/contrib/doc/
1098 % The IEEEtran BibTeX style support page is at:
1099 % http://www.michaelshell.org/tex/ieeetran/bibtex/
1100 \bibliographystyle{IEEEtran}
1101 % argument is your BibTeX string definitions and bibliography database(s)
1102 \bibliography{gostyle}
1104 % <OR> manually copy in the resultant .bbl file
1105 % set second argument of \begin to the number of references
1106 % (used to reserve space for the reference number labels box)
1107 %\begin{thebibliography}{1}
1109 %\bibitem{MasterMCTS}
1111 %\end{thebibliography}
1113 % biography section
1115 % If you have an EPS/PDF photo (graphicx package needed) extra braces are
1116 % needed around the contents of the optional argument to biography to prevent
1117 % the LaTeX parser from getting confused when it sees the complicated
1118 % \includegraphics command within an optional argument. (You could create
1119 % your own custom macro containing the \includegraphics command to make things
1120 % simpler here.)
1121 %\begin{biography}[{\includegraphics[width=1in,height=1.25in,clip,keepaspectratio]{mshell}}]{Michael Shell}
1122 % or if you just want to reserve a space for a photo:
1124 \begin{IEEEbiography}{Michael Shell}
1125 Biography text here.
1126 \end{IEEEbiography}
1128 % if you will not have a photo at all:
1129 \begin{IEEEbiographynophoto}{John Doe}
1130 Biography text here.
1131 \end{IEEEbiographynophoto}
1133 % insert where needed to balance the two columns on the last page with
1134 % biographies
1135 %\newpage
1137 \begin{IEEEbiographynophoto}{Jane Doe}
1138 Biography text here.
1139 \end{IEEEbiographynophoto}
1141 % You can push biographies down or up by placing
1142 % a \vfill before or after them. The appropriate
1143 % use of \vfill depends on what kind of text is
1144 % on the last page and whether or not the columns
1145 % are being equalized.
1147 %\vfill
1149 % Can be used to pull up biographies so that the bottom of the last one
1150 % is flush with the other column.
1151 %\enlargethispage{-5in}
1155 % that's all folks
1156 \end{document}