tex: Strength Classifier - clean up
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209 \hyphenation{op-tical net-works semi-conduc-tor know-ledge}
212 \begin{document}
214 % paper title
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216 \title{On Move Pattern Trends\\in Large Go Games Corpus}
218 % use \thanks{} to gain access to the first footnote area
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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.}}
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246 {On Pattern Feature Trends in Large Go Game Corpus --- DRAFT2p}
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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.
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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, sociomaps, principal component analysis,
304 naive bayes classifier
305 \end{IEEEkeywords}
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324 \section{Introduction}
325 % The very first letter is a 2 line initial drop letter followed
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339 % and "HIS" in caps to complete the first word.
340 \IEEEPARstart{T}{he} field of Computer Go usually focuses on the problem
341 of creating a~program to play the game, finding the best move from a~given
342 board position. \cite{GellySilver2008}
343 We will make use of one method developed in the course
344 of such research and apply it to the analysis of existing game records
345 with the aim of helping humans to play and understand the game better
346 instead.
348 Go is a~two-player full-information board game played
349 on a~square grid (usually $19\times19$ lines) with black and white
350 stones; the goal of the game is to surround the most territory and
351 capture enemy stones. We assume basic familiarity with the game.
353 Many Go players are eager to play using computers (usually over
354 the internet) and review games played by others on computers as well.
355 This means that large amounts of game records are collected and digitally
356 stored, enabling easy processing of such collections. However, so far
357 only little has been done with the available data --- we are aware
358 only of uses for simple win/loss statistics \cite{KGSAnalytics} \cite{ProGoR}
359 and ``next move'' statistics on a~specific position \cite{Kombilo} \cite{MoyoGo}.
361 We present a~more in-depth approach --- from all played moves, we devise
362 a~compact evaluation of each player. We then explore correlations between
363 evaluations of various players in light of externally given information.
364 This way, we can discover similarity between moves characteristics of
365 players with the same playing strength, or discuss the meaning of the
366 "playing style" concept on the assumption that similar playing styles
367 should yield similar moves characteristics.
370 \section{Data Extraction}
371 \label{pattern-vectors}
373 As the input of our analysis, we use large collections of game records%
374 \footnote{We use the SGF format \cite{SGF} in our implementation.}
375 grouped by the primary object of analysis (player name, player rank, etc.).
376 We process the games by object, generating a description for each
377 played move -- a {\em pattern}, being a combination of several
378 {\em pattern features} described below.
380 We keep track of the most
381 occuring patterns, finally composing $n$-dimensional {\em pattern vector}
382 $\vec p$ of per-pattern counts from the $n$ globally most frequent patterns%
383 \footnote{We use $n=500$ in our analysis.}
384 (the mapping from patterns to vector elements is common for all objects).
385 We can then process and compare just the pattern vectors.
387 \subsection{Pattern Features}
388 When deciding how to compose the patterns we use to describe moves,
389 we need to consider a specificity tradeoff --- overly general descriptions carry too few
390 information to discern various player attributes; too specific descriptions
391 gather too few specimen over the games sample and the vector differences are
392 not statistically significant.
394 We have chosen an intuitive and simple approach inspired by pattern features
395 used when computing Elo ratings for candidate patterns in Computer Go play.
396 \cite{PatElo} Each pattern is a~combination of several {\em pattern features}
397 (name--value pairs) matched at the position of the played move.
398 We use these features:
400 \begin{itemize}
401 \item capture move flag
402 \item atari move flag
403 \item atari escape flag
404 \item contiguity-to-last flag%
405 \footnote{We do not consider contiguity features in some cases when we are working
406 on small game samples and need to reduce pattern diversity.}
407 --- whether the move has been played in one of 8 neighbors of the last move
408 \item contiguity-to-second-last flag
409 \item board edge distance --- only up to distance 4
410 \item spatial pattern --- configuration of stones around the played move
411 \end{itemize}
413 The spatial patterns are normalized (using a dictionary) to be always
414 black-to-play and maintain translational and rotational symmetry.
415 Configurations of radius between 2 and 9 in the gridcular metric%
416 \footnote{The {\em gridcular} metric
417 $d(x,y) = |\delta x| + |\delta y| + \max(|\delta x|, |\delta y|)$ produces
418 a circle-like structure on the Go board square grid. \cite{SpatPat} }
419 are matched.
421 Pattern vectors representing these features contain information on
422 played shape as well as a basic representation of tactical dynamics
423 --- threats to capture stones, replying to last move, or ignoring
424 opponent's move elsewhere to return to an urgent local situation.
425 The shapes most frequently correspond to opening moves
426 (either in empty corners and sides, or as part of {\em joseki}
427 --- commonly played sequences) characteristic for a certain
428 strategic aim. In the opening, even a single-line difference
429 in the distance from the border can have dramatic impact on
430 further local and global development.
432 \subsection{Vector Rescaling}
434 The pattern vector elements can have diverse values since for each object,
435 we consider different number of games (and thus patterns).
436 Therefore, we normalize the values to range $[-1,1]$,
437 the most frequent pattern having the value of $1$ and the least occuring
438 one being $-1$.
439 Thus, we obtain vectors describing relative frequency of played patterns
440 independent on number of gathered patterns.
441 But there are multiple ways to approach the normalization.
443 \begin{figure}[!t]
444 \centering
445 \includegraphics{patcountdist}
446 \caption{Log-scaled number of pattern occurences
447 in the GoGoD games examined in sec. \ref{styleest}.}
448 \label{fig:patcountdist}
449 \end{figure}
451 \subsubsection{Linear Normalization}
453 One is simply to linearly re-scale the values using:
454 $$y_i = {x_i - x_{\rm min} \over x_{\rm max}}$$
455 This is the default approach; we have used data processed by only this
456 computation unless we note otherwise.
457 As shown on fig. \ref{fig:patcountdist}, most of the spectrum is covered
458 by the few most-occuring patterns (describing mostly large-diameter
459 shapes from the game opening). This means that most patterns will be
460 always represented by only very small values near the lower bound.
462 \subsubsection{Extended Normalization}
463 \label{xnorm}
465 To alleviate this problem, we have also tried to modify the linear
466 normalization by applying two steps --- {\em pre-processing}
467 the raw counts using
468 $$x_i' = \log (x_i + 1)$$
469 and {\em post-processing} the re-scaled values by the logistic function:
470 $$y_i' = {2 \over 1 + e^{-cy_i}}-1$$
471 However, we have found that this method is not universally beneficial.
472 In our styles case study (sec. \ref{styleest}), this normalization
473 produced PCA decomposition with significant dimensions corresponding
474 better to some of the prior knowledge and more instructive for manual
475 inspection, but ultimately worsened accuracy of our classifiers;
476 we conjecture from this that the most frequently occuring patterns are
477 also most important for classification of major style aspects.
479 \subsection{Implementation}
481 We have implemented the data extraction by making use of the pattern
482 features matching implementation%
483 \footnote{The pattern features matching was developed according
484 to the Elo-rating playing scheme. \cite{PatElo}}
485 within the Pachi go-playing program \cite{Pachi}.
486 We extract information on players by converting the SGF game
487 records to GTP stream \cite{GTP} that feeds Pachi's {\tt patternscan}
488 engine, outputting a~single {\em patternspec} (string representation
489 of the particular pattern features combination) per move. Of course,
490 only moves played by the appropriate color in the game are collected.
492 \section{Data Mining}
493 \label{data-mining}
495 To assess the properties of gathered pattern vectors
496 and their influence on playing styles,
497 we process the data by several basic data minining techniques.
499 The first two methods {\em (analytic)} rely purely on single data set
500 and serve to show internal structure and correlations within the data set.
502 Principal Component Analysis finds orthogonal vector components that
503 have the largest variance.
504 Reversing the process can indicate which patterns correlate with each component.
505 Additionally, PCA can be used as vector preprocessing for methods
506 that are negatively sensitive to pattern vector component correlations.
508 The~second method of Sociomaps \cite{Sociomaps} creates spatial
509 representation of the data set elements (e.g. players) based on
510 similarity of their data set features; we can then project other
511 information on the map to illutrate its connection to the data set.
513 Furthermore, we test several \emph{classification} methods that assign
514 each pattern vector $\vec P$ an \emph{output vector} $\vec O$,
515 representing e.g.~information about styles, player's strength or even
516 meta-information like the player's era or a country of origin.
517 Initially, the methods must be calibrated (trained) on some prior knowledge,
518 usually in the form of \emph{reference pairs} of pattern vectors
519 and the associated output vectors.
521 Moreover, the reference set can be divided into training and testing pairs
522 and the methods can be compared by the mean square error on testing data set
523 (difference of output vectors approximated by the method and their real desired value).
525 %\footnote{However, note that dicrete characteristics such as country of origin are
526 %not very feasible to use here, since WHAT??? is that even true?? }
528 First, we test the $k$-Nearest Neighbors \cite{CoverHart1967} classifier
529 approximates $\vec O$ by composing the output vectors
530 of $k$ reference pattern vectors closest to $\vec P$.
532 Another classifier is a~multi-layer feed-forward Artificial Neural Network:
533 the neural network can learn correlations between input and output vectors
534 and generalize the ``knowledge'' to unknown vectors; it can be more flexible
535 in the interpretation of different pattern vector elements and discern more
536 complex relations than the kNN classifier,
537 but may not be as stable and requires larger training sample.
539 Finally, a commonly used classifier in statistical inference is
540 the Naive Bayes classifier; it can infer relative probability of membership
541 in various classes based on previous evidence (training patterns). \cite{Bayes}
543 \subsection{Principal Component Analysis}
544 \label{PCA}
545 We use Principal Component Analysis \emph{PCA} \cite{Jolliffe1986}
546 to reduce the dimensions of the pattern vectors while preserving
547 as much information as possible, assuming inter-dependencies between
548 pattern vector dimensions are linear.
550 Briefly, PCA is an eigenvalue decomposition of a~covariance matrix of centered pattern vectors,
551 producing a~linear mapping $o$ from $n$-dimensional vector space
552 to a~reduced $m$-dimensional vector space.
553 The $m$ eigenvectors of the original vectors' covariance matrix
554 with the largest eigenvalues are used as the base of the reduced vector space;
555 the eigenvectors form projection matrix $W$.
557 For each original pattern vector $\vec p_i$,
558 we obtain its new representation $\vec r_i$ in the PCA base
559 as shown in the following equation:
560 \begin{equation}
561 \vec r_i = W \cdot \vec p_i
562 \end{equation}
564 The whole process is described in the Algorithm \ref{alg:pca}.
566 \begin{algorithm}
567 \caption{PCA -- Principal Component Analysis}
568 \begin{algorithmic}
569 \label{alg:pca}
570 \REQUIRE{$m > 0$, set of players $R$ with pattern vectors $p_r$}
571 \STATE $\vec \mu \leftarrow 1/|R| \cdot \sum_{r \in R}{\vec p_r}$
572 \FOR{ $r \in R$}
573 \STATE $\vec p_r \leftarrow \vec p_r - \vec \mu$
574 \ENDFOR
575 \FOR{ $(i,j) \in \{1,... ,n\} \times \{1,... ,n\}$}
576 \STATE $\mathit{Cov}[i,j] \leftarrow 1/|R| \cdot \sum_{r \in R}{\vec p_{ri} \cdot \vec p_{rj}}$
577 \ENDFOR
578 \STATE Compute Eigenvalue Decomposition of $\mathit{Cov}$ matrix
579 \STATE Get $m$ largest eigenvalues
580 \STATE Most significant eigenvectors ordered by decreasing eigenvalues form the rows of matrix $W$
581 \FOR{ $r \in R$}
582 \STATE $\vec r_r\leftarrow W \vec p_r$
583 \ENDFOR
584 \end{algorithmic}
585 \end{algorithm}
587 \label{pearson}
588 We want to find correlations between PCA dimensions and
589 some prior knowledge (player rank, style vector).
590 For this purpose, we compute the well-known
591 {\em Pearson product-moment correlation coefficient} \cite{Pearson},
592 measuring the strength of the linear dependence%
593 \footnote{A desirable property of PMCC is that it is invariant to translations and rescaling
594 of the vectors.}
595 between the dimensions:
597 $$ r_{X,Y} = {{\rm cov}(X,Y) \over \sigma_X \sigma_Y} $$
599 \subsection{Sociomaps}
600 \label{soc}
601 Sociomaps are a general mechanism for visualising possibly assymetric
602 relationships on a 2D plane such that ordering of the maximum possible
603 object distances in the dataset is preserved in distances on the plane.
605 In our particular case,%
606 \footnote{A special case of the {\em Subject-to-Object Relation Mapping (STORM)} indirect sociomap.}
607 we will consider a dataset $\vec S$ of small-dimensional
608 vectors $\vec s_i$ and determine projection $\varphi$ of all the $\vec s_i$
609 to spatial coordinates of an Euclidean plane.
610 The $\varphi$ projection shall maximize the {\em three-way ordering} criterion:
611 ordering of any three members in the dataset and on the plane
612 (by Euclidean metric) must be the same.
614 $$ \min_\varphi \sum_{i\ne j\ne k} \Phi(\varphi, i, j, k) $$
615 $$ \Phi(\varphi, i, j, k) = \begin{cases}
616 1 & \delta(s_i,s_j,s_k) = \delta(\varphi(i),\varphi(j),\varphi(k)) \\
617 0 & \hbox{otherwise} \end{cases} $$
618 $$ \delta(a, b, c) = \begin{cases}
619 1 & |a-b| > |a-c| \\
620 0 & |a-b| = |a-c| \\
621 -1 & |a-b| < |a-c| \end{cases} $$
623 \subsection{k-nearest Neighbors Classifier}
624 \label{knn}
625 Our goal is to approximate player's output vector $\vec O$;
626 we know his pattern vector $\vec P$.
627 We further assume that similarities in players' pattern vectors
628 uniformly correlate with similarities in players' output vectors.
630 We require a set of reference players $R$ with known \emph{pattern vectors} $\vec p_r$
631 and \emph{output vectors} $\vec o_r$.
633 $\vec O$ is approximated as a~weighted average of \emph{output vectors}
634 $\vec o_i$ of $k$ players with \emph{pattern vectors} $\vec p_i$ closest to $\vec P$.
635 This is illustrated in the Algorithm \ref{alg:knn}.
636 Note that the weight is a function of distance and is not explicitly defined in Algorithm \ref{alg:knn}.
637 During our research, exponentially decreasing weight has proven to be sufficient.
639 \begin{algorithm}
640 \caption{k-Nearest Neighbors}
641 \begin{algorithmic}
642 \label{alg:knn}
643 \REQUIRE{pattern vector $\vec P$, $k > 0$, set of reference players $R$}
644 \FORALL{$r \in R$ }
645 \STATE $D[r] \leftarrow \mathit{EuclideanDistance}(\vec p_r, \vec P)$
646 \ENDFOR
647 \STATE $N \leftarrow \mathit{SelectSmallest}(k, R, D)$
648 \STATE $\vec O \leftarrow \vec 0$
649 \FORALL{$r \in N $}
650 \STATE $\vec O \leftarrow \vec O + \mathit{Weight}(D[r]) \cdot \vec o_r $
651 \ENDFOR
652 \end{algorithmic}
653 \end{algorithm}
655 \subsection{Neural Network Classifier}
656 \label{neural-net}
658 Feed-forward neural networks \cite{ANN} are known for their ability to generalize
659 and find correlations between input patterns and output classifications.
660 Before use, the network is iteratively trained on the training data
661 until the error on the training set is reasonably small.
663 %Neural network is an adaptive system that must undergo a training
664 %period similarly to the requirement
665 %of reference vectors for the k-Nearest Neighbors algorithm above.
667 \subsubsection{Computation and activation of the NN}
668 Technically, the neural network is a network of interconnected
669 computational units called neurons.
670 A feedforward neural network has a layered topology;
671 it usually has one \emph{input layer}, one \emph{output layer}
672 and an arbitrary number of \emph{hidden layers} between.
674 Each neuron $i$ is connected to all neurons in the previous layer and each connection has its weight $w_{ij}$
676 The computation proceeds in discrete time steps.
677 In the first step, the neurons in the \emph{input layer}
678 are \emph{activated} according to the \emph{input vector}.
679 Then, we iteratively compute output of each neuron in the next layer
680 until the output layer is reached.
681 The activity of output layer is then presented as the result.
683 The activation $y_i$ of neuron $i$ from the layer $I$ is computed as
684 \begin{equation}
685 y_i = f\left(\sum_{j \in J}{w_{ij} y_j}\right)
686 \end{equation}
687 where $J$ is the previous layer, while $y_j$ is the activation for neurons from $J$ layer.
688 Function $f()$ is a~so-called \emph{activation function}
689 and its purpose is to bound the outputs of neurons.
690 A typical example of an activation function is the sigmoid function.%
691 \footnote{A special case of the logistic function $\sigma(x)=(1+e^{-(rx+k)})^{-1}$.
692 Parameters control the growth rate $r$ and the x-position $k$.}
694 \subsubsection{Training}
695 Training of the feed-forward neural network usually involves some
696 modification of supervised Backpropagation learning algorithm.
697 We use first-order optimization algorithm called RPROP. \cite{Riedmiller1993}
699 %Because the \emph{reference set} is usually not very large,
700 %we have devised a simple method for its extension.
701 %This enhancement is based upon adding random linear combinations
702 %of \emph{style and pattern vectors} to the training set.
704 As outlined above, the training set $T$ consists of
705 $(\vec p_i, \vec o_i)$ pairs.
706 The training algorithm is shown in Algorithm \ref{alg:tnn}.
708 \begin{algorithm}
709 \caption{Training Neural Network}
710 \begin{algorithmic}
711 \label{alg:tnn}
712 \REQUIRE{Train set $T$, desired error $e$, max iterations $M$}
713 \STATE $N \leftarrow \mathit{RandomlyInitializedNetwork}()$
714 \STATE $\mathit{It} \leftarrow 0$
715 \REPEAT
716 \STATE $\mathit{It} \leftarrow \mathit{It} + 1$
717 \STATE $\Delta \vec w \leftarrow \vec 0$
718 \STATE $\mathit{TotalError} \leftarrow 0$
719 %\FORALL{$(\overrightarrow{Input}, \overrightarrow{DesiredOutput}) \in T$}
720 %\STATE $\overrightarrow{Output} \leftarrow Result(N, \overrightarrow{Input})$
721 %\STATE $E \leftarrow |\overrightarrow{DesiredOutput} - \overrightarrow{Output}|$
722 \FORALL{$(\mathit{Input}, \mathit{DesiredOutput}) \in T$}
723 \STATE $\mathit{Output} \leftarrow \mathit{Result}(N, \mathit{Input})$
724 \STATE $\mathit{Error} \leftarrow |\mathit{DesiredOutput} - \mathit{Output}|$
725 \STATE $\Delta \vec w \leftarrow \Delta \vec w + \mathit{WeightUpdate}(N,\mathit{Error})$
726 \STATE $\mathit{TotalError} \leftarrow \mathit{TotalError} + \mathit{Error}$
727 \ENDFOR
728 \STATE $N \leftarrow \mathit{ModifyWeights}(N, \Delta \vec w)$
729 \UNTIL{$\mathit{TotalError} < e$ or $ \mathit{It} > M$}
730 \end{algorithmic}
731 \end{algorithm}
733 \subsection{Naive Bayes Classifier}
734 \label{naive-bayes}
736 Naive Bayes Classifier uses existing information to construct
737 probability model of likelihoods of given {\em feature variables}
738 based on a discrete-valued {\em class variable}.
739 Using the Bayes equation, we can then estimate the probability distribution
740 of class variable for particular values of the feature variables.
742 In order to approximate player's output vector $\vec O$ based on
743 pattern vector $\vec P$, we will compute each element of the
744 output vector separately, covering the output domain by several $k$-sized
745 discrete intervals (classes).
747 We will also in fact work on
748 PCA-represented input $\vec R$ (using the 10 most significant
749 dimensions), since smaller input dimension is more computationally
750 feasible and $\vec R$ also better fits the pre-requisites of the
751 classifier, the dimensions being more independent and
752 better approximating the normal distribution.
754 When training the classifier for $\vec O$ element $o_i$
755 of class $c = \lfloor o_i/k \rfloor$,
756 we assume the $\vec R$ elements are normally distributed and
757 feed the classifier information in the form
758 $$ \vec R \mid c $$
759 estimating the mean $\mu_c$ and standard deviation $\sigma_c$
760 of each $\vec R$ element for each encountered $c$.
761 Then, we can query the built probability model on
762 $$ \max_c P(c \mid \vec R) $$
763 obtaining the most probable class $i$ for an arbitrary $\vec R$.
764 Each probability is obtained using the normal distribution formula:
765 $$ P(c \mid x) = {1\over \sqrt{2\pi\sigma_c^2}}\exp{-(x-\mu_c)^2\over2\sigma_c^2} $$
767 \begin{algorithm}
768 \caption{Training Naive Bayes}
769 \begin{algorithmic}
770 \label{alg:tnb}
771 \REQUIRE{Train set $T = (\mathit{R, c})$}
772 \FORALL{$(R, c) \in T$}
773 \STATE $\mathit{RbyC}_c \leftarrow \{\mathit{RbyC}_c, R\}$
774 \ENDFOR
775 \FORALL{$c$}
776 \STATE $\mu_c \leftarrow {1 \over |\mathit{RbyC}_c|} \sum_{R \in \mathit{RbyC}_c} R$
777 \ENDFOR
778 \FORALL{$c$}
779 \STATE $\sigma_c \leftarrow {1 \over |\mathit{RbyC}_c|} \sum_{R \in \mathit{RbyC}_c} R-\mu_c $
780 \ENDFOR
781 \end{algorithmic}
782 \end{algorithm}
784 \subsection{Implementation}
786 We have implemented the data mining methods as the
787 ``gostyle'' open-source framework \cite{GoStyle},
788 made available under the GNU GPL licence.
790 The majority of our basic processing and the analysis parts
791 are implemented in the Python \cite{Python25} programming language.
792 We use several external libraries, most notably the MDP library \cite{MDP}.
793 The neural network part of the project is written using the libfann C library\cite{Nissen2003}.
795 The sociomap has been visualised using the Team Profile Analyzer \cite{TPA}
796 which is part of the Sociomap suite \cite{SociomapSite}.
799 \section{Strength Estimation}
801 \begin{figure*}[!t]
802 \centering
803 \includegraphics[width=7in]{strength-pca}
804 \caption{PCA of by-strength vectors}
805 \label{fig:strength_pca}
806 \end{figure*}
808 First, we have used our framework to analyse correlations of pattern vectors
809 and playing strength. Like in other competitively played board games, Go players
810 receive real-world {\em rating number} based on tournament games,
811 and {\em rank} based on their rating.%
812 \footnote{Elo-type rating system \cite{GoR} is usually used,
813 corresponding to even win chances for game of two players with the same rank,
814 and about 2:3 win chance for stronger in case of one rank difference.}%
815 \footnote{Professional ranks and dan ranks in some Asia countries may
816 be assigned differently.}
817 The amateur ranks range from 30-kyu (beginner) to 1-kyu (intermediate)
818 and then follows 1-dan to 7-dan\footnote{9-dan in some systems.} (top-level player).
819 Multiple independent real-world ranking scales exist
820 (geographically based), also online servers maintain their own user ranking;
821 the difference between scales can be up to several ranks and the rank
822 distributions also differ. \cite{RankComparison}
824 \subsection{Data used}
825 As the source game collection, we use Go Teaching Ladder reviews archive%
826 \footnote{The reviews contain comments and variations --- we consider only the main
827 variation with the actual played game.}
828 \cite{GTL} --- this collection contains 7700 games of players with strength ranging
829 from 30-kyu to 4-dan; we consider only even games with clear rank information.
830 Since the rank information is provided by the users and may not be consistent,
831 we are forced to take a simplified look at the ranks,
832 discarding the differences between various systems and thus somewhat
833 increasing error in our model.\footnote{Since our results seem satisfying,
834 we did not pursue to try another collection;
835 one could e.g. look at game archives of some Go server.}
837 \subsection{PCA analysis}
838 First, we have created a single pattern vector for each rank, from 30-kyu to 4-dan;
839 we have performed PCA analysis on the pattern vectors, achieving near-perfect
840 rank correspondence in the first PCA dimension%
841 \footnote{The eigenvalue of the second dimension was four times smaller,
842 with no discernable structure revealed within the lower-order eigenvectors.}
843 (figure \ref{fig:strength_pca}).
845 We measure the accuracy of strength approximation by the first dimension
846 using Pearson's $r$ (see \ref{pearson}), yielding quite satisfying value of $r=0.979$
847 implying extremely strong correlation.
848 \footnote{Extended vector normalization (sec. \ref{xnorm})
849 produced noticeably less clear-cut results.}
851 \subsection{Strength classification}
853 We have randomly separated $10\%$ of the game database as a testing set,
854 one $(\vec p, {\rm rank})$ pair per player. We then explore the influence
855 of game sample size%
856 \footnote{Arbitrary game numbers are approximated by pattern file sizes,
857 randomly selecting games of appropriate strength.}
858 on the accuracy of various classifiers.
859 In order to reduce the diversity of patterns (negatively impacting accuracy
860 on small samples), we do not consider the contiguity pattern features.
862 Using the most significant PCA eigenvector position directly for classification
863 of players within the test group yields MSE TODO, thus providing
864 reasonably satisfying accuracy by itself.
866 Using the $k$-NN classifier, we have achieved the results described
867 in the table \ref{table-str-class} --- overally obtaining quite impressive
868 accuracy even on rather small game sample sizes.
869 The error is listed as MSE (on rank rescaled to $[-1,1]$) and standard deviation
870 $\sigma$ in percentages (meaning the difference from the real rank on average).
872 \begin{table}[!t]
873 % increase table row spacing, adjust to taste
874 \renewcommand{\arraystretch}{1.3}
875 \caption{Strength Classifier Performance}
876 \label{table-str-class}
877 \centering
878 \begin{tabular}{|c|c|c|c|c|}
879 \hline
880 $\sim$ games & MSE & $\sigma \%$ \\ \hline
881 $85$& $0.007$ & $4\%$ \\
882 $43$& $0.029$ & $8\%$ \\
883 $17$& $0.081$ & $14\%$ \\
884 $9$& $0.131$ & $18\%$ \\
885 $2$& $0.187$ & $22\%$ \\\hline
886 \end{tabular}
887 \end{table}
889 Finally, we used $8$-fold cross validation on one-file-per-rank files,
890 yielding a MSE $0.085$ which is equivalent to standard deviation of $15\%$.
892 \section{Style Estimation}
893 \label{styleest}
895 As a~second case study for our pattern analysis,
896 we investigate pattern vectors $\vec p$ of various well-known players,
897 their relationships in-between and to prior knowledge
898 in order to explore the correlation of prior knowledge with extracted patterns.
899 We look for relationships between pattern vectors and perceived
900 ``playing style'' and attempt to use our classifiers to transform
901 pattern vector $\vec p$ to style vector $\vec s$.
903 The source game collection is GoGoD Winter 2008 \cite{GoGoD} containing 55000
904 professional games, dating from the early Go history 1500 years ago to the present.
905 We consider only games of a small subset of players (table \ref{fig:style_marks});
906 we have chosen them for being well-known within the players community,
907 having large number of played games in our collection and not playing too long
908 ago.\footnote{Over time, many commonly used sequences get altered, adopted and
909 dismissed; usual playing conditions can also differ significantly.}
911 \subsection{Expert-based knowledge}
912 \label{style-vectors}
913 In order to provide a reference frame for our style analysis,
914 we have gathered some expert-based information about various
915 traditionally perceived style aspects to use as a prior knowledge.
916 This expert-based knowledge allows us to predict styles of unknown players
917 based on the similarity of their pattern vectors,
918 as well as discover correlations between styles and proportions
919 of played patterns.
921 Experts were asked to mark four style aspects of each of the given players
922 on the scale from 1 to 10. The style aspects are defined as shown:
924 \vspace{4mm}
925 \noindent
926 %\begin{table}
927 \begin{center}
928 %\caption{Styles}
929 \begin{tabular}{|c|c|c|}
930 \hline
931 Style & 1 & 10\\ \hline
932 Territoriality $\tau$ & Moyo & Territory \\
933 Orthodoxity $\omega$ & Classic & Novel \\
934 Aggressivity $\alpha$ & Calm & Figting \\
935 Thickness $\theta$ & Safe & Shinogi \\ \hline
936 \end{tabular}
937 \end{center}
938 %\end{table}
939 \vspace{4mm}
941 We have devised these four style aspects based on our own Go experience
942 and consultations with other experts.
943 The used terminology has quite
944 clear meaning to any experienced Go player and there is not too much
945 room for confusion, except possibly in the case of ``thickness'' ---
946 but the concept is not easy to pin-point succintly and we also did not
947 add extra comments on the style aspects to the questionnaire deliberately
948 to accurately reflect any diversity in understanding of the terms.
950 Averaging this expert based evaluation yields \emph{reference style vector}
951 $\vec s_r$ (of dimension $4$) for each player $r$
952 from the set of \emph{reference players} $R$.
954 Throughout our research, we have experimentally found that playing era
955 is also a major factor differentiating between patterns. Thus, we have
956 further extended the $\vec s_r$ by median year over all games played
957 by the player.
959 \begin{table}[!t]
960 % increase table row spacing, adjust to taste
961 \renewcommand{\arraystretch}{1.3}
962 \caption{Covariance Measure of Prior Information Dimensions}
963 \label{fig:style_marks_r}
964 \centering
965 % Some packages, such as MDW tools, offer better commands for making tables
966 % than the plain LaTeX2e tabular which is used here.
967 \begin{tabular}{|r||r||r||r||r||r|}
968 \hline
969 & $\tau$ & $\omega$ & $\alpha$ & $\theta$ & year \\
970 \hline
971 $\tau$ &$1.000$&$-0.438$&$-0.581$&$ 0.721$&$ 0.108$\\
972 $\omega$& &$ 1.000$&$ 0.682$&$ 0.014$&$-0.021$\\
973 $\alpha$& & &$ 1.000$&$-0.081$&$ 0.030$\\
974 $\theta$& &\multicolumn{1}{c||}{---}
975 & &$ 1.000$&$-0.073$\\
976 y. & & & & &$ 1.000$\\
977 \hline
978 \end{tabular}
979 \end{table}
981 Three high-level Go players (Alexander Dinerstein 3-pro, Motoki Noguchi
982 7-dan and V\'{i}t Brunner 4-dan) have judged style of the reference
983 players.
984 The complete list of answers is in table \ref{fig:style_marks}.
985 Mean standard deviation of the answers is 0.952,
986 making the data reasonably reliable,
987 though much larger sample would of course be more desirable.
988 We have also found significant correlation between the various
989 style aspects, as shown by the Pearson's $r$ values
990 in table \ref{fig:style_marks_r}.
992 \begin{table}[!t]
993 % increase table row spacing, adjust to taste
994 \renewcommand{\arraystretch}{1.4}
995 \begin{threeparttable}
996 \caption{Expert-Based Style Aspects of Selected Professionals\tnote{1} \tnote{2}}
997 \label{fig:style_marks}
998 \centering
999 % Some packages, such as MDW tools, offer better commands for making tables
1000 % than the plain LaTeX2e tabular which is used here.
1001 \begin{tabular}{|c||c||c||c||c|}
1002 \hline
1003 {Player} & $\tau$ & $\omega$ & $\alpha$ & $\theta$ \\
1004 \hline
1005 Go Seigen\tnote{3} & $6.0 \pm 2.0$ & $9.0 \pm 1.0$ & $8.0 \pm 1.0$ & $5.0 \pm 1.0$ \\
1006 Ishida Yoshio\tnote{4}&$8.0 \pm 1.4$ & $5.0 \pm 1.4$ & $3.3 \pm 1.2$ & $5.3 \pm 0.5$ \\
1007 Miyazawa Goro & $1.5 \pm 0.5$ & $10 \pm 0 $ & $9.5 \pm 0.5$ & $4.0 \pm 1.0$ \\
1008 Yi Ch'ang-ho\tnote{5}& $7.0 \pm 0.8$ & $5.0 \pm 1.4$ & $2.6 \pm 0.9$ & $2.6 \pm 1.2$ \\
1009 Sakata Eio & $7.6 \pm 1.7$ & $4.6 \pm 0.5$ & $7.3 \pm 0.9$ & $8.0 \pm 1.6$ \\
1010 Fujisawa Hideyuki & $3.5 \pm 0.5$ & $9.0 \pm 1.0$ & $7.0 \pm 0.0$ & $4.0 \pm 0.0$ \\
1011 Otake Hideo & $4.3 \pm 0.5$ & $3.0 \pm 0.0$ & $4.6 \pm 1.2$ & $3.6 \pm 0.9$ \\
1012 Kato Masao & $2.5 \pm 0.5$ & $4.5 \pm 1.5$ & $9.5 \pm 0.5$ & $4.0 \pm 0.0$ \\
1013 Takemiya Masaki\tnote{4}&$1.3\pm 0.5$& $6.3 \pm 2.1$ & $7.0 \pm 0.8$ & $1.3 \pm 0.5$ \\
1014 Kobayashi Koichi & $9.0 \pm 1.0$ & $2.5 \pm 0.5$ & $2.5 \pm 0.5$ & $5.5 \pm 0.5$ \\
1015 Cho Chikun & $9.0 \pm 0.8$ & $7.6 \pm 0.9$ & $6.6 \pm 1.2$ & $9.0 \pm 0.8$ \\
1016 Ma Xiaochun & $8.0 \pm 2.2$ & $6.3 \pm 0.5$ & $5.6 \pm 1.9$ & $8.0 \pm 0.8$ \\
1017 Yoda Norimoto & $6.3 \pm 1.7$ & $4.3 \pm 2.1$ & $4.3 \pm 2.1$ & $3.3 \pm 1.2$ \\
1018 Luo Xihe & $7.3 \pm 0.9$ & $7.3 \pm 2.5$ & $7.6 \pm 0.9$ & $6.0 \pm 1.4$ \\
1019 O Meien & $2.6 \pm 1.2$ & $9.6 \pm 0.5$ & $8.3 \pm 1.7$ & $3.6 \pm 1.2$ \\
1020 Rui Naiwei & $4.6 \pm 1.2$ & $5.6 \pm 0.5$ & $9.0 \pm 0.8$ & $3.3 \pm 1.2$ \\
1021 Yuki Satoshi & $3.0 \pm 1.0$ & $8.5 \pm 0.5$ & $9.0 \pm 1.0$ & $4.5 \pm 0.5$ \\
1022 Hane Naoki & $7.5 \pm 0.5$ & $2.5 \pm 0.5$ & $4.0 \pm 0.0$ & $4.5 \pm 1.5$ \\
1023 Takao Shinji & $5.0 \pm 1.0$ & $3.5 \pm 0.5$ & $5.5 \pm 1.5$ & $4.5 \pm 0.5$ \\
1024 Yi Se-tol & $5.3 \pm 0.5$ & $6.6 \pm 2.5$ & $9.3 \pm 0.5$ & $6.6 \pm 1.2$ \\
1025 Yamashita Keigo\tnote{4}&$2.0\pm 0.0$& $9.0 \pm 1.0$ & $9.5 \pm 0.5$ & $3.0 \pm 1.0$ \\
1026 Cho U & $7.3 \pm 2.4$ & $6.0 \pm 0.8$ & $5.3 \pm 1.7$ & $6.3 \pm 1.7$ \\
1027 Gu Li & $5.6 \pm 0.9$ & $7.0 \pm 0.8$ & $9.0 \pm 0.8$ & $4.0 \pm 0.8$ \\
1028 Chen Yaoye & $6.0 \pm 1.0$ & $4.0 \pm 1.0$ & $6.0 \pm 1.0$ & $5.5 \pm 0.5$ \\
1029 \hline
1030 \end{tabular}
1031 \begin{tablenotes}
1032 \item [1] Including standard deviation. Only players where we received at least two out of three answers are included.
1033 \item [2] Since the playing era column does not fit into the table, we at least sort the players ascending by their median year.
1034 \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.
1035 \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.
1036 \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.
1037 \end{tablenotes}
1038 \end{threeparttable}
1039 \end{table}
1041 \subsection{Style Components Analysis}
1043 \begin{figure}[!t]
1044 \centering
1045 \includegraphics[width=3.75in]{style-pca}
1046 \caption{PCA of per-player vectors}
1047 \label{fig:style_pca}
1048 \end{figure}
1050 We have looked at the ten most significant dimensions of the pattern data
1051 yielded by the PCA analysis of the reference player set%
1052 \footnote{We also tried to observe PCA effect of removing outlying Takemiya
1053 Masaki. That way, the second dimension strongly
1054 correlated to territoriality and third dimension strongly correlacted to era,
1055 however the first dimension remained mysteriously uncorrelated and with no
1056 obvious interpretation.}
1057 (fig. \ref{fig:style_pca} shows the first three).
1058 We have again computed the Pearson's $r$ for all combinations of PCA dimensions
1059 and dimensions of the prior knowledge style vectors to find correlations.
1061 \begin{table}[!t]
1062 % increase table row spacing, adjust to taste
1063 \renewcommand{\arraystretch}{1.4}
1064 \caption{Covariance Measure of PCA and Prior Information}
1065 \label{fig:style_r}
1066 \centering
1067 % Some packages, such as MDW tools, offer better commands for making tables
1068 % than the plain LaTeX2e tabular which is used here.
1069 \begin{tabular}{|c||r||r||r||r||r|}
1070 \hline
1071 Eigenval. & $\tau$ & $\omega$ & $\alpha$ & $\theta$ & Year \\
1072 \hline
1073 $0.4473697$ & $\mathbf{-0.530}$ & $ 0.323$ & $ 0.298$ & $\mathbf{-0.554}$ & $ 0.090$ \\
1074 $0.1941057$ & $\mathbf{-0.547}$ & $ 0.215$ & $ 0.249$ & $-0.293$ & $\mathbf{-0.630}$ \\
1075 $0.0463189$ & $ 0.131$ & $-0.002$ & $-0.128$ & $ 0.242$ & $\mathbf{-0.630}$ \\
1076 $0.0280301$ & $-0.011$ & $ 0.225$ & $ 0.186$ & $ 0.131$ & $ 0.067$ \\
1077 $0.0243231$ & $-0.181$ & $ 0.174$ & $-0.032$ & $-0.216$ & $ 0.352$ \\
1078 $0.0180875$ & $-0.364$ & $ 0.226$ & $ 0.339$ & $-0.136$ & $ 0.113$ \\
1079 $0.0138478$ & $-0.194$ & $-0.048$ & $-0.099$ & $-0.333$ & $ 0.055$ \\
1080 $0.0110575$ & $-0.040$ & $-0.254$ & $-0.154$ & $-0.054$ & $-0.089$ \\
1081 $0.0093587$ & $-0.199$ & $-0.115$ & $ 0.358$ & $-0.234$ & $-0.028$ \\
1082 $0.0084930$ & $ 0.046$ & $ 0.190$ & $ 0.305$ & $ 0.176$ & $ 0.089$ \\
1083 \hline
1084 \end{tabular}
1085 \end{table}
1087 \begin{table}[!t]
1088 % increase table row spacing, adjust to taste
1089 \renewcommand{\arraystretch}{1.6}
1090 \begin{threeparttable}
1091 \caption{Characteristic Patterns of PCA$_{1,2}$ Dimensions \tnote{1}}
1092 \label{fig:style_patterns}
1093 \centering
1094 % Some packages, such as MDW tools, offer better commands for making tables
1095 % than the plain LaTeX2e tabular which is used here.
1096 \begin{tabular}{|p{2.3cm}p{2.4cm}p{2.4cm}p{0cm}|}
1097 % The virtual last column is here because otherwise we get random syntax errors.
1099 \hline \multicolumn{4}{|c|}{PCA$_1$ --- Moyo-oriented, thin-playing player} \\
1100 \centering \begin{psgopartialboard*}{(8,1)(12,6)}
1101 \stone[\marktr]{black}{k}{4}
1102 \end{psgopartialboard*} &
1103 \centering \begin{psgopartialboard*}{(1,2)(5,6)}
1104 \stone{white}{d}{3}
1105 \stone[\marktr]{black}{d}{5}
1106 \end{psgopartialboard*} &
1107 \centering \begin{psgopartialboard*}{(5,1)(10,6)}
1108 \stone{white}{f}{3}
1109 \stone[\marktr]{black}{j}{4}
1110 \end{psgopartialboard*} & \\
1111 \centering $0.274$ & \centering $0.086$ & \centering $0.083$ & \\
1112 \centering high corner/side opening \tnote{2} & \centering high corner approach & \centering high distant pincer & \\
1114 \hline \multicolumn{4}{|c|}{PCA$_1$ --- Territorial, thick-playing player} \\
1115 \centering \begin{psgopartialboard*}{(3,1)(7,6)}
1116 \stone{white}{d}{4}
1117 \stone[\marktr]{black}{f}{3}
1118 \end{psgopartialboard*} &
1119 \centering \begin{psgopartialboard*}{(3,1)(7,6)}
1120 \stone{white}{c}{6}
1121 \stone{black}{d}{4}
1122 \stone[\marktr]{black}{f}{3}
1123 \end{psgopartialboard*} &
1124 \centering \begin{psgopartialboard*}{(3,1)(7,6)}
1125 \stone{black}{d}{4}
1126 \stone[\marktr]{black}{f}{3}
1127 \end{psgopartialboard*} & \\
1128 \centering $-0.399$ & \centering $-0.399$ & \centering $-0.177$ & \\
1129 \centering low corner approach & \centering low corner reply & \centering low corner enclosure & \\
1131 \hline \multicolumn{4}{|c|}{PCA$_2$ --- Territorial, current player \tnote{3}} \\
1132 \centering \begin{psgopartialboard*}{(3,1)(7,6)}
1133 \stone{white}{c}{6}
1134 \stone{black}{d}{4}
1135 \stone[\marktr]{black}{f}{3}
1136 \end{psgopartialboard*} &
1137 \centering \begin{psgopartialboard*}{(3,1)(8,6)}
1138 \stone{white}{d}{4}
1139 \stone[\marktr]{black}{g}{4}
1140 \end{psgopartialboard*} &
1141 \centering \begin{psgopartialboard*}{(4,1)(9,6)}
1142 \stone{black}{d}{4}
1143 \stone{white}{f}{3}
1144 \stone[\marktr]{black}{h}{3}
1145 \end{psgopartialboard*} & \\
1146 \centering $-0.193$ & \centering $-0.139$ & \centering $-0.135$ & \\
1147 \centering low corner reply \tnote{4} & \centering high distant approach/pincer & \centering near low pincer & \\
1149 \hline
1150 \end{tabular}
1151 \begin{tablenotes}
1152 \item [1] We present the patterns in a simplified compact form;
1153 in reality, they are usually somewhat larger and always circle-shaped
1154 (centered on the triangled move).
1155 We omit only pattern segments that are entirely empty.
1156 \item [2] We give some textual interpretation of the patterns, especially
1157 since some of them may not be obvious unless seen in game context; we choose
1158 the descriptions based on the most frequently observer contexts, but of course
1159 the pattern can be also matched in other positions and situations.
1160 \item [3] In the second PCA dimension, we find no correlated patterns;
1161 only uncorrelated and anti-correlated ones.
1162 \item [4] As the second most significant pattern,
1163 we skip a slide follow-up pattern to this move.
1164 \end{tablenotes}
1165 \end{threeparttable}
1166 \end{table}
1168 \begin{table}[!t]
1169 % increase table row spacing, adjust to taste
1170 \renewcommand{\arraystretch}{1.8}
1171 \begin{threeparttable}
1172 \caption{Characteristic Patterns of PCA$_3$ Dimension \tnote{1}}
1173 \label{fig:style_patterns3}
1174 \centering
1175 % Some packages, such as MDW tools, offer better commands for making tables
1176 % than the plain LaTeX2e tabular which is used here.
1177 \begin{tabular}{|p{2.4cm}p{2.4cm}p{2.4cm}p{0cm}|}
1178 % The virtual last column is here because otherwise we get random syntax errors.
1180 \hline \multicolumn{4}{|c|}{PCA$_3$ --- Old-time player} \\
1181 \centering \begin{psgopartialboard*}{(1,3)(5,7)}
1182 \stone{white}{d}{4}
1183 \stone[\marktr]{black}{c}{6}
1184 \end{psgopartialboard*} &
1185 \centering \begin{psgopartialboard*}{(8,1)(12,5)}
1186 \stone[\marktr]{black}{k}{3}
1187 \end{psgopartialboard*} &
1188 \centering \begin{psgopartialboard*}{(1,1)(5,5)}
1189 \stone[\marktr]{black}{c}{3}
1190 \end{psgopartialboard*} & \\
1191 \centering $0.515$ & \centering $0.264$ & \centering $0.258$ & \\
1192 \centering low corner approach & \centering low side or mokuhazushi opening & \centering san-san opening & \\
1194 \hline \multicolumn{4}{|c|}{PCA$_3$ --- Current player} \\
1195 \centering \begin{psgopartialboard*}{(3,1)(7,5)}
1196 \stone{black}{d}{4}
1197 \stone[\marktr]{black}{f}{3}
1198 \end{psgopartialboard*} &
1199 \centering \begin{psgopartialboard*}{(1,1)(5,5)}
1200 \stone[\marktr]{black}{c}{4}
1201 \end{psgopartialboard*} &
1202 \centering \begin{psgopartialboard*}{(1,2)(5,6)}
1203 \stone{black}{d}{3}
1204 \stone{white}{d}{5}
1205 \stone[\marktr]{black}{c}{5}
1206 \end{psgopartialboard*} & \\
1207 \centering $-0.276$ & \centering $-0.273$ & \centering $-0.116$ & \\
1208 \centering low corner enclosure & \centering 3-4 corner opening \tnote{2} & \centering high approach reply & \\
1210 \hline
1211 \end{tabular}
1212 \begin{tablenotes}
1213 \item [1] We cannot use terms ``classic'' and ''modern'' in case of PCA$_3$
1214 since the current patterns are commonplace in games of past centuries
1215 (not included in our training set) and many would call a lot of the old-time patterns
1216 modern inventions. Perhaps we can infer that the latest 21th-century play trends abandon
1217 many of the 20th-century experiments (lower echelon of our by-year samples)
1218 to return to the more ordinary but effective classic patterns.
1219 \item [2] At this point, we skip two patterns already shown elsewhere:
1220 {\em high side/corner opening} and {\em low corner reply}.
1221 \end{tablenotes}
1222 \end{threeparttable}
1223 \end{table}
1225 It is immediately
1226 obvious both from the measured $r$ and visual observation
1227 that by far the most significant vector corresponds very well
1228 to the territoriality of the players,%
1229 \footnote{Cho Chikun, perhaps the best-known
1230 territorial player, is not well visible in the cluster, but he is
1231 positioned around $-0.8$ on the first dimension.}
1232 confirming the intuitive notion that this aspect of style
1233 is the one easiest to pin-point and also
1234 most obvious in the played shapes and sequences
1235 (that can obviously aim directly at taking secure territory
1236 or building center-oriented framework). Thick (solid) play also plays
1237 a role, but these two style dimensions are already
1238 correlated in the prior data.
1240 The other PCA dimensions are somewhat harder to interpret, but there
1241 certainly is significant influence of the styles on the patterns;
1242 the found correlations are all presented in table \ref{fig:style_r}.
1243 (Larger absolute value means better linear correspondence.)
1245 We also list the characteristic spatial patterns of the PCA dimension
1246 extremes (tables \ref{fig:style_patterns}, \ref{fig:style_patterns3}), determined by their coefficients
1247 in the PCA projection matrix --- however, such naive approach
1248 has limited reliability, better methods will have to be researched.%
1249 \footnote{For example, as one of highly ranked ``Takemiya's'' PCA1 patterns,
1250 3,3 corner opening was generated, completely inappropriately;
1251 it reflects some weak ordering in bottom half of the dimension,
1252 not global ordering within the dimension.}
1253 We do not show the other pattern features since they carry no useful
1254 information in the opening stage.%
1255 \footnote{The board distance feature can be useful in some cases,
1256 but here all the spatial patterns are big enough to reach to the edge
1257 on their own.}
1259 \begin{table}[!t]
1260 % increase table row spacing, adjust to taste
1261 \renewcommand{\arraystretch}{1.4}
1262 \caption{Covariance Measure of Externed-Normalization PCA and~Prior Information}
1263 \label{fig:style_normr}
1264 \centering
1265 % Some packages, such as MDW tools, offer better commands for making tables
1266 % than the plain LaTeX2e tabular which is used here.
1267 \begin{tabular}{|c||r||r||r||r||r|}
1268 \hline
1269 Eigenval. & $\tau$ & $\omega$ & $\alpha$ & $\theta$ & Year \\
1270 \hline
1271 $6.3774289$ & $ \mathbf{0.436}$ & $-0.220$ & $-0.289$ & $ \mathbf{0.404}$ & $\mathbf{-0.576}$ \\
1272 $1.7269775$ & $\mathbf{-0.690}$ & $ 0.340$ & $ 0.315$ & $\mathbf{-0.445}$ & $\mathbf{-0.639}$ \\
1273 $1.1747101$ & $-0.185$ & $ 0.156$ & $ 0.107$ & $-0.315$ & $ 0.320$ \\
1274 $0.8452797$ & $ 0.064$ & $-0.102$ & $-0.189$ & $ 0.032$ & $ 0.182$ \\
1275 $0.8038992$ & $-0.185$ & $ 0.261$ & $ \mathbf{0.620}$ & $ 0.120$ & $ 0.056$ \\
1276 $0.6679533$ & $-0.027$ & $ 0.055$ & $ 0.147$ & $-0.198$ & $ 0.155$ \\
1277 $0.5790000$ & $ 0.079$ & $ \mathbf{0.509}$ & $ 0.167$ & $ 0.294$ & $-0.019$ \\
1278 $0.4971474$ & $ 0.026$ & $-0.119$ & $-0.071$ & $ 0.049$ & $ 0.043$ \\
1279 $0.4938777$ & $-0.061$ & $ 0.061$ & $ 0.104$ & $-0.168$ & $ 0.015$ \\
1280 $0.4888848$ & $ 0.203$ & $-0.283$ & $-0.120$ & $ 0.083$ & $-0.220$ \\
1281 \hline
1282 \end{tabular}
1283 \end{table}
1285 The PCA results presented above do not show much correlation between
1286 the significant PCA dimensions and the $\omega$ and $\alpha$ style dimensions.
1287 However, when we applied the extended vector normalization
1288 (sec. \ref{xnorm}; see table \ref{fig:style_normr}),
1289 some less significant PCA dimensions exhibited clear correlations.%
1290 \footnote{We have found that $c=6$ in the post-processing logistic function
1291 produces the most instructive PCA output on our particular game collection.}
1292 It appears that less-frequent patterns that appear only in the middle-game
1293 phase\footnote{In the middle game, the board is much more filled and thus
1294 particular specific-shape patterns repeat less often.} are defining
1295 for these dimensions, and these are not represented in the pattern vectors
1296 as well as the common opening patterns.
1297 However, we do not use the extended normalization results since
1298 they produced noticeably less accurate classifiers in all dimensions,
1299 including $\omega$ and $\alpha$.
1301 We believe that the next step in interpreting our analytical results
1302 will be more refined prior information input
1303 and precise analysis of the outputs by Go experts.
1305 \begin{figure}[!t]
1306 \centering
1307 \includegraphics[width=3.5in,angle=-90]{sociomap}
1308 \caption{Sociomap visualisation. The spatial positioning of players
1309 is based on the expert knowledge, while the node heights (depicted by
1310 contour lines) represent the pattern vectors.%
1311 %The light lines denote coherence-based hierarchical clusters.
1313 \label{fig:sociomap}
1314 \end{figure}
1316 Fig. \ref{fig:sociomap} shows the Sociomap visualisation
1317 as an alternate view of the player relationships and similarity,
1318 as well as correlation between the expert-given style marks
1319 and the PCA decomposition. The four-dimensional style vectors
1320 are used as input for the Sociomap renderer and determine the
1321 spatial positions of players. The height of a node is then
1322 determined using first two PCA dimensions $R_1,R_2$ and their
1323 eigenvalues $\lambda_1,\lambda_2$ as their linear combination:
1324 $$ h=\lambda_1R_1 + \lambda_2R_2 $$
1326 We can observe that the terrain of the sociomap is reasonably
1327 ``smooth'', again demonstrating some level of connection between
1328 the style vectors and data-mined information. High countour density
1329 indicates some discrepancy; in case of Takemiya Masaki and Yi Ch'ang-ho,
1330 this seems to be merely an issue of scale,
1331 while the Rui Naiwei --- Gu Li cliff suggests a genuine problem;
1332 we cannot say now whether it is because of imprecise prior information
1333 or bad approximation abilities of our model.
1335 \subsection{Style Classification}
1337 %TODO vsude zcheckovat jestli pouzivame stejny cas "we perform, we apply" X "we have performed, ..."
1339 Apart from the PCA-based analysis, we tested the style inference ability
1340 of neural network (sec. \ref{neural-net}), $k$-NN (sec. \ref{knn}) and Bayes (sec. \ref{naive-bayes}) classifers.
1342 \subsubsection{Reference (Training) Data}
1343 As the~reference data, we use expert-based knowledge presented in section \ref{style-vectors}.
1344 For each reference player, that gives $4$-dimensional \emph{style vector} (each component in the
1345 range of $[1,10]$).\footnote{Since the neural network has activation function with range $[-1,1]$, we
1346 have linearly rescaled the \emph{style vectors} from interval $[1,10]$ to $[-1,1]$ before using the training
1347 data. The network's output was afterwards rescaled back to allow for MSE comparison.}
1349 All input (pattern) vectors were preprocessed using PCA, reducing the input dimension from $400$ to $23$.
1351 \subsubsection{Cross-validation}
1352 \label{crossval}
1353 To compare and evaluate all methods, we have performed $5$-fold cross validation
1354 and compared each method's performance with a~random classifier.
1355 In the $5$-fold cross-validation, we randomly divide the training set
1356 (organized by players) into $5$ distinct parts with comparable
1357 sizes and then iteratively use each part as a~testing set (yielding square error value), while
1358 the rest (remaining $4$ parts) is taken as a~training set. The square errors across all $5$ iterations are
1359 averaged, in turn yielding mean square error.
1361 \subsubsection{Results}
1362 The results are shown in the table \ref{crossval-cmp}. Second to fifth columns in the table represent
1363 mean square error of the examined styles, $\mathit{Mean}$ is the
1364 mean square error across the styles and finally, the last column $\mathit{Cmp}$
1365 represents $\mathit{Mean}(\mathit{Random classifier}) / \mathit{Mean}(\mathit{X})$ -- comparison of mean square error
1366 of method $\mathit{X}$ with the random classifier. To minimize the
1367 effect of random variables, all numbers were taken as an average of $200$ runs of the cross validation.
1369 Analysis of the performance of $k$-NN classifier for different $k$-values showed that different
1370 $k$-values are suitable to approximate different styles. Combining the $k$-NN classifiers with the
1371 neural network (so that each style is approximated by the method with lowest MSE in that style)
1372 results in \emph{Joint classifier}, which outperforms all other methods. (Table \ref{crossval-cmp})
1373 The \emph{Joint classifier} has outstanding MSE $3.960$, which is equivalent to standard deviation
1374 of $\sigma = 1.99$ per style.
1376 \begin{table}[!t]
1377 \renewcommand{\arraystretch}{1.4}
1378 \begin{threeparttable}
1379 \caption{Comparison of style classifiers}
1380 \label{crossval-cmp}
1381 \begin{tabular}{|c|c|c|c|c|c|c|}
1382 \hline
1383 %Classifier & $\sigma_\tau$ & $\sigma_\omega$ & $\sigma_\alpha$ & $\sigma_\theta$ & Tot $\sigma$ & $\mathit{RndC}$\\ \hline
1384 %Neural network & 0.420 & 0.488 & 0.365 & 0.371 & 0.414 & 1.82 \\
1385 %$k$-NN ($k=4$) & 0.394 & 0.507 & 0.457 & 0.341 & 0.429 & 1.76 \\
1386 %Random classifier & 0.790 & 0.773 & 0.776 & 0.677 & 0.755 & 1.00 \\ \hline
1387 &\multicolumn{5}{|c|}{MSE}& \\ \hline
1388 {Classifier} & $\tau$ & $\omega$ & $\alpha$ & $\theta$ & {\bf Mean} & {\bf Cmp}\\ \hline
1389 Joint classifier\tnote{1} & 4.04 & {\bf 5.25} & {\bf 3.52} & {\bf 3.05} & {\bf 3.960}& 2.97 \\\hline
1390 Neural network & {\bf 4.03} & 6.15 & {\bf 3.58} & 3.79 & 4.388 & 2.68 \\
1391 $k$-NN ($k=2$) & 4.08 & 5.40 & 4.77 & 3.37 & 4.405 & 2.67 \\
1392 $k$-NN ($k=3$) & 4.05 & 5.58 & 5.06 & 3.41 & 4.524 & 2.60 \\
1393 $k$-NN ($k=1$) & 4.52 & {\bf 5.26} & 5.36 & {\bf 3.09} & 4.553 & 2.59 \\
1394 $k$-NN ($k=4$) & 4.10 & 5.88 & 5.16 & 3.60 & 4.684 & 2.51 \\
1395 Naive Bayes & 4.48 & 6.90 & 5.48 & 3.70 & 5.143 & 2.29 \\
1396 Random class. & 12.26 & 12.33 & 12.40 & 10.11 & 11.776 & 1.00 \\\hline
1398 \end{tabular}
1399 \begin{tablenotes}
1400 \item [1] Note that these measurements have a certain variance. The Joint classifier measurements were taken independently and
1401 they can differ from the according methods.
1402 \end{tablenotes}
1403 \end{threeparttable}
1404 \end{table}
1406 % TODO presunout konkretni parametry do Appendixu? (neni jich tolik, mozna ne)
1407 \subsubsection{$k$-NN parameters}
1408 All three variants of $k$-NN classifier ($k=2,3,4$) we have used and compared had the following weight function
1409 \begin{equation}
1410 \mathit{Weight}(\vec x) = 0.8^{10*\mathit{Distance}(\vec x)}
1411 \end{equation}
1412 The parameters were chosen empirically to minimize the MSE.
1414 \subsubsection{Neural network's parameters}
1415 The neural network classifier had $3$-layered architecture (one hidden layer) with following numbers of
1416 neurons:
1417 \vspace{4mm}
1418 \noindent
1419 %\begin{table}
1420 \begin{center}
1421 %\caption{Styles}
1422 \begin{tabular}{|c|c|c|}
1423 \hline
1424 \multicolumn{3}{|c|}{Layer} \\\hline
1425 Input & Hidden & Output \\ \hline
1426 23 & 30 & 4 \\ \hline
1427 \end{tabular}
1428 \end{center}
1429 %\end{table}
1430 \vspace{4mm}
1432 The network was trained until the square error on the training set was smaller than $0.0003$.
1433 Due to a small number of input vectors, this only took $20$ iterations of RPROP learning algorithm on average.
1435 \subsubsection{Naive Bayes parameters}
1437 We have chosen $k = 10/7$ as our discretization parameter;
1438 ideally, we would use $k = 1$ to fully cover the style marks
1439 domain, however our training sample is probably too small for
1440 that.
1442 \section{Proposed Applications}
1444 We believe that our findings might be useful for many applications
1445 in the area of Go support software as well as Go-playing computer engines.
1447 The style analysis can be an excellent teaching aid --- classifying style
1448 dimensions based on player's pattern vector, many study recommendations
1449 can be given, e.g. about the professional games to replay, the goal being
1450 balancing understanding of various styles to achieve well-rounded skill set.
1451 This was also our original aim when starting the research and a user-friendly
1452 tool based on our work is now being created.
1454 We hope that more strong players will look into the style dimensions found
1455 by our statistical analysis --- analysis of most played patterns of prospective
1456 opponents might prepare for the game, but we especially hope that new insights
1457 on strategic purposes of various shapes and general human understanding
1458 of the game might be achieved by investigating the style-specific patterns.
1459 Time by time, new historical game records are still being discovered;
1460 pattern-based classification might help to suggest origin of the games
1461 in Go Archeology.
1463 Classifying playing strength of a pattern vector of a player can be used
1464 e.g. to help determine initial real-world rating of a player before their
1465 first tournament based on games played on the internet; some players especially
1466 in less populated areas could get fairly strong before playing their first
1467 real tournament.
1469 Analysis of pattern vectors extracted from games of Go-playing programs
1470 in light of the shown strength and style distributions might help to
1471 highlight some weaknesses and room for improvements. (However, since
1472 correlation does not imply causation, simply optimizing Go-playing programs
1473 according to these vectors is unlikely to yield good results.)
1474 Another interesting applications in Go-playing programs might be strength
1475 adjustment; the program can classify the player's level based on the pattern
1476 vector from its previous games and auto-adjust its difficulty settings
1477 accordingly to provide more even games for beginners.
1480 % An example of a floating figure using the graphicx package.
1481 % Note that \label must occur AFTER (or within) \caption.
1482 % For figures, \caption should occur after the \includegraphics.
1483 % Note that IEEEtran v1.7 and later has special internal code that
1484 % is designed to preserve the operation of \label within \caption
1485 % even when the captionsoff option is in effect. However, because
1486 % of issues like this, it may be the safest practice to put all your
1487 % \label just after \caption rather than within \caption{}.
1489 % Reminder: the "draftcls" or "draftclsnofoot", not "draft", class
1490 % option should be used if it is desired that the figures are to be
1491 % displayed while in draft mode.
1493 %\begin{figure}[!t]
1494 %\centering
1495 %\includegraphics[width=2.5in]{myfigure}
1496 % where an .eps filename suffix will be assumed under latex,
1497 % and a .pdf suffix will be assumed for pdflatex; or what has been declared
1498 % via \DeclareGraphicsExtensions.
1499 %\caption{Simulation Results}
1500 %\label{fig_sim}
1501 %\end{figure}
1503 % Note that IEEE typically puts floats only at the top, even when this
1504 % results in a large percentage of a column being occupied by floats.
1507 % An example of a double column floating figure using two subfigures.
1508 % (The subfig.sty package must be loaded for this to work.)
1509 % The subfigure \label commands are set within each subfloat command, the
1510 % \label for the overall figure must come after \caption.
1511 % \hfil must be used as a separator to get equal spacing.
1512 % The subfigure.sty package works much the same way, except \subfigure is
1513 % used instead of \subfloat.
1515 %\begin{figure*}[!t]
1516 %\centerline{\subfloat[Case I]\includegraphics[width=2.5in]{subfigcase1}%
1517 %\label{fig_first_case}}
1518 %\hfil
1519 %\subfloat[Case II]{\includegraphics[width=2.5in]{subfigcase2}%
1520 %\label{fig_second_case}}}
1521 %\caption{Simulation results}
1522 %\label{fig_sim}
1523 %\end{figure*}
1525 % Note that often IEEE papers with subfigures do not employ subfigure
1526 % captions (using the optional argument to \subfloat), but instead will
1527 % reference/describe all of them (a), (b), etc., within the main caption.
1530 % An example of a floating table. Note that, for IEEE style tables, the
1531 % \caption command should come BEFORE the table. Table text will default to
1532 % \footnotesize as IEEE normally uses this smaller font for tables.
1533 % The \label must come after \caption as always.
1535 %\begin{table}[!t]
1536 %% increase table row spacing, adjust to taste
1537 %\renewcommand{\arraystretch}{1.3}
1538 % if using array.sty, it might be a good idea to tweak the value of
1539 % \extrarowheight as needed to properly center the text within the cells
1540 %\caption{An Example of a Table}
1541 %\label{table_example}
1542 %\centering
1543 %% Some packages, such as MDW tools, offer better commands for making tables
1544 %% than the plain LaTeX2e tabular which is used here.
1545 %\begin{tabular}{|c||c|}
1546 %\hline
1547 %One & Two\\
1548 %\hline
1549 %Three & Four\\
1550 %\hline
1551 %\end{tabular}
1552 %\end{table}
1555 % Note that IEEE does not put floats in the very first column - or typically
1556 % anywhere on the first page for that matter. Also, in-text middle ("here")
1557 % positioning is not used. Most IEEE journals use top floats exclusively.
1558 % Note that, LaTeX2e, unlike IEEE journals, places footnotes above bottom
1559 % floats. This can be corrected via the \fnbelowfloat command of the
1560 % stfloats package.
1564 \section{Future Research}
1566 Since we are not aware of any previous research on this topic and we
1567 are limited by space and time constraints, plenty of research remains
1568 to be done, in all parts of our analysis --- we have already noted
1569 many in the text above. Most significantly, different methods of generating
1570 and normalizing the $\vec p$ vectors can be explored
1571 and other data mining methods could be investigated.
1572 Better ways of visualising the relationships would be desirable,
1573 together with thorough dissemination of internal structure
1574 of the player pattern vectors space.
1576 It can be argued that many players adjust their style by game conditions
1577 (Go development era, handicap, komi and color, time limits, opponent)
1578 or styles might express differently in various game stages.
1579 More professional players could be consulted on the findings
1580 and for style scales calibration.
1581 Impact of handicap games on by-strength
1582 $\vec p$ distribution should be also investigated.
1584 % TODO: Future research --- Sparse PCA
1586 \section{Conclusion}
1587 We have proposed a way to extract summary pattern information from
1588 game collections and combined this with various data mining methods
1589 to show correspondence of our pattern summaries with various player
1590 meta-information like playing strength, era of play or playing style
1591 as ranked by expert players. We have implemented and measured our
1592 proposals in two case studies: per-rank characteristics of amateur
1593 players and per-player style/era characteristics of well-known
1594 professionals.
1596 While many details remain to be worked out,
1597 we have demonstrated that many significant correlations do exist and
1598 it is practically viable to infer the player meta-information from
1599 extracted pattern summaries. We proposed wide range of applications
1600 for such inference. Finally, we outlined some of the many possible
1601 directions of future work in this newly staked research field
1602 on the boundary of Computer Go, Data Mining and Go Theory.
1605 % if have a single appendix:
1606 %\appendix[Proof of the Zonklar Equations]
1607 % or
1608 %\appendix % for no appendix heading
1609 % do not use \section anymore after \appendix, only \section*
1610 % is possibly needed
1612 % use appendices with more than one appendix
1613 % then use \section to start each appendix
1614 % you must declare a \section before using any
1615 % \subsection or using \label (\appendices by itself
1616 % starts a section numbered zero.)
1620 %\appendices
1621 %\section{Proof of the First Zonklar Equation}
1622 %Appendix one text goes here.
1624 %% you can choose not to have a title for an appendix
1625 %% if you want by leaving the argument blank
1626 %\section{}
1627 %Appendix two text goes here.
1630 % use section* for acknowledgement
1631 \section*{Acknowledgment}
1632 \label{acknowledgement}
1634 Foremostly, we are very grateful for detailed input on specific go styles
1635 by Alexander Dinerstein, Motoki Noguchi and V\'{i}t Brunner.
1636 We appreciate X reviewing our paper, and helpful comments on our general methodology
1637 by John Fairbairn, T. M. Hall, Cyril H\"oschl, Robert Jasiek, Franti\v{s}ek Mr\'{a}z
1638 and several GoDiscussions.com users. \cite{GoDiscThread}
1639 Finally, we would like to thank Radka ``chidori'' Hane\v{c}kov\'{a}
1640 for the original research idea and acknowledge major inspiration
1641 by R\'{e}mi Coulom's paper \cite{PatElo} on the extraction of pattern information.
1644 % Can use something like this to put references on a page
1645 % by themselves when using endfloat and the captionsoff option.
1646 \ifCLASSOPTIONcaptionsoff
1647 \newpage
1652 % trigger a \newpage just before the given reference
1653 % number - used to balance the columns on the last page
1654 % adjust value as needed - may need to be readjusted if
1655 % the document is modified later
1656 %\IEEEtriggeratref{8}
1657 % The "triggered" command can be changed if desired:
1658 %\IEEEtriggercmd{\enlargethispage{-5in}}
1660 % references section
1662 % can use a bibliography generated by BibTeX as a .bbl file
1663 % BibTeX documentation can be easily obtained at:
1664 % http://www.ctan.org/tex-archive/biblio/bibtex/contrib/doc/
1665 % The IEEEtran BibTeX style support page is at:
1666 % http://www.michaelshell.org/tex/ieeetran/bibtex/
1667 \bibliographystyle{IEEEtran}
1668 % argument is your BibTeX string definitions and bibliography database(s)
1669 \bibliography{gostyle}
1671 % <OR> manually copy in the resultant .bbl file
1672 % set second argument of \begin to the number of references
1673 % (used to reserve space for the reference number labels box)
1674 %\begin{thebibliography}{1}
1676 %\bibitem{MasterMCTS}
1678 %\end{thebibliography}
1680 % biography section
1682 % If you have an EPS/PDF photo (graphicx package needed) extra braces are
1683 % needed around the contents of the optional argument to biography to prevent
1684 % the LaTeX parser from getting confused when it sees the complicated
1685 % \includegraphics command within an optional argument. (You could create
1686 % your own custom macro containing the \includegraphics command to make things
1687 % simpler here.)
1688 %\begin{biography}[{\includegraphics[width=1in,height=1.25in,clip,keepaspectratio]{mshell}}]{Michael Shell}
1689 % or if you just want to reserve a space for a photo:
1691 %\begin{IEEEbiography}{Petr Baudi\v{s}}
1692 %Biography text here.
1693 %\end{IEEEbiography}
1695 % if you will not have a photo at all:
1696 \begin{IEEEbiographynophoto}{Petr Baudi\v{s}}
1697 Received BSc degree in Informatics at Charles University, Prague in 2009,
1698 currently a graduate student.
1699 Doing research in the fields of Computer Go, Monte Carlo Methods
1700 and Version Control Systems.
1701 Plays Go with the rank of 2-kyu on European tournaments
1702 and 2-dan on the KGS Go Server.
1703 \end{IEEEbiographynophoto}
1705 \begin{IEEEbiographynophoto}{Josef Moud\v{r}\'{i}k}
1706 Received BSc degree in Informatics at Charles University, Prague in 2009,
1707 currently a graduate student.
1708 Doing research in the fields of Neural Networks and Cognitive Sciences.
1709 His Go skills are not worth mentioning.
1710 \end{IEEEbiographynophoto}
1712 % insert where needed to balance the two columns on the last page with
1713 % biographies
1714 %\newpage
1716 %\begin{IEEEbiographynophoto}{Jane Doe}
1717 %Biography text here.
1718 %\end{IEEEbiographynophoto}
1720 % You can push biographies down or up by placing
1721 % a \vfill before or after them. The appropriate
1722 % use of \vfill depends on what kind of text is
1723 % on the last page and whether or not the columns
1724 % are being equalized.
1726 %\vfill
1728 % Can be used to pull up biographies so that the bottom of the last one
1729 % is flush with the other column.
1730 %\enlargethispage{-5in}
1734 % that's all folks
1735 \end{document}