tex: Plot of number of pattern occurences
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212 \begin{document}
214 % paper title
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216 \title{On Move Pattern Trends\\in Large Go Games Corpus}
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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 --- DRAFT1p}
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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}
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300 \begin{IEEEkeywords}
301 board games, go, computer go, data mining, go theory,
302 pattern recongition, player strength, playing style,
303 neural networks, Kohonen maps, principal component analysis
304 \end{IEEEkeywords}
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323 \section{Introduction}
324 % The very first letter is a 2 line initial drop letter followed
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339 \IEEEPARstart{T}{he} field of Computer Go usually focuses on the problem
340 of creating a~program to play the game, finding the best move from a~given
341 board position. \cite{GellySilver2008}
342 We will make use of one method developed in the course
343 of such research and apply it to the analysis of existing game records
344 with the aim of helping humans to play and understand the game better
345 instead.
347 Go is a~two-player full-information board game played
348 on a~square grid (usually $19\times19$ lines) with black and white
349 stones; the goal of the game is to surround the most territory and
350 capture enemy stones. We assume basic familiarity with the game.
352 Many Go players are eager to play using computers (usually over
353 the internet) and review games played by others on computers as well.
354 This means that large amounts of game records are collected and digitally
355 stored, enabling easy processing of such collections. However, so far
356 only little has been done with the available data --- we are aware
357 only of uses for simple win/loss statistics \cite{KGSAnalytics} \cite{ProGoR}
358 and ``next move'' statistics on a~specific position \cite{Kombilo} \cite{MoyoGo}.
360 We present a~more in-depth approach --- from all played moves, we devise
361 a~compact evaluation of each player. We then explore correlations between
362 evaluations of various players in light of externally given information.
363 This way, we can discover similarity between moves characteristics of
364 players with the same playing strength, or discuss the meaning of the
365 "playing style" concept on the assumption that similar playing styles
366 should yield similar moves characteristics.
369 \section{Data Extraction}
370 \label{pattern-vectors}
372 As the input of our analysis, we use large collections of game records%
373 \footnote{We use the SGF format \cite{SGF} in our implementation.}
374 grouped by the primary object of analysis (player name, player rank, etc.).
375 We process the games by object, generating a description for each
376 played move -- a {\em pattern}, being a combination of several
377 {\em pattern features} described below.
379 We keep track of the most
380 occuring patterns, finally composing $n$-dimensional {\em pattern vector}
381 $\vec p$ of per-pattern counts from the $n$ globally most frequent patterns%
382 \footnote{We use $n=500$ in our analysis.}
383 (the mapping from patterns to vector elements is common for all objects).
384 We can then process and compare just the pattern vectors.
386 \subsection{Pattern Features}
387 When deciding how to compose the patterns we use to describe moves,
388 we need to consider a specificity tradeoff --- overly general descriptions carry too few
389 information to discern various player attributes; too specific descriptions
390 gather too few specimen over the games sample and the vector differences are
391 not statistically significant.
393 We have chosen an intuitive and simple approach inspired by pattern features
394 used when computing Elo ratings for candidate patterns in Computer Go play.
395 \cite{PatElo} Each pattern is a~combination of several {\em pattern features}
396 (name--value pairs) matched at the position of the played move.
397 We use these features:
399 \begin{itemize}
400 \item capture move flag
401 \item atari move flag
402 \item atari escape flag
403 \item contiguity-to-last flag --- whether the move has been played in one of 8 neighbors of the last move
404 \item contiguity-to-second-last flag
405 \item board edge distance --- only up to distance 4
406 \item spatial pattern --- configuration of stones around the played move
407 \end{itemize}
409 The spatial patterns are normalized (using a dictionary) to be always
410 black-to-play and maintain translational and rotational symmetry.
411 Configurations of radius between 2 and 9 in the gridcular metric%
412 \footnote{The {\em gridcular} metric
413 $d(x,y) = |\delta x| + |\delta y| + \max(|\delta x|, |\delta y|)$ produces
414 a circle-like structure on the Go board square grid. \cite{SpatPat} }
415 are matched.
417 Pattern vectors representing these features contain information on
418 played shape as well as basic representation of tactical dynamics
419 --- threats to capture stones, replying to last move, or ignoring
420 opponent's move elsewhere to return to an urgent local situation.
421 The shapes most frequently correspond to opening moves
422 (either in empty corners and sides, or as part of {\em joseki}
423 --- commonly played sequences) characteristic for a certain
424 strategic aim. In the opening, even a single-line difference
425 in the distance from the border can have dramatic impact on
426 further local and global development.
428 \subsection{Vector Rescaling}
430 The pattern vector elements can have diverse values since for each object,
431 we consider different number of games (and thus patterns).
432 Therefore, we normalize the values to range $[-1,1]$,
433 the most frequent pattern having the value of $1$ and the least occuring
434 one being $-1$.
435 Thus, we obtain vectors describing relative frequency of played patterns
436 independent on number of gathered patterns.
437 But there are multiple ways to approach the normalization.
439 \begin{figure}[!t]
440 \centering
441 \includegraphics{patcountdist}
442 \caption{Log-scaled number of pattern occurences
443 in the GoGoD games examined in sec. \ref{styleest}.}
444 \label{fig:patcountdist}
445 \end{figure}
447 \subsubsection{Linear Normalization}
449 One is simply to linearly re-scale the values using:
450 $$y_i = {x_i - x_{\rm min} \over x_{\rm max}}$$
451 This is the default approach; we have used data processed by only this
452 computation unless we note otherwise.
453 As shown on fig. \ref{fig:patcountdist}, most of the spectrum is covered
454 by the few most-occuring patterns (describing mostly large-diameter
455 shapes from the game opening). This means that most patterns will be
456 always represented by only very small values near the lower bound.
458 \subsubsection{Extended Normalization}
459 \label{xnorm}
461 To alleviate this problem, we have also tried to modify the linear
462 normalization by applying two steps --- {\em pre-processing}
463 the raw counts using
464 $$x_i' = \log (x_i + 1)$$
465 and {\em post-processing} the re-scaled values by the logistic function:
466 $$y_i' = {2 \over 1 + e^{-cy_i}}-1$$
467 However, we have found that this method is not universally beneficial.
468 In our styles case study (sec. \ref{styleest}), this normalization
469 produced PCA decomposition with significant dimensions corresponding
470 better to some of the prior knowledge and more instructive for manual
471 inspection, but ultimately worsened accuracy of our classifiers;
472 we conjecture from this that the most frequently occuring patterns are
473 also most important for classification of major style aspects.
475 \subsection{Implementation}
477 We have implemented the data extraction by making use of the pattern
478 features matching implementation%
479 \footnote{The pattern features matching was developed according
480 to the Elo-rating playing scheme. \cite{PatElo}}
481 within the Pachi go-playing program \cite{Pachi}.
482 We extract information on players by converting the SGF game
483 records to GTP stream \cite{GTP} that feeds Pachi's {\tt patternscan}
484 engine, outputting a~single {\em patternspec} (string representation
485 of the particular pattern features combination) per move. Of course,
486 only moves played by the appropriate color in the game are collected.
488 \section{Data Mining}
489 \label{data-mining}
491 To assess the properties of gathered pattern vectors
492 and their influence on playing styles,
493 we process the data by several basic data minining techniques.
495 The first two methods {\em (analytic)} rely purely on data gathered
496 from the game collection
497 and serve to show internal structure and correlations within the data set.
499 Principal Component Analysis finds orthogonal vector components that
500 have the largest variance.
501 Reversing the process can indicate which patterns correlate with each component.
502 Additionally, PCA can be used as vector preprocessing for methods
503 that are negatively sensitive to pattern vector component correlations.
505 The~second method of Kohonen Maps
506 is based on the theory of self-organizing maps of abstract units (neurons) that
507 compete against each other for the representation of the input space.
508 Because neurons in the network are organized in a two-dimensional plane,
509 the trained network spreads the vectors on a 2D plane,
510 allowing for visualization of clusters of players with similar properties.
513 Furthermore, we use two \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 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 The other 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 \subsection{Principal Component Analysis}
540 \label{PCA}
541 We use Principal Component Analysis \emph{PCA} \cite{Jolliffe1986}
542 to reduce the dimensions of the pattern vectors while preserving
543 as much information as possible, assuming inter-dependencies between
544 pattern vector dimensions are linear.
546 Briefly, PCA is an eigenvalue decomposition of a~covariance matrix of centered pattern vectors,
547 producing a~linear mapping $o$ from $n$-dimensional vector space
548 to a~reduced $m$-dimensional vector space.
549 The $m$ eigenvectors of the original vectors' covariance matrix
550 with the largest eigenvalues are used as the base of the reduced vector space;
551 the eigenvectors form projection matrix $W$.
553 For each original pattern vector $\vec p_i$,
554 we obtain its new representation $\vec r_i$ in the PCA base
555 as shown in the following equation:
556 \begin{equation}
557 \vec r_i = W \cdot \vec p_i
558 \end{equation}
560 The whole process is described in the Algorithm \ref{alg:pca}.
562 \begin{algorithm}
563 \caption{PCA -- Principal Component Analysis}
564 \begin{algorithmic}
565 \label{alg:pca}
566 \REQUIRE{$m > 0$, set of players $R$ with pattern vectors $p_r$}
567 \STATE $\vec \mu \leftarrow 1/|R| \cdot \sum_{r \in R}{\vec p_r}$
568 \FOR{ $r \in R$}
569 \STATE $\vec p_r \leftarrow \vec p_r - \vec \mu$
570 \ENDFOR
571 \FOR{ $(i,j) \in \{1,... ,n\} \times \{1,... ,n\}$}
572 \STATE $\mathit{Cov}[i,j] \leftarrow 1/|R| \cdot \sum_{r \in R}{\vec p_{ri} \cdot \vec p_{rj}}$
573 \ENDFOR
574 \STATE Compute Eigenvalue Decomposition of $\mathit{Cov}$ matrix
575 \STATE Get $m$ largest eigenvalues
576 \STATE Most significant eigenvectors ordered by decreasing eigenvalues form the rows of matrix $W$
577 \FOR{ $r \in R$}
578 \STATE $\vec r_r\leftarrow W \vec p_r$
579 \ENDFOR
580 \end{algorithmic}
581 \end{algorithm}
583 \label{pearson}
584 We want to find correlations between PCA dimensions and
585 some prior knowledge (player rank, style vector).
586 For this purpose, we compute the well-known
587 {\em Pearson product-moment correlation coefficient} \cite{Pearson},
588 measuring the strength of the linear dependence%
589 \footnote{A desirable property of PMCC is that it is invariant to translations and rescaling
590 of the vectors.}
591 between the dimensions:
593 $$ r_{X,Y} = {{\rm cov}(X,Y) \over \sigma_X \sigma_Y} $$
595 \subsection{Kohonen Maps}
596 \label{koh}
597 Kohonen map is a self-organizing network with neurons spread evenly over a~two-dimensional plane.
598 Neurons $\vec n$ in the map compete for representation of portions of the input vector space,
599 each vector being represented by some neuron.
600 The network is trained so that the neurons
601 that are topologically close tend to represent vectors that are close in suitable metric as well.
603 First, a~randomly initialized network is sequentially trained;
604 in each iteration, we choose a~random training vector $\vec t$
605 and find the {\em winner neuron} $\vec w$ that is closest to $\vec t$ in Euclidean metric.
607 We then adapt neurons $n$ from the neighborhood of $\vec w$ employing the equation
608 \begin{equation}
609 \vec n = \vec n + \alpha \cdot \mathit{Influence}(\vec w, \vec n) \cdot (\vec t - \vec n)
610 \end{equation}
611 where $\alpha$ is a learning parameter, usually decreasing in time.
612 $Influence()$ is a function that forces neurons to spread.
613 Such function is usually realised using a mexican hat function or a difference-of-gaussians
614 \cite{TODO}.
615 The state of the network can be evaluated by calculating mean square difference
616 between each $\vec t \in T$ and its corresponding winner neuron $\vec w_t$:
617 \begin{equation}
618 \mathit{Error}(N,T) = \sum_{\vec t \in T}{|\vec w_t - \vec t|}
619 \end{equation}
622 \begin{algorithm}
623 \caption{Kohonen maps -- training}
624 \begin{algorithmic}
625 \label{alg:koh}
626 \REQUIRE{Set of training vectors $T$, input dimension $D$}
627 \REQUIRE{max number of iterations $M$, desired error $E$}
628 \STATE $N \leftarrow \{\vec n | \vec n$ random, $\mathit{dim}(\vec n) = D\}$
629 \REPEAT
630 \STATE $\mathit{It} \leftarrow \mathit{It} + 1$
631 \STATE $\vec t \leftarrow \mathit{PickRandom}(T)$
632 \FORALL{$\vec n \in N$}
633 \STATE $D[\vec n] \leftarrow \mathit{EuclideanDistance}(\vec n, \vec t)$
634 \ENDFOR
635 \STATE Find $ \vec w \in N$ so that $D[\vec w] <= D[\vec m], \forall \vec m \in N$
636 \FORALL{$\vec n \in \mathit{TopologicalNeigbors}(N, \vec w)$}
637 \STATE $\vec n \leftarrow \vec n + \alpha(It) \cdot \mathit{Influence}(\vec w, \vec n) \cdot ( \vec t - \vec n ) $
638 \ENDFOR
639 \UNTIL{$\mathit{Error}(N, T) < E$ or $ \mathit{It} > M$}
640 \end{algorithmic}
641 \end{algorithm}
644 \subsection{k-nearest Neighbors Classifier}
645 \label{knn}
646 Our goal is to approximate player's output vector $\vec O$;
647 we know his pattern vector $\vec P$.
648 We further assume that similarities in players' pattern vectors
649 uniformly correlate with similarities in players' output vectors.
651 We require a set of reference players $R$ with known \emph{pattern vectors} $\vec p_r$
652 and \emph{output vectors} $\vec o_r$.
654 $\vec O$ is approximated as a~weighted average of \emph{output vectors}
655 $\vec o_i$ of $k$ players with \emph{pattern vectors} $\vec p_i$ closest to $\vec P$.
656 This is illustrated in the Algorithm \ref{alg:knn}.
657 Note that the weight is a function of distance and is not explicitly defined in Algorithm \ref{alg:knn}.
658 During our research, exponentially decreasing weight has proven to be sufficient.
660 \begin{algorithm}
661 \caption{k-Nearest Neighbors}
662 \begin{algorithmic}
663 \label{alg:knn}
664 \REQUIRE{pattern vector $\vec P$, $k > 0$, set of reference players $R$}
665 \FORALL{$r \in R$ }
666 \STATE $D[r] \leftarrow \mathit{EuclideanDistance}(\vec p_r, \vec P)$
667 \ENDFOR
668 \STATE $N \leftarrow \mathit{SelectSmallest}(k, R, D)$
669 \STATE $\vec O \leftarrow \vec 0$
670 \FORALL{$r \in N $}
671 \STATE $\vec O \leftarrow \vec O + \mathit{Weight}(D[r]) \cdot \vec o_r $
672 \ENDFOR
673 \end{algorithmic}
674 \end{algorithm}
676 \subsection{Neural Network Classifier}
677 \label{neural-net}
679 Feed-forward neural networks \cite{ANN} are known for their ability to generalize
680 and find correlations between input patterns and output classifications.
681 Before use, the network is iteratively trained on the training data
682 until the error on the training set is reasonably small.
684 %Neural network is an adaptive system that must undergo a training
685 %period similarly to the requirement
686 %of reference vectors for the k-Nearest Neighbors algorithm above.
688 \subsubsection{Computation and activation of the NN}
689 Technically, the neural network is a network of interconnected
690 computational units called neurons.
691 A feedforward neural network has a layered topology;
692 it usually has one \emph{input layer}, one \emph{output layer}
693 and an arbitrary number of \emph{hidden layers} between.
695 Each neuron $i$ is connected to all neurons in the previous layer and each connection has its weight $w_{ij}$
697 The computation proceeds in discrete time steps.
698 In the first step, the neurons in the \emph{input layer}
699 are \emph{activated} according to the \emph{input vector}.
700 Then, we iteratively compute output of each neuron in the next layer
701 until the output layer is reached.
702 The activity of output layer is then presented as the result.
704 The activation $y_i$ of neuron $i$ from the layer $I$ is computed as
705 \begin{equation}
706 y_i = f\left(\sum_{j \in J}{w_{ij} y_j}\right)
707 \end{equation}
708 where $J$ is the previous layer, while $y_j$ is the activation for neurons from $J$ layer.
709 Function $f()$ is a~so-called \emph{activation function}
710 and its purpose is to bound the outputs of neurons.
711 A typical example of an activation function is the sigmoid function.%
712 \footnote{A special case of the logistic function, defined by the formula
713 $\sigma(x)=\frac{1}{1+e^{-(rx+k)}}$; parameters control the growth rate ($r$)
714 and the x-position ($k$).}
716 \subsubsection{Training}
717 Training of the feed-forward neural network usually involves some
718 modification of supervised Backpropagation learning algorithm.
719 We use first-order optimization algorithm called RPROP. \cite{Riedmiller1993}
721 %Because the \emph{reference set} is usually not very large,
722 %we have devised a simple method for its extension.
723 %This enhancement is based upon adding random linear combinations
724 %of \emph{style and pattern vectors} to the training set.
726 As outlined above, the training set $T$ consists of
727 $(\vec p_i, \vec o_i)$ pairs.
728 The training algorithm is shown in Algorithm \ref{alg:tnn}.
730 \begin{algorithm}
731 \caption{Training Neural Network}
732 \begin{algorithmic}
733 \label{alg:tnn}
734 \REQUIRE{Train set $T$, desired error $e$, max iterations $M$}
735 \STATE $N \leftarrow \mathit{RandomlyInitializedNetwork}()$
736 \STATE $\mathit{It} \leftarrow 0$
737 \REPEAT
738 \STATE $\mathit{It} \leftarrow \mathit{It} + 1$
739 \STATE $\Delta \vec w \leftarrow \vec 0$
740 \STATE $\mathit{TotalError} \leftarrow 0$
741 %\FORALL{$(\overrightarrow{Input}, \overrightarrow{DesiredOutput}) \in T$}
742 %\STATE $\overrightarrow{Output} \leftarrow Result(N, \overrightarrow{Input})$
743 %\STATE $E \leftarrow |\overrightarrow{DesiredOutput} - \overrightarrow{Output}|$
744 \FORALL{$(\mathit{Input}, \mathit{DesiredOutput}) \in T$}
745 \STATE $\mathit{Output} \leftarrow \mathit{Result}(N, \mathit{Input})$
746 \STATE $\mathit{Error} \leftarrow |\mathit{DesiredOutput} - \mathit{Output}|$
747 \STATE $\Delta \vec w \leftarrow \Delta \vec w + \mathit{WeightUpdate}(N,\mathit{Error})$
748 \STATE $\mathit{TotalError} \leftarrow \mathit{TotalError} + \mathit{Error}$
749 \ENDFOR
750 \STATE $N \leftarrow \mathit{ModifyWeights}(N, \Delta \vec w)$
751 \UNTIL{$\mathit{TotalError} < e$ or $ \mathit{It} > M$}
752 \end{algorithmic}
753 \end{algorithm}
755 \subsection{Implementation}
757 We have implemented the data mining methods as the
758 ``gostyle'' open-source framework \cite{GoStyle},
759 made available under the GNU GPL licence.
761 The majority of our basic processing and the analysis parts
762 are implemented in the Python \cite{Python25} programming language.
763 We use several external libraries, most notably the MDP library \cite{MDP} (used for PCA analysis)
764 and Kohonen library \cite{KohonenPy}.
765 The neural network part of the project is written using the libfann C library\cite{Nissen2003}.
768 \section{Strength Estimator}
770 \begin{figure*}[!t]
771 \centering
772 \includegraphics[width=7in]{strength-pca}
773 \caption{PCA of by-strength vectors}
774 \label{fig:strength_pca}
775 \end{figure*}
777 First, we have used our framework to analyse correlations of pattern vectors
778 and playing strength. Like in other competitively played board games, Go players
779 receive real-world {\em rating number} based on tournament games,
780 and {\em rank} based on their rating.%
781 \footnote{Elo-type rating system \cite{GoR} is usually used,
782 corresponding to even win chances for game of two players with the same rank,
783 and about 2:3 win chance for stronger in case of one rank difference.}%
784 \footnote{Professional ranks and dan ranks in some Asia countries may
785 be assigned differently.}
786 The amateur ranks range from 30-kyu (beginner) to 1-kyu (intermediate)
787 and then follows 1-dan to 7-dan\footnote{9-dan in some systems.} (top-level player).
788 Multiple independent real-world ranking scales exist
789 (geographically based), also online servers maintain their own user ranking;
790 the difference between scales can be up to several ranks and the rank
791 distributions also differ. \cite{RankComparison}
793 As the source game collection, we use Go Teaching Ladder reviews archive%
794 \footnote{The reviews contain comments and variations --- we consider only the main
795 variation with the actual played game.}
796 \cite{GTL} --- this collection contains 7700 games of players with strength ranging
797 from 30-kyu to 4-dan; we consider only even games with clear rank information,
798 and then randomly separate 770 games as a testing set.
799 Since the rank information is provided by the users and may not be consistent,
800 we are forced to take a simplified look at the ranks,
801 discarding the differences between various systems and thus somewhat
802 increasing error in our model.\footnote{Since our results seem satisfying,
803 we did not pursue to try another collection;
804 one could e.g. look at game archives of some Go server.}
806 First, we have created a single pattern vector for each rank, from 30-kyu to 4-dan;
807 we have performed PCA analysis on the pattern vectors, achieving near-perfect
808 rank correspondence in the first PCA dimension%
809 \footnote{The eigenvalue of the second dimension was four times smaller,
810 with no discernable structure revealed within the lower-order eigenvectors.}
811 (figure \ref{fig:strength_pca}).
813 We measure the accuracy of strength approximation by the first dimension
814 using Pearson's $r$ (see \ref{pearson}), yielding quite satisfying value of $r=0.979$
815 implying extremely strong correlation.
816 Using the eigenvector position directly for classification
817 of players within the test group yields MSE TODO, thus providing
818 reasonably satisfying accuracy by itself.%
819 \footnote{Extended vector normalization (sec. \ref{xnorm})
820 produced noticeably less clear-cut results.}
822 To further enhance the strength estimator accuracy,
823 we have tried to train a NN classifier on our train set, consisting
824 of one $(\vec p, {\rm rank})$ pair per player --- we use the pattern vector
825 for activation of input neurons and rank number as result of the output
826 neuron. We then proceeded to test the NN on per-player pattern vectors built
827 from the games in the test set, yielding MSE of TODO with TODO games per player
828 on average.
831 \section{Style Estimator}
832 \label{styleest}
834 As a~second case study for our pattern analysis,
835 we investigate pattern vectors $\vec p$ of various well-known players,
836 their relationships in-between and to prior knowledge
837 in order to explore the correlation of prior knowledge with extracted patterns.
838 We look for relationships between pattern vectors and perceived
839 ``playing style'' and attempt to use our classifiers to transform
840 pattern vector $\vec p$ to style vector $\vec s$.
842 The source game collection is GoGoD Winter 2008 \cite{GoGoD} containing 55000
843 professional games, dating from the early Go history 1500 years ago to the present.
844 We consider only games of a small subset of players (table \ref{fig:style_marks});
845 we have chosen them for being well-known within the players community,
846 having large number of played games in our collection and not playing too long
847 ago.\footnote{Over time, many commonly used sequences get altered, adopted and
848 dismissed; usual playing conditions can also differ significantly.}
850 \subsection{Expert-based knowledge}
851 \label{style-vectors}
852 In order to provide a reference frame for our style analysis,
853 we have gathered some expert-based information about various
854 traditionally perceived style aspects to use as a prior knowledge.
855 This expert-based knowledge allows us to predict styles of unknown players
856 based on the similarity of their pattern vectors,
857 as well as discover correlations between styles and proportions
858 of played patterns.
860 Experts were asked to mark four style aspects of each of the given players
861 on the scale from 1 to 10. The style aspects are defined as shown:
863 \vspace{4mm}
864 \noindent
865 %\begin{table}
866 \begin{center}
867 %\caption{Styles}
868 \begin{tabular}{|c|c|c|}
869 \hline
870 Style & 1 & 10\\ \hline
871 Territoriality $\tau$ & Moyo & Territory \\
872 Orthodoxity $\omega$ & Classic & Novel \\
873 Aggressivity $\alpha$ & Calm & Figting \\
874 Thickness $\theta$ & Safe & Shinogi \\ \hline
875 \end{tabular}
876 \end{center}
877 %\end{table}
878 \vspace{4mm}
880 We have devised these four style aspects based on our own Go experience
881 and consultations with other experts.
882 The used terminology has quite
883 clear meaning to any experienced Go player and there is not too much
884 room for confusion, except possibly in the case of ``thickness'' ---
885 but the concept is not easy to pin-point succintly and we also did not
886 add extra comments on the style aspects to the questionnaire deliberately
887 to accurately reflect any diversity in understanding of the terms.
889 Averaging this expert based evaluation yields \emph{reference style vector}
890 $\vec s_r$ (of dimension $4$) for each player $r$
891 from the set of \emph{reference players} $R$.
893 Throughout our research, we have experimentally found that playing era
894 is also a major factor differentiating between patterns. Thus, we have
895 further extended the $\vec s_r$ by median year over all games played
896 by the player.
898 \begin{table}[!t]
899 % increase table row spacing, adjust to taste
900 \renewcommand{\arraystretch}{1.3}
901 \caption{Covariance Measure of Prior Information Dimensions}
902 \label{fig:style_marks_r}
903 \centering
904 % Some packages, such as MDW tools, offer better commands for making tables
905 % than the plain LaTeX2e tabular which is used here.
906 \begin{tabular}{|r||r||r||r||r||r|}
907 \hline
908 & $\tau$ & $\omega$ & $\alpha$ & $\theta$ & year \\
909 \hline
910 $\tau$ &$1.000$&$-0.438$&$-0.581$&$ 0.721$&$ 0.108$\\
911 $\omega$& &$ 1.000$&$ 0.682$&$ 0.014$&$-0.021$\\
912 $\alpha$& & &$ 1.000$&$-0.081$&$ 0.030$\\
913 $\theta$& &\multicolumn{1}{c||}{---}
914 & &$ 1.000$&$-0.073$\\
915 y. & & & & &$ 1.000$\\
916 \hline
917 \end{tabular}
918 \end{table}
920 Three high-level Go players (Alexander Dinerstein 3-pro, Motoki Noguchi
921 7-dan and V\'{i}t Brunner 4-dan) have judged style of the reference
922 players.
923 The complete list of answers is in table \ref{fig:style_marks}.
924 Mean standard deviation of the answers is 0.952,
925 making the data reasonably reliable,
926 though much larger sample would of course be more desirable.
927 We have also found significant correlation between the various
928 style aspects, as shown by the Pearson's $r$ values
929 in table \ref{fig:style_marks_r}.
931 \begin{table}[!t]
932 % increase table row spacing, adjust to taste
933 \renewcommand{\arraystretch}{1.4}
934 \begin{threeparttable}
935 \caption{Expert-Based Style Aspects of Selected Professionals\tnote{1} \tnote{2}}
936 \label{fig:style_marks}
937 \centering
938 % Some packages, such as MDW tools, offer better commands for making tables
939 % than the plain LaTeX2e tabular which is used here.
940 \begin{tabular}{|c||c||c||c||c|}
941 \hline
942 {Player} & $\tau$ & $\omega$ & $\alpha$ & $\theta$ \\
943 \hline
944 Go Seigen\tnote{3} & $6.0 \pm 2.0$ & $9.0 \pm 1.0$ & $8.0 \pm 1.0$ & $5.0 \pm 1.0$ \\
945 Ishida Yoshio\tnote{4}&$8.0 \pm 1.4$ & $5.0 \pm 1.4$ & $3.3 \pm 1.2$ & $5.3 \pm 0.5$ \\
946 Miyazawa Goro & $1.5 \pm 0.5$ & $10 \pm 0 $ & $9.5 \pm 0.5$ & $4.0 \pm 1.0$ \\
947 Yi Ch'ang-ho\tnote{5}& $7.0 \pm 0.8$ & $5.0 \pm 1.4$ & $2.6 \pm 0.9$ & $2.6 \pm 1.2$ \\
948 Sakata Eio & $7.6 \pm 1.7$ & $4.6 \pm 0.5$ & $7.3 \pm 0.9$ & $8.0 \pm 1.6$ \\
949 Fujisawa Hideyuki & $3.5 \pm 0.5$ & $9.0 \pm 1.0$ & $7.0 \pm 0.0$ & $4.0 \pm 0.0$ \\
950 Otake Hideo & $4.3 \pm 0.5$ & $3.0 \pm 0.0$ & $4.6 \pm 1.2$ & $3.6 \pm 0.9$ \\
951 Kato Masao & $2.5 \pm 0.5$ & $4.5 \pm 1.5$ & $9.5 \pm 0.5$ & $4.0 \pm 0.0$ \\
952 Takemiya Masaki\tnote{4}&$1.3\pm 0.5$& $6.3 \pm 2.1$ & $7.0 \pm 0.8$ & $1.3 \pm 0.5$ \\
953 Kobayashi Koichi & $9.0 \pm 1.0$ & $2.5 \pm 0.5$ & $2.5 \pm 0.5$ & $5.5 \pm 0.5$ \\
954 Cho Chikun & $9.0 \pm 0.8$ & $7.6 \pm 0.9$ & $6.6 \pm 1.2$ & $9.0 \pm 0.8$ \\
955 Ma Xiaochun & $8.0 \pm 2.2$ & $6.3 \pm 0.5$ & $5.6 \pm 1.9$ & $8.0 \pm 0.8$ \\
956 Yoda Norimoto & $6.3 \pm 1.7$ & $4.3 \pm 2.1$ & $4.3 \pm 2.1$ & $3.3 \pm 1.2$ \\
957 Luo Xihe & $7.3 \pm 0.9$ & $7.3 \pm 2.5$ & $7.6 \pm 0.9$ & $6.0 \pm 1.4$ \\
958 O Meien & $2.6 \pm 1.2$ & $9.6 \pm 0.5$ & $8.3 \pm 1.7$ & $3.6 \pm 1.2$ \\
959 Rui Naiwei & $4.6 \pm 1.2$ & $5.6 \pm 0.5$ & $9.0 \pm 0.8$ & $3.3 \pm 1.2$ \\
960 Yuki Satoshi & $3.0 \pm 1.0$ & $8.5 \pm 0.5$ & $9.0 \pm 1.0$ & $4.5 \pm 0.5$ \\
961 Hane Naoki & $7.5 \pm 0.5$ & $2.5 \pm 0.5$ & $4.0 \pm 0.0$ & $4.5 \pm 1.5$ \\
962 Takao Shinji & $5.0 \pm 1.0$ & $3.5 \pm 0.5$ & $5.5 \pm 1.5$ & $4.5 \pm 0.5$ \\
963 Yi Se-tol & $5.3 \pm 0.5$ & $6.6 \pm 2.5$ & $9.3 \pm 0.5$ & $6.6 \pm 1.2$ \\
964 Yamashita Keigo\tnote{4}&$2.0\pm 0.0$& $9.0 \pm 1.0$ & $9.5 \pm 0.5$ & $3.0 \pm 1.0$ \\
965 Cho U & $7.3 \pm 2.4$ & $6.0 \pm 0.8$ & $5.3 \pm 1.7$ & $6.3 \pm 1.7$ \\
966 Gu Li & $5.6 \pm 0.9$ & $7.0 \pm 0.8$ & $9.0 \pm 0.8$ & $4.0 \pm 0.8$ \\
967 Chen Yaoye & $6.0 \pm 1.0$ & $4.0 \pm 1.0$ & $6.0 \pm 1.0$ & $5.5 \pm 0.5$ \\
968 \hline
969 \end{tabular}
970 \begin{tablenotes}
971 \item [1] Including standard deviation. Only players where we received at least two out of three answers are included.
972 \item [2] Since the playing era column does not fit into the table, we at least sort the players ascending by their median year.
973 \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.
974 \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.
975 \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.
976 \end{tablenotes}
977 \end{threeparttable}
978 \end{table}
980 \subsection{Style Components Analysis}
982 \begin{figure}[!t]
983 \centering
984 \includegraphics[width=3.75in]{style-pca}
985 \caption{PCA of per-player vectors}
986 \label{fig:style_pca}
987 \end{figure}
989 We have looked at the ten most significant dimensions of the pattern data
990 yielded by the PCA analysis of the reference player set%
991 \footnote{We also tried to observe PCA effect of removing outlying Takemiya
992 Masaki. That way, the second dimension strongly
993 correlated to territoriality and third dimension strongly correlacted to era,
994 however the first dimension remained mysteriously uncorrelated and with no
995 obvious interpretation.}
996 (fig. \ref{fig:style_pca} shows the first three).
997 We have again computed the Pearson's $r$ for all combinations of PCA dimensions
998 and dimensions of the prior knowledge style vectors to find correlations.
1000 \begin{table}[!t]
1001 % increase table row spacing, adjust to taste
1002 \renewcommand{\arraystretch}{1.4}
1003 \caption{Covariance Measure of PCA and Prior Information}
1004 \label{fig:style_r}
1005 \centering
1006 % Some packages, such as MDW tools, offer better commands for making tables
1007 % than the plain LaTeX2e tabular which is used here.
1008 \begin{tabular}{|c||r||r||r||r||r|}
1009 \hline
1010 Eigenval. & $\tau$ & $\omega$ & $\alpha$ & $\theta$ & Year \\
1011 \hline
1012 $0.4473697$ & $\mathbf{-0.530}$ & $ 0.323$ & $ 0.298$ & $\mathbf{-0.554}$ & $ 0.090$ \\
1013 $0.1941057$ & $\mathbf{-0.547}$ & $ 0.215$ & $ 0.249$ & $-0.293$ & $\mathbf{-0.630}$ \\
1014 $0.0463189$ & $ 0.131$ & $-0.002$ & $-0.128$ & $ 0.242$ & $\mathbf{-0.630}$ \\
1015 $0.0280301$ & $-0.011$ & $ 0.225$ & $ 0.186$ & $ 0.131$ & $ 0.067$ \\
1016 $0.0243231$ & $-0.181$ & $ 0.174$ & $-0.032$ & $-0.216$ & $ 0.352$ \\
1017 $0.0180875$ & $-0.364$ & $ 0.226$ & $ 0.339$ & $-0.136$ & $ 0.113$ \\
1018 $0.0138478$ & $-0.194$ & $-0.048$ & $-0.099$ & $-0.333$ & $ 0.055$ \\
1019 $0.0110575$ & $-0.040$ & $-0.254$ & $-0.154$ & $-0.054$ & $-0.089$ \\
1020 $0.0093587$ & $-0.199$ & $-0.115$ & $ 0.358$ & $-0.234$ & $-0.028$ \\
1021 $0.0084930$ & $ 0.046$ & $ 0.190$ & $ 0.305$ & $ 0.176$ & $ 0.089$ \\
1022 \hline
1023 \end{tabular}
1024 \end{table}
1026 \begin{table}[!t]
1027 % increase table row spacing, adjust to taste
1028 \renewcommand{\arraystretch}{1.6}
1029 \begin{threeparttable}
1030 \caption{Characteristic Patterns of PCA$_{1,2}$ Dimensions \tnote{1}}
1031 \label{fig:style_patterns}
1032 \centering
1033 % Some packages, such as MDW tools, offer better commands for making tables
1034 % than the plain LaTeX2e tabular which is used here.
1035 \begin{tabular}{|p{2.3cm}p{2.4cm}p{2.4cm}p{0cm}|}
1036 % The virtual last column is here because otherwise we get random syntax errors.
1038 \hline \multicolumn{4}{|c|}{PCA$_1$ --- Moyo-oriented, thin-playing player} \\
1039 \centering \begin{psgopartialboard*}{(8,1)(12,6)}
1040 \stone[\marktr]{black}{k}{4}
1041 \end{psgopartialboard*} &
1042 \centering \begin{psgopartialboard*}{(1,2)(5,6)}
1043 \stone{white}{d}{3}
1044 \stone[\marktr]{black}{d}{5}
1045 \end{psgopartialboard*} &
1046 \centering \begin{psgopartialboard*}{(5,1)(10,6)}
1047 \stone{white}{f}{3}
1048 \stone[\marktr]{black}{j}{4}
1049 \end{psgopartialboard*} & \\
1050 \centering $0.274$ & \centering $0.086$ & \centering $0.083$ & \\
1051 \centering high corner/side opening \tnote{2} & \centering high corner approach & \centering high distant pincer & \\
1053 \hline \multicolumn{4}{|c|}{PCA$_1$ --- Territorial, thick-playing player} \\
1054 \centering \begin{psgopartialboard*}{(3,1)(7,6)}
1055 \stone{white}{d}{4}
1056 \stone[\marktr]{black}{f}{3}
1057 \end{psgopartialboard*} &
1058 \centering \begin{psgopartialboard*}{(3,1)(7,6)}
1059 \stone{white}{c}{6}
1060 \stone{black}{d}{4}
1061 \stone[\marktr]{black}{f}{3}
1062 \end{psgopartialboard*} &
1063 \centering \begin{psgopartialboard*}{(3,1)(7,6)}
1064 \stone{black}{d}{4}
1065 \stone[\marktr]{black}{f}{3}
1066 \end{psgopartialboard*} & \\
1067 \centering $-0.399$ & \centering $-0.399$ & \centering $-0.177$ & \\
1068 \centering low corner approach & \centering low corner reply & \centering low corner enclosure & \\
1070 \hline \multicolumn{4}{|c|}{PCA$_2$ --- Territorial, current player \tnote{3}} \\
1071 \centering \begin{psgopartialboard*}{(3,1)(7,6)}
1072 \stone{white}{c}{6}
1073 \stone{black}{d}{4}
1074 \stone[\marktr]{black}{f}{3}
1075 \end{psgopartialboard*} &
1076 \centering \begin{psgopartialboard*}{(3,1)(8,6)}
1077 \stone{white}{d}{4}
1078 \stone[\marktr]{black}{g}{4}
1079 \end{psgopartialboard*} &
1080 \centering \begin{psgopartialboard*}{(4,1)(9,6)}
1081 \stone{black}{d}{4}
1082 \stone{white}{f}{3}
1083 \stone[\marktr]{black}{h}{3}
1084 \end{psgopartialboard*} & \\
1085 \centering $-0.193$ & \centering $-0.139$ & \centering $-0.135$ & \\
1086 \centering low corner reply \tnote{4} & \centering high distant approach/pincer & \centering near low pincer & \\
1088 \hline
1089 \end{tabular}
1090 \begin{tablenotes}
1091 \item [1] We present the patterns in a simplified compact form;
1092 in reality, they are usually somewhat larger and always circle-shaped
1093 (centered on the triangled move).
1094 We omit only pattern segments that are entirely empty.
1095 \item [2] We give some textual interpretation of the patterns, especially
1096 since some of them may not be obvious unless seen in game context; we choose
1097 the descriptions based on the most frequently observer contexts, but of course
1098 the pattern can be also matched in other positions and situations.
1099 \item [3] In the second PCA dimension, we find no correlated patterns;
1100 only uncorrelated and anti-correlated ones.
1101 \item [4] As the second most significant pattern,
1102 we skip a slide follow-up pattern to this move.
1103 \end{tablenotes}
1104 \end{threeparttable}
1105 \end{table}
1107 \begin{table}[!t]
1108 % increase table row spacing, adjust to taste
1109 \renewcommand{\arraystretch}{1.8}
1110 \begin{threeparttable}
1111 \caption{Characteristic Patterns of PCA$_3$ Dimension \tnote{1}}
1112 \label{fig:style_patterns3}
1113 \centering
1114 % Some packages, such as MDW tools, offer better commands for making tables
1115 % than the plain LaTeX2e tabular which is used here.
1116 \begin{tabular}{|p{2.4cm}p{2.4cm}p{2.4cm}p{0cm}|}
1117 % The virtual last column is here because otherwise we get random syntax errors.
1119 \hline \multicolumn{4}{|c|}{PCA$_3$ --- Old-time player} \\
1120 \centering \begin{psgopartialboard*}{(1,3)(5,7)}
1121 \stone{white}{d}{4}
1122 \stone[\marktr]{black}{c}{6}
1123 \end{psgopartialboard*} &
1124 \centering \begin{psgopartialboard*}{(8,1)(12,5)}
1125 \stone[\marktr]{black}{k}{3}
1126 \end{psgopartialboard*} &
1127 \centering \begin{psgopartialboard*}{(1,1)(5,5)}
1128 \stone[\marktr]{black}{c}{3}
1129 \end{psgopartialboard*} & \\
1130 \centering $0.515$ & \centering $0.264$ & \centering $0.258$ & \\
1131 \centering low corner approach & \centering low side or mokuhazushi opening & \centering san-san opening & \\
1133 \hline \multicolumn{4}{|c|}{PCA$_3$ --- Current player} \\
1134 \centering \begin{psgopartialboard*}{(3,1)(7,5)}
1135 \stone{black}{d}{4}
1136 \stone[\marktr]{black}{f}{3}
1137 \end{psgopartialboard*} &
1138 \centering \begin{psgopartialboard*}{(1,1)(5,5)}
1139 \stone[\marktr]{black}{c}{4}
1140 \end{psgopartialboard*} &
1141 \centering \begin{psgopartialboard*}{(1,2)(5,6)}
1142 \stone{black}{d}{3}
1143 \stone{white}{d}{5}
1144 \stone[\marktr]{black}{c}{5}
1145 \end{psgopartialboard*} & \\
1146 \centering $-0.276$ & \centering $-0.273$ & \centering $-0.116$ & \\
1147 \centering low corner enclosure & \centering 3-4 corner opening \tnote{2} & \centering high approach reply & \\
1149 \hline
1150 \end{tabular}
1151 \begin{tablenotes}
1152 \item [1] We cannot use terms ``classic'' and ''modern'' in case of PCA$_3$
1153 since the current patterns are commonplace in games of past centuries
1154 (not included in our training set) and many would call a lot of the old-time patterns
1155 modern inventions. Perhaps we can infer that the latest 21th-century play trends abandon
1156 many of the 20th-century experiments (lower echelon of our by-year samples)
1157 to return to the more ordinary but effective classic patterns.
1158 \item [2] At this point, we skip two patterns already shown elsewhere:
1159 {\em high side/corner opening} and {\em low corner reply}.
1160 \end{tablenotes}
1161 \end{threeparttable}
1162 \end{table}
1164 It is immediately
1165 obvious both from the measured $r$ and visual observation
1166 that by far the most significant vector corresponds very well
1167 to the territoriality of the players,%
1168 \footnote{Cho Chikun, perhaps the best-known
1169 territorial player, is not well visible in the cluster, but he is
1170 positioned around $-0.8$ on the first dimension.}
1171 confirming the intuitive notion that this aspect of style
1172 is the one easiest to pin-point and also
1173 most obvious in the played shapes and sequences
1174 (that can obviously aim directly at taking secure territory
1175 or building center-oriented framework). Thick (solid) play also plays
1176 a role, but these two style dimensions are already
1177 correlated in the prior data.
1179 The other PCA dimensions are somewhat harder to interpret, but there
1180 certainly is significant influence of the styles on the patterns;
1181 the found correlations are all presented in table \ref{fig:style_r}.
1182 (Larger absolute value means better linear correspondence.)
1184 We also list the characteristic spatial patterns of the PCA dimension
1185 extremes (tables \ref{fig:style_patterns}, \ref{fig:style_patterns3}), determined by their coefficients
1186 in the PCA projection matrix --- however, such naive approach
1187 has limited reliability, better methods will have to be researched.%
1188 \footnote{For example, as one of highly ranked ``Takemiya's'' PCA1 patterns,
1189 3,3 corner opening was generated, completely inappropriately;
1190 it reflects some weak ordering in bottom half of the dimension,
1191 not global ordering within the dimension.}
1192 We do not show the other pattern features since they carry no useful
1193 information in the opening stage.%
1194 \footnote{The board distance feature can be useful in some cases,
1195 but here all the spatial patterns are big enough to reach to the edge
1196 on their own.}
1198 \begin{table}[!t]
1199 % increase table row spacing, adjust to taste
1200 \renewcommand{\arraystretch}{1.4}
1201 \caption{Covariance Measure of Externed-Normalization PCA and~Prior Information}
1202 \label{fig:style_normr}
1203 \centering
1204 % Some packages, such as MDW tools, offer better commands for making tables
1205 % than the plain LaTeX2e tabular which is used here.
1206 \begin{tabular}{|c||r||r||r||r||r|}
1207 \hline
1208 Eigenval. & $\tau$ & $\omega$ & $\alpha$ & $\theta$ & Year \\
1209 \hline
1210 $6.3774289$ & $ \mathbf{0.436}$ & $-0.220$ & $-0.289$ & $ \mathbf{0.404}$ & $\mathbf{-0.576}$ \\
1211 $1.7269775$ & $\mathbf{-0.690}$ & $ 0.340$ & $ 0.315$ & $\mathbf{-0.445}$ & $\mathbf{-0.639}$ \\
1212 $1.1747101$ & $-0.185$ & $ 0.156$ & $ 0.107$ & $-0.315$ & $ 0.320$ \\
1213 $0.8452797$ & $ 0.064$ & $-0.102$ & $-0.189$ & $ 0.032$ & $ 0.182$ \\
1214 $0.8038992$ & $-0.185$ & $ 0.261$ & $ \mathbf{0.620}$ & $ 0.120$ & $ 0.056$ \\
1215 $0.6679533$ & $-0.027$ & $ 0.055$ & $ 0.147$ & $-0.198$ & $ 0.155$ \\
1216 $0.5790000$ & $ 0.079$ & $ \mathbf{0.509}$ & $ 0.167$ & $ 0.294$ & $-0.019$ \\
1217 $0.4971474$ & $ 0.026$ & $-0.119$ & $-0.071$ & $ 0.049$ & $ 0.043$ \\
1218 $0.4938777$ & $-0.061$ & $ 0.061$ & $ 0.104$ & $-0.168$ & $ 0.015$ \\
1219 $0.4888848$ & $ 0.203$ & $-0.283$ & $-0.120$ & $ 0.083$ & $-0.220$ \\
1220 \hline
1221 \end{tabular}
1222 \end{table}
1224 The PCA results presented above do not show much correlation between
1225 the significant PCA dimensions and the $\omega$ and $\alpha$ style dimensions.
1226 However, when we applied the extended vector normalization
1227 (sec. \ref{xnorm}; see table \ref{fig:style_normr}),
1228 some less significant PCA dimensions exhibited clear correlations.%
1229 \footnote{We have found that $c=6$ in the post-processing logistic function
1230 produces the most instructive PCA output on our particular game collection.}
1231 It appears that less-frequent patterns that appear only in the middle-game
1232 phase\footnote{In the middle game, the board is much more filled and thus
1233 particular specific-shape patterns repeat less often.} are defining
1234 for these dimensions, and these are not represented in the pattern vectors
1235 as well as the common opening patterns.
1236 However, we do not use the extended normalization results since
1237 they produced noticeably less accurate classifiers in all dimensions,
1238 including $\omega$ and $\alpha$.
1240 We believe that the next step
1241 in interpreting our results will be more refined prior information input
1242 and precise analysis by Go experts.
1244 TODO: Kohonen map view. Possibly a Sociomap view.
1246 \subsection{Style Classification}
1248 %TODO vsude zcheckovat jestli pouzivame stejny cas "we perform, we apply" X "we have performed, ..."
1250 Apart from the PCA-based analysis, we tested the style inference ability
1251 of neural network (sec. \ref{neural-net}) and $k$-NN classifiers (sec. \ref{knn}).
1253 To compare and evaluate both methods, we have performed $5$-fold cross validation
1254 and compared their performance with a~random classificator.
1255 In the $5$-fold cross-validation, we randomly divide the training set
1256 (organized by players) into $5$ distinct parts with comparable
1257 sizes and then iteratively use each part as a~testing set (yielding square error value), while
1258 the rest (remaining $4$ parts) is taken as a~training set. The square errors across all $5$ iterations are
1259 averaged, yielding mean square error.
1261 The results are shown in table \ref{crossval-cmp}. Second to fifth columns in the table represent
1262 mean square error of the examined styles, $\mathit{Mean}$ is the
1263 mean square error across the styles and finally, the last column $\mathit{Comp}$
1264 represents $\mathit{Mean}_\mathit{RND} / \mathit{X}$ -- comparison of mean square error (across styles)
1265 with random classificator. To minimize the
1266 effect of random variables, all numbers were taken as an average of $30$ runs of the cross validation.
1268 \begin{table}[!t]
1269 \renewcommand{\arraystretch}{1.4}
1270 \begin{center}
1271 \caption{Comparison of style classificators}
1272 \label{crossval-cmp}
1273 \begin{tabular}{|c|c|c|c|c|c|c|}
1274 \hline
1275 %Classifier & $\sigma_\tau$ & $\sigma_\omega$ & $\sigma_\alpha$ & $\sigma_\theta$ & Tot $\sigma$ & $\mathit{RndC}$\\ \hline
1276 %Neural network & 0.420 & 0.488 & 0.365 & 0.371 & 0.414 & 1.82 \\
1277 %$k$-NN ($k=4$) & 0.394 & 0.507 & 0.457 & 0.341 & 0.429 & 1.76 \\
1278 %Random classifier & 0.790 & 0.773 & 0.776 & 0.677 & 0.755 & 1.00 \\ \hline
1279 &\multicolumn{5}{|c|}{MSE}& \\ \hline
1280 {Classifier} & $\tau$ & $\omega$ & $\alpha$ & $\theta$ & {\bf Mean} & {\bf Comp}\\ \hline
1281 Neural network & 0.173 & 0.236 & 0.136 & 0.143 & 0.172 & 3.3 \\
1282 $k$-NN ($k=4$) & 0.156 & 0.257 & 0.209 & 0.116 & 0.184 & 3.1\\
1283 Random classifier & 0.544 & 0.640 & 0.647 & 0.458 & 0.572 & 1.0 \\ \hline
1284 \end{tabular}
1285 \end{center}
1286 \end{table}
1288 \subsubsection{Reference (Training) Data}
1289 As the~reference data, we use expert-based knowledge presented in section \ref{style-vectors}.
1290 For both methods to yield comparable errors, we have rescaled the style vectors from $[1,10]$ to $[-1,1]$
1291 (this is also the range of our neuron activation function).
1293 % TODO presunout konkretni parametry do Appendixu? (neni jich tolik, mozna ne)
1294 \subsubsection{$k$-NN parameters}
1295 $k=4$, Weight function is $0.8^{(10*EuclideanDistance)}$
1297 \subsubsection{Neural network's parameters}
1298 $3$ layers, $23 - 30 - 4$ architecture
1301 \section{Proposed Applications}
1303 We believe that our findings might be useful for many applications
1304 in the area of Go support software as well as Go-playing computer engines.
1306 The style analysis can be an excellent teaching aid --- classifying style
1307 dimensions based on player's pattern vector, many study recommendations
1308 can be given, e.g. about the professional games to replay, the goal being
1309 balancing understanding of various styles to achieve well-rounded skill set.
1310 This was also our original aim when starting the research and a user-friendly
1311 tool based on our work is now being created.
1313 We hope that more strong players will look into the style dimensions found
1314 by our statistical analysis --- analysis of most played patterns of prospective
1315 opponents might prepare for the game, but we especially hope that new insights
1316 on strategic purposes of various shapes and general human understanding
1317 of the game might be achieved by investigating the style-specific patterns.
1318 Time by time, new historical game records are still being discovered;
1319 pattern-based classification might help to suggest origin of the games
1320 in Go Archeology.
1322 Classifying playing strength of a pattern vector of a player can be used
1323 e.g. to help determine initial real-world rating of a player before their
1324 first tournament based on games played on the internet; some players especially
1325 in less populated areas could get fairly strong before playing their first
1326 real tournament.
1328 Analysis of pattern vectors extracted from games of Go-playing programs
1329 in light of the shown strength and style distributions might help to
1330 highlight some weaknesses and room for improvements. (However, since
1331 correlation does not imply causation, simply optimizing Go-playing programs
1332 according to these vectors is unlikely to yield good results.)
1333 Another interesting applications in Go-playing programs might be strength
1334 adjustment; the program can classify the player's level based on the pattern
1335 vector from its previous games and auto-adjust its difficulty settings
1336 accordingly to provide more even games for beginners.
1339 % An example of a floating figure using the graphicx package.
1340 % Note that \label must occur AFTER (or within) \caption.
1341 % For figures, \caption should occur after the \includegraphics.
1342 % Note that IEEEtran v1.7 and later has special internal code that
1343 % is designed to preserve the operation of \label within \caption
1344 % even when the captionsoff option is in effect. However, because
1345 % of issues like this, it may be the safest practice to put all your
1346 % \label just after \caption rather than within \caption{}.
1348 % Reminder: the "draftcls" or "draftclsnofoot", not "draft", class
1349 % option should be used if it is desired that the figures are to be
1350 % displayed while in draft mode.
1352 %\begin{figure}[!t]
1353 %\centering
1354 %\includegraphics[width=2.5in]{myfigure}
1355 % where an .eps filename suffix will be assumed under latex,
1356 % and a .pdf suffix will be assumed for pdflatex; or what has been declared
1357 % via \DeclareGraphicsExtensions.
1358 %\caption{Simulation Results}
1359 %\label{fig_sim}
1360 %\end{figure}
1362 % Note that IEEE typically puts floats only at the top, even when this
1363 % results in a large percentage of a column being occupied by floats.
1366 % An example of a double column floating figure using two subfigures.
1367 % (The subfig.sty package must be loaded for this to work.)
1368 % The subfigure \label commands are set within each subfloat command, the
1369 % \label for the overall figure must come after \caption.
1370 % \hfil must be used as a separator to get equal spacing.
1371 % The subfigure.sty package works much the same way, except \subfigure is
1372 % used instead of \subfloat.
1374 %\begin{figure*}[!t]
1375 %\centerline{\subfloat[Case I]\includegraphics[width=2.5in]{subfigcase1}%
1376 %\label{fig_first_case}}
1377 %\hfil
1378 %\subfloat[Case II]{\includegraphics[width=2.5in]{subfigcase2}%
1379 %\label{fig_second_case}}}
1380 %\caption{Simulation results}
1381 %\label{fig_sim}
1382 %\end{figure*}
1384 % Note that often IEEE papers with subfigures do not employ subfigure
1385 % captions (using the optional argument to \subfloat), but instead will
1386 % reference/describe all of them (a), (b), etc., within the main caption.
1389 % An example of a floating table. Note that, for IEEE style tables, the
1390 % \caption command should come BEFORE the table. Table text will default to
1391 % \footnotesize as IEEE normally uses this smaller font for tables.
1392 % The \label must come after \caption as always.
1394 %\begin{table}[!t]
1395 %% increase table row spacing, adjust to taste
1396 %\renewcommand{\arraystretch}{1.3}
1397 % if using array.sty, it might be a good idea to tweak the value of
1398 % \extrarowheight as needed to properly center the text within the cells
1399 %\caption{An Example of a Table}
1400 %\label{table_example}
1401 %\centering
1402 %% Some packages, such as MDW tools, offer better commands for making tables
1403 %% than the plain LaTeX2e tabular which is used here.
1404 %\begin{tabular}{|c||c|}
1405 %\hline
1406 %One & Two\\
1407 %\hline
1408 %Three & Four\\
1409 %\hline
1410 %\end{tabular}
1411 %\end{table}
1414 % Note that IEEE does not put floats in the very first column - or typically
1415 % anywhere on the first page for that matter. Also, in-text middle ("here")
1416 % positioning is not used. Most IEEE journals use top floats exclusively.
1417 % Note that, LaTeX2e, unlike IEEE journals, places footnotes above bottom
1418 % floats. This can be corrected via the \fnbelowfloat command of the
1419 % stfloats package.
1423 \section{Future Research}
1425 Since we are not aware of any previous research on this topic and we
1426 are limited by space and time constraints, plenty of research remains
1427 to be done, in all parts of our analysis --- we have already noted
1428 many in the text above. Most significantly, different methods of generating
1429 and normalizing the $\vec p$ vectors can be explored
1430 and other data mining methods could be investigated.
1431 Better ways of visualising the relationships would be desirable,
1432 together with thorough dissemination of internal structure
1433 of the player pattern vectors space.
1435 It can be argued that many players adjust their style by game conditions
1436 (Go development era, handicap, komi and color, time limits, opponent)
1437 or styles might express differently in various game stages.
1438 More professional players could be consulted on the findings
1439 and for style scales calibration.
1440 Impact of handicap games on by-strength
1441 $\vec p$ distribution should be also investigated.
1443 % TODO: Future research --- Sparse PCA
1445 \section{Conclusion}
1446 We have proposed a way to extract summary pattern information from
1447 game collections and combined this with various data mining methods
1448 to show correspondence of our pattern summaries with various player
1449 meta-information like playing strength, era of play or playing style
1450 as ranked by expert players. We have implemented and measured our
1451 proposals in two case studies: per-rank characteristics of amateur
1452 players and per-player style/era characteristics of well-known
1453 professionals.
1455 While many details remain to be worked out,
1456 we have demonstrated that many significant correlations do exist and
1457 it is practically viable to infer the player meta-information from
1458 extracted pattern summaries. We proposed wide range of applications
1459 for such inference. Finally, we outlined some of the many possible
1460 directions of future work in this newly staked research field
1461 on the boundary of Computer Go, Data Mining and Go Theory.
1464 % if have a single appendix:
1465 %\appendix[Proof of the Zonklar Equations]
1466 % or
1467 %\appendix % for no appendix heading
1468 % do not use \section anymore after \appendix, only \section*
1469 % is possibly needed
1471 % use appendices with more than one appendix
1472 % then use \section to start each appendix
1473 % you must declare a \section before using any
1474 % \subsection or using \label (\appendices by itself
1475 % starts a section numbered zero.)
1479 %\appendices
1480 %\section{Proof of the First Zonklar Equation}
1481 %Appendix one text goes here.
1483 %% you can choose not to have a title for an appendix
1484 %% if you want by leaving the argument blank
1485 %\section{}
1486 %Appendix two text goes here.
1489 % use section* for acknowledgement
1490 \section*{Acknowledgment}
1491 \label{acknowledgement}
1493 Foremostly, we are very grateful for detailed input on specific go styles
1494 by Alexander Dinerstein, Motoki Noguchi and V\'{i}t Brunner.
1495 We appreciate X reviewing our paper, and helpful comments on our general methodology
1496 by John Fairbairn, T. M. Hall, Cyril H\"oschl, Robert Jasiek, Franti\v{s}ek Mr\'{a}z
1497 and several GoDiscussions.com users. \cite{GoDiscThread}
1498 Finally, we would like to thank Radka ``chidori'' Hane\v{c}kov\'{a}
1499 for the original research idea and acknowledge major inspiration
1500 by R\'{e}mi Coulom's paper \cite{PatElo} on the extraction of pattern information.
1503 % Can use something like this to put references on a page
1504 % by themselves when using endfloat and the captionsoff option.
1505 \ifCLASSOPTIONcaptionsoff
1506 \newpage
1511 % trigger a \newpage just before the given reference
1512 % number - used to balance the columns on the last page
1513 % adjust value as needed - may need to be readjusted if
1514 % the document is modified later
1515 %\IEEEtriggeratref{8}
1516 % The "triggered" command can be changed if desired:
1517 %\IEEEtriggercmd{\enlargethispage{-5in}}
1519 % references section
1521 % can use a bibliography generated by BibTeX as a .bbl file
1522 % BibTeX documentation can be easily obtained at:
1523 % http://www.ctan.org/tex-archive/biblio/bibtex/contrib/doc/
1524 % The IEEEtran BibTeX style support page is at:
1525 % http://www.michaelshell.org/tex/ieeetran/bibtex/
1526 \bibliographystyle{IEEEtran}
1527 % argument is your BibTeX string definitions and bibliography database(s)
1528 \bibliography{gostyle}
1530 % <OR> manually copy in the resultant .bbl file
1531 % set second argument of \begin to the number of references
1532 % (used to reserve space for the reference number labels box)
1533 %\begin{thebibliography}{1}
1535 %\bibitem{MasterMCTS}
1537 %\end{thebibliography}
1539 % biography section
1541 % If you have an EPS/PDF photo (graphicx package needed) extra braces are
1542 % needed around the contents of the optional argument to biography to prevent
1543 % the LaTeX parser from getting confused when it sees the complicated
1544 % \includegraphics command within an optional argument. (You could create
1545 % your own custom macro containing the \includegraphics command to make things
1546 % simpler here.)
1547 %\begin{biography}[{\includegraphics[width=1in,height=1.25in,clip,keepaspectratio]{mshell}}]{Michael Shell}
1548 % or if you just want to reserve a space for a photo:
1550 %\begin{IEEEbiography}{Petr Baudi\v{s}}
1551 %Biography text here.
1552 %\end{IEEEbiography}
1554 % if you will not have a photo at all:
1555 \begin{IEEEbiographynophoto}{Petr Baudi\v{s}}
1556 Received BSc degree in Informatics at Charles University, Prague in 2009,
1557 currently a graduate student.
1558 Doing research in the fields of Computer Go, Monte Carlo Methods
1559 and Version Control Systems.
1560 Plays Go with the rank of 2-kyu on European tournaments
1561 and 2-dan on the KGS Go Server.
1562 \end{IEEEbiographynophoto}
1564 \begin{IEEEbiographynophoto}{Josef Moud\v{r}\'{i}k}
1565 Received BSc degree in Informatics at Charles University, Prague in 2009,
1566 currently a graduate student.
1567 Doing research in the fields of Genetic Algorithms and Cognitive Sciences.
1568 TODO TODO TODO
1569 \end{IEEEbiographynophoto}
1571 % insert where needed to balance the two columns on the last page with
1572 % biographies
1573 %\newpage
1575 %\begin{IEEEbiographynophoto}{Jane Doe}
1576 %Biography text here.
1577 %\end{IEEEbiographynophoto}
1579 % You can push biographies down or up by placing
1580 % a \vfill before or after them. The appropriate
1581 % use of \vfill depends on what kind of text is
1582 % on the last page and whether or not the columns
1583 % are being equalized.
1585 %\vfill
1587 % Can be used to pull up biographies so that the bottom of the last one
1588 % is flush with the other column.
1589 %\enlargethispage{-5in}
1593 % that's all folks
1594 \end{document}