tex: Naive Bayes Classifier (w/o measurements)
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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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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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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 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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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 --- whether the move has been played in one of 8 neighbors of the last move
405 \item contiguity-to-second-last flag
406 \item board edge distance --- only up to distance 4
407 \item spatial pattern --- configuration of stones around the played move
408 \end{itemize}
410 The spatial patterns are normalized (using a dictionary) to be always
411 black-to-play and maintain translational and rotational symmetry.
412 Configurations of radius between 2 and 9 in the gridcular metric%
413 \footnote{The {\em gridcular} metric
414 $d(x,y) = |\delta x| + |\delta y| + \max(|\delta x|, |\delta y|)$ produces
415 a circle-like structure on the Go board square grid. \cite{SpatPat} }
416 are matched.
418 Pattern vectors representing these features contain information on
419 played shape as well as basic representation of tactical dynamics
420 --- threats to capture stones, replying to last move, or ignoring
421 opponent's move elsewhere to return to an urgent local situation.
422 The shapes most frequently correspond to opening moves
423 (either in empty corners and sides, or as part of {\em joseki}
424 --- commonly played sequences) characteristic for a certain
425 strategic aim. In the opening, even a single-line difference
426 in the distance from the border can have dramatic impact on
427 further local and global development.
429 \subsection{Vector Rescaling}
431 The pattern vector elements can have diverse values since for each object,
432 we consider different number of games (and thus patterns).
433 Therefore, we normalize the values to range $[-1,1]$,
434 the most frequent pattern having the value of $1$ and the least occuring
435 one being $-1$.
436 Thus, we obtain vectors describing relative frequency of played patterns
437 independent on number of gathered patterns.
438 But there are multiple ways to approach the normalization.
440 \begin{figure}[!t]
441 \centering
442 \includegraphics{patcountdist}
443 \caption{Log-scaled number of pattern occurences
444 in the GoGoD games examined in sec. \ref{styleest}.}
445 \label{fig:patcountdist}
446 \end{figure}
448 \subsubsection{Linear Normalization}
450 One is simply to linearly re-scale the values using:
451 $$y_i = {x_i - x_{\rm min} \over x_{\rm max}}$$
452 This is the default approach; we have used data processed by only this
453 computation unless we note otherwise.
454 As shown on fig. \ref{fig:patcountdist}, most of the spectrum is covered
455 by the few most-occuring patterns (describing mostly large-diameter
456 shapes from the game opening). This means that most patterns will be
457 always represented by only very small values near the lower bound.
459 \subsubsection{Extended Normalization}
460 \label{xnorm}
462 To alleviate this problem, we have also tried to modify the linear
463 normalization by applying two steps --- {\em pre-processing}
464 the raw counts using
465 $$x_i' = \log (x_i + 1)$$
466 and {\em post-processing} the re-scaled values by the logistic function:
467 $$y_i' = {2 \over 1 + e^{-cy_i}}-1$$
468 However, we have found that this method is not universally beneficial.
469 In our styles case study (sec. \ref{styleest}), this normalization
470 produced PCA decomposition with significant dimensions corresponding
471 better to some of the prior knowledge and more instructive for manual
472 inspection, but ultimately worsened accuracy of our classifiers;
473 we conjecture from this that the most frequently occuring patterns are
474 also most important for classification of major style aspects.
476 \subsection{Implementation}
478 We have implemented the data extraction by making use of the pattern
479 features matching implementation%
480 \footnote{The pattern features matching was developed according
481 to the Elo-rating playing scheme. \cite{PatElo}}
482 within the Pachi go-playing program \cite{Pachi}.
483 We extract information on players by converting the SGF game
484 records to GTP stream \cite{GTP} that feeds Pachi's {\tt patternscan}
485 engine, outputting a~single {\em patternspec} (string representation
486 of the particular pattern features combination) per move. Of course,
487 only moves played by the appropriate color in the game are collected.
489 \section{Data Mining}
490 \label{data-mining}
492 To assess the properties of gathered pattern vectors
493 and their influence on playing styles,
494 we process the data by several basic data minining techniques.
496 The first two methods {\em (analytic)} rely purely on data gathered
497 from the game collection
498 and serve to show internal structure and correlations within the data set.
500 Principal Component Analysis finds orthogonal vector components that
501 have the largest variance.
502 Reversing the process can indicate which patterns correlate with each component.
503 Additionally, PCA can be used as vector preprocessing for methods
504 that are negatively sensitive to pattern vector component correlations.
506 The~second method of Kohonen Maps
507 is based on the theory of self-organizing maps of abstract units (neurons) that
508 compete against each other for the representation of the input space.
509 Because neurons in the network are organized in a two-dimensional plane,
510 the trained network spreads the vectors on a 2D plane,
511 allowing for visualization of clusters of players with similar properties.
514 Furthermore, we test several \emph{classification} methods that assign
515 each pattern vector $\vec P$ an \emph{output vector} $\vec O$,
516 representing e.g.~information about styles, player's strength or even
517 meta-information like the player's era or a country of origin.
518 Initially, the methods must be calibrated (trained) on some prior knowledge,
519 usually in the form of \emph{reference pairs} of pattern vectors
520 and the associated output vectors.
522 Moreover, the reference set can be divided into training and testing pairs
523 and the methods can be compared by the mean square error on testing data set
524 (difference of output vectors approximated by the method and their real desired value).
526 %\footnote{However, note that dicrete characteristics such as country of origin are
527 %not very feasible to use here, since WHAT??? is that even true?? }
529 First, we test the $k$-Nearest Neighbors \cite{CoverHart1967} classifier
530 approximates $\vec O$ by composing the output vectors
531 of $k$ reference pattern vectors closest to $\vec P$.
533 Another classifier is a~multi-layer feed-forward Artificial Neural Network:
534 the neural network can learn correlations between input and output vectors
535 and generalize the ``knowledge'' to unknown vectors; it can be more flexible
536 in the interpretation of different pattern vector elements and discern more
537 complex relations than the kNN classifier,
538 but may not be as stable and requires larger training sample.
540 Finally, a commonly used classifier in statistical inference is
541 the Naive Bayes classifier; it can infer relative probability of membership
542 in various classes based on previous evidence (training patterns). \cite{Bayes}
544 \subsection{Principal Component Analysis}
545 \label{PCA}
546 We use Principal Component Analysis \emph{PCA} \cite{Jolliffe1986}
547 to reduce the dimensions of the pattern vectors while preserving
548 as much information as possible, assuming inter-dependencies between
549 pattern vector dimensions are linear.
551 Briefly, PCA is an eigenvalue decomposition of a~covariance matrix of centered pattern vectors,
552 producing a~linear mapping $o$ from $n$-dimensional vector space
553 to a~reduced $m$-dimensional vector space.
554 The $m$ eigenvectors of the original vectors' covariance matrix
555 with the largest eigenvalues are used as the base of the reduced vector space;
556 the eigenvectors form projection matrix $W$.
558 For each original pattern vector $\vec p_i$,
559 we obtain its new representation $\vec r_i$ in the PCA base
560 as shown in the following equation:
561 \begin{equation}
562 \vec r_i = W \cdot \vec p_i
563 \end{equation}
565 The whole process is described in the Algorithm \ref{alg:pca}.
567 \begin{algorithm}
568 \caption{PCA -- Principal Component Analysis}
569 \begin{algorithmic}
570 \label{alg:pca}
571 \REQUIRE{$m > 0$, set of players $R$ with pattern vectors $p_r$}
572 \STATE $\vec \mu \leftarrow 1/|R| \cdot \sum_{r \in R}{\vec p_r}$
573 \FOR{ $r \in R$}
574 \STATE $\vec p_r \leftarrow \vec p_r - \vec \mu$
575 \ENDFOR
576 \FOR{ $(i,j) \in \{1,... ,n\} \times \{1,... ,n\}$}
577 \STATE $\mathit{Cov}[i,j] \leftarrow 1/|R| \cdot \sum_{r \in R}{\vec p_{ri} \cdot \vec p_{rj}}$
578 \ENDFOR
579 \STATE Compute Eigenvalue Decomposition of $\mathit{Cov}$ matrix
580 \STATE Get $m$ largest eigenvalues
581 \STATE Most significant eigenvectors ordered by decreasing eigenvalues form the rows of matrix $W$
582 \FOR{ $r \in R$}
583 \STATE $\vec r_r\leftarrow W \vec p_r$
584 \ENDFOR
585 \end{algorithmic}
586 \end{algorithm}
588 \label{pearson}
589 We want to find correlations between PCA dimensions and
590 some prior knowledge (player rank, style vector).
591 For this purpose, we compute the well-known
592 {\em Pearson product-moment correlation coefficient} \cite{Pearson},
593 measuring the strength of the linear dependence%
594 \footnote{A desirable property of PMCC is that it is invariant to translations and rescaling
595 of the vectors.}
596 between the dimensions:
598 $$ r_{X,Y} = {{\rm cov}(X,Y) \over \sigma_X \sigma_Y} $$
600 \subsection{Kohonen Maps}
601 \label{koh}
602 Kohonen map is a self-organizing network with neurons spread evenly over a~two-dimensional plane.
603 Neurons $\vec n$ in the map compete for representation of portions of the input vector space,
604 each vector being represented by some neuron.
605 The network is trained so that the neurons
606 that are topologically close tend to represent vectors that are close in suitable metric as well.
608 First, a~randomly initialized network is sequentially trained;
609 in each iteration, we choose a~random training vector $\vec t$
610 and find the {\em winner neuron} $\vec w$ that is closest to $\vec t$ in Euclidean metric.
612 We then adapt neurons $n$ from the neighborhood of $\vec w$ employing the equation
613 \begin{equation}
614 \vec n = \vec n + \alpha \cdot \mathit{Influence}(\vec w, \vec n) \cdot (\vec t - \vec n)
615 \end{equation}
616 where $\alpha$ is a learning parameter, usually decreasing in time.
617 $Influence()$ is a function that forces neurons to spread.
618 Such function is usually realised using a mexican hat function or a difference-of-gaussians
619 \cite{TODO}.
620 The state of the network can be evaluated by calculating mean square difference
621 between each $\vec t \in T$ and its corresponding winner neuron $\vec w_t$:
622 \begin{equation}
623 \mathit{Error}(N,T) = \sum_{\vec t \in T}{|\vec w_t - \vec t|}
624 \end{equation}
627 \begin{algorithm}
628 \caption{Kohonen maps -- training}
629 \begin{algorithmic}
630 \label{alg:koh}
631 \REQUIRE{Set of training vectors $T$, input dimension $D$}
632 \REQUIRE{max number of iterations $M$, desired error $E$}
633 \STATE $N \leftarrow \{\vec n | \vec n$ random, $\mathit{dim}(\vec n) = D\}$
634 \REPEAT
635 \STATE $\mathit{It} \leftarrow \mathit{It} + 1$
636 \STATE $\vec t \leftarrow \mathit{PickRandom}(T)$
637 \FORALL{$\vec n \in N$}
638 \STATE $D[\vec n] \leftarrow \mathit{EuclideanDistance}(\vec n, \vec t)$
639 \ENDFOR
640 \STATE Find $ \vec w \in N$ so that $D[\vec w] <= D[\vec m], \forall \vec m \in N$
641 \FORALL{$\vec n \in \mathit{TopologicalNeigbors}(N, \vec w)$}
642 \STATE $\vec n \leftarrow \vec n + \alpha(It) \cdot \mathit{Influence}(\vec w, \vec n) \cdot ( \vec t - \vec n ) $
643 \ENDFOR
644 \UNTIL{$\mathit{Error}(N, T) < E$ or $ \mathit{It} > M$}
645 \end{algorithmic}
646 \end{algorithm}
649 \subsection{k-nearest Neighbors Classifier}
650 \label{knn}
651 Our goal is to approximate player's output vector $\vec O$;
652 we know his pattern vector $\vec P$.
653 We further assume that similarities in players' pattern vectors
654 uniformly correlate with similarities in players' output vectors.
656 We require a set of reference players $R$ with known \emph{pattern vectors} $\vec p_r$
657 and \emph{output vectors} $\vec o_r$.
659 $\vec O$ is approximated as a~weighted average of \emph{output vectors}
660 $\vec o_i$ of $k$ players with \emph{pattern vectors} $\vec p_i$ closest to $\vec P$.
661 This is illustrated in the Algorithm \ref{alg:knn}.
662 Note that the weight is a function of distance and is not explicitly defined in Algorithm \ref{alg:knn}.
663 During our research, exponentially decreasing weight has proven to be sufficient.
665 \begin{algorithm}
666 \caption{k-Nearest Neighbors}
667 \begin{algorithmic}
668 \label{alg:knn}
669 \REQUIRE{pattern vector $\vec P$, $k > 0$, set of reference players $R$}
670 \FORALL{$r \in R$ }
671 \STATE $D[r] \leftarrow \mathit{EuclideanDistance}(\vec p_r, \vec P)$
672 \ENDFOR
673 \STATE $N \leftarrow \mathit{SelectSmallest}(k, R, D)$
674 \STATE $\vec O \leftarrow \vec 0$
675 \FORALL{$r \in N $}
676 \STATE $\vec O \leftarrow \vec O + \mathit{Weight}(D[r]) \cdot \vec o_r $
677 \ENDFOR
678 \end{algorithmic}
679 \end{algorithm}
681 \subsection{Neural Network Classifier}
682 \label{neural-net}
684 Feed-forward neural networks \cite{ANN} are known for their ability to generalize
685 and find correlations between input patterns and output classifications.
686 Before use, the network is iteratively trained on the training data
687 until the error on the training set is reasonably small.
689 %Neural network is an adaptive system that must undergo a training
690 %period similarly to the requirement
691 %of reference vectors for the k-Nearest Neighbors algorithm above.
693 \subsubsection{Computation and activation of the NN}
694 Technically, the neural network is a network of interconnected
695 computational units called neurons.
696 A feedforward neural network has a layered topology;
697 it usually has one \emph{input layer}, one \emph{output layer}
698 and an arbitrary number of \emph{hidden layers} between.
700 Each neuron $i$ is connected to all neurons in the previous layer and each connection has its weight $w_{ij}$
702 The computation proceeds in discrete time steps.
703 In the first step, the neurons in the \emph{input layer}
704 are \emph{activated} according to the \emph{input vector}.
705 Then, we iteratively compute output of each neuron in the next layer
706 until the output layer is reached.
707 The activity of output layer is then presented as the result.
709 The activation $y_i$ of neuron $i$ from the layer $I$ is computed as
710 \begin{equation}
711 y_i = f\left(\sum_{j \in J}{w_{ij} y_j}\right)
712 \end{equation}
713 where $J$ is the previous layer, while $y_j$ is the activation for neurons from $J$ layer.
714 Function $f()$ is a~so-called \emph{activation function}
715 and its purpose is to bound the outputs of neurons.
716 A typical example of an activation function is the sigmoid function.%
717 \footnote{A special case of the logistic function, defined by the formula
718 $\sigma(x)=\frac{1}{1+e^{-(rx+k)}}$; parameters control the growth rate ($r$)
719 and the x-position ($k$).}
721 \subsubsection{Training}
722 Training of the feed-forward neural network usually involves some
723 modification of supervised Backpropagation learning algorithm.
724 We use first-order optimization algorithm called RPROP. \cite{Riedmiller1993}
726 %Because the \emph{reference set} is usually not very large,
727 %we have devised a simple method for its extension.
728 %This enhancement is based upon adding random linear combinations
729 %of \emph{style and pattern vectors} to the training set.
731 As outlined above, the training set $T$ consists of
732 $(\vec p_i, \vec o_i)$ pairs.
733 The training algorithm is shown in Algorithm \ref{alg:tnn}.
735 \begin{algorithm}
736 \caption{Training Neural Network}
737 \begin{algorithmic}
738 \label{alg:tnn}
739 \REQUIRE{Train set $T$, desired error $e$, max iterations $M$}
740 \STATE $N \leftarrow \mathit{RandomlyInitializedNetwork}()$
741 \STATE $\mathit{It} \leftarrow 0$
742 \REPEAT
743 \STATE $\mathit{It} \leftarrow \mathit{It} + 1$
744 \STATE $\Delta \vec w \leftarrow \vec 0$
745 \STATE $\mathit{TotalError} \leftarrow 0$
746 %\FORALL{$(\overrightarrow{Input}, \overrightarrow{DesiredOutput}) \in T$}
747 %\STATE $\overrightarrow{Output} \leftarrow Result(N, \overrightarrow{Input})$
748 %\STATE $E \leftarrow |\overrightarrow{DesiredOutput} - \overrightarrow{Output}|$
749 \FORALL{$(\mathit{Input}, \mathit{DesiredOutput}) \in T$}
750 \STATE $\mathit{Output} \leftarrow \mathit{Result}(N, \mathit{Input})$
751 \STATE $\mathit{Error} \leftarrow |\mathit{DesiredOutput} - \mathit{Output}|$
752 \STATE $\Delta \vec w \leftarrow \Delta \vec w + \mathit{WeightUpdate}(N,\mathit{Error})$
753 \STATE $\mathit{TotalError} \leftarrow \mathit{TotalError} + \mathit{Error}$
754 \ENDFOR
755 \STATE $N \leftarrow \mathit{ModifyWeights}(N, \Delta \vec w)$
756 \UNTIL{$\mathit{TotalError} < e$ or $ \mathit{It} > M$}
757 \end{algorithmic}
758 \end{algorithm}
760 \subsection{Naive Bayes Classifier}
762 Naive Bayes Classifier uses existing information to construct
763 probability model of likelihoods of given {\em feature variables}
764 based on a discrete-valued {\em class variable}.
765 Using the Bayes equation, we can then estimate the probability distribution
766 of class variable for particular values of the feature variables.
768 In order to approximate player's output vector $\vec O$ based on
769 pattern vector $\vec P$, we will compute each element of the
770 output vector separately, covering the output domain by several $k$-sized
771 discrete intervals (classes).
773 We will also in fact work on
774 PCA-represented input $\vec R$ (using the 10 most significant
775 dimensions), since smaller input dimension is more computationally
776 feasible and $\vec R$ also better fits the pre-requisites of the
777 classifier, the dimensions being more independent and
778 better approximating the normal distribution.
780 When training the classifier for $\vec O$ element $o_i$
781 of class $c = \lfloor o_i/k \rfloor$,
782 we assume the $\vec R$ elements are normally distributed and
783 feed the classifier information in the form
785 $$ \vec R \mid c $$
787 estimating the mean $\mu_c$ and standard deviation $\sigma_c$
788 of each $\vec R$ element for each encountered $c$.
789 Then, we can query the built probability model on
791 $$ \max_c P(c \mid \vec R) $$
793 obtaining the most probable class $i$ for an arbitrary $\vec R$.
794 Each probability is obtained using the normal distribution formula:
795 $$ P(c \mid x) = {1\over \sqrt{2\pi\sigma_c^2}}\exp{-(x-\mu_c)^2\over2\sigma_c^2} $$
797 \begin{algorithm}
798 \caption{Training Naive Bayes}
799 \begin{algorithmic}
800 \label{alg:tnb}
801 \REQUIRE{Train set $T = (\mathit{R, c})$}
802 \FORALL{$(R, c) \in T$}
803 \STATE $\mathit{RbyC}_c \leftarrow \{\mathit{RbyC}_c, R\}$
804 \ENDFOR
805 \FORALL{$c$}
806 \STATE $\mu_c \leftarrow {1 \over |\mathit{RbyC}_c|} \sum_{R \in \mathit{RbyC}_c} R$
807 \ENDFOR
808 \FORALL{$c$}
809 \STATE $\sigma_c \leftarrow {1 \over |\mathit{RbyC}_c|} \sum_{R \in \mathit{RbyC}_c} R-\mu_c $
810 \ENDFOR
811 \end{algorithmic}
812 \end{algorithm}
814 \subsection{Implementation}
816 We have implemented the data mining methods as the
817 ``gostyle'' open-source framework \cite{GoStyle},
818 made available under the GNU GPL licence.
820 The majority of our basic processing and the analysis parts
821 are implemented in the Python \cite{Python25} programming language.
822 We use several external libraries, most notably the MDP library \cite{MDP} (used for PCA analysis)
823 and Kohonen library \cite{KohonenPy}.
824 The neural network part of the project is written using the libfann C library\cite{Nissen2003}.
827 \section{Strength Estimator}
829 \begin{figure*}[!t]
830 \centering
831 \includegraphics[width=7in]{strength-pca}
832 \caption{PCA of by-strength vectors}
833 \label{fig:strength_pca}
834 \end{figure*}
836 First, we have used our framework to analyse correlations of pattern vectors
837 and playing strength. Like in other competitively played board games, Go players
838 receive real-world {\em rating number} based on tournament games,
839 and {\em rank} based on their rating.%
840 \footnote{Elo-type rating system \cite{GoR} is usually used,
841 corresponding to even win chances for game of two players with the same rank,
842 and about 2:3 win chance for stronger in case of one rank difference.}%
843 \footnote{Professional ranks and dan ranks in some Asia countries may
844 be assigned differently.}
845 The amateur ranks range from 30-kyu (beginner) to 1-kyu (intermediate)
846 and then follows 1-dan to 7-dan\footnote{9-dan in some systems.} (top-level player).
847 Multiple independent real-world ranking scales exist
848 (geographically based), also online servers maintain their own user ranking;
849 the difference between scales can be up to several ranks and the rank
850 distributions also differ. \cite{RankComparison}
852 As the source game collection, we use Go Teaching Ladder reviews archive%
853 \footnote{The reviews contain comments and variations --- we consider only the main
854 variation with the actual played game.}
855 \cite{GTL} --- this collection contains 7700 games of players with strength ranging
856 from 30-kyu to 4-dan; we consider only even games with clear rank information,
857 and then randomly separate 770 games as a testing set.
858 Since the rank information is provided by the users and may not be consistent,
859 we are forced to take a simplified look at the ranks,
860 discarding the differences between various systems and thus somewhat
861 increasing error in our model.\footnote{Since our results seem satisfying,
862 we did not pursue to try another collection;
863 one could e.g. look at game archives of some Go server.}
865 First, we have created a single pattern vector for each rank, from 30-kyu to 4-dan;
866 we have performed PCA analysis on the pattern vectors, achieving near-perfect
867 rank correspondence in the first PCA dimension%
868 \footnote{The eigenvalue of the second dimension was four times smaller,
869 with no discernable structure revealed within the lower-order eigenvectors.}
870 (figure \ref{fig:strength_pca}).
872 We measure the accuracy of strength approximation by the first dimension
873 using Pearson's $r$ (see \ref{pearson}), yielding quite satisfying value of $r=0.979$
874 implying extremely strong correlation.
875 Using the eigenvector position directly for classification
876 of players within the test group yields MSE TODO, thus providing
877 reasonably satisfying accuracy by itself.%
878 \footnote{Extended vector normalization (sec. \ref{xnorm})
879 produced noticeably less clear-cut results.}
881 To further enhance the strength estimator accuracy,
882 we have tried to train a NN classifier on our train set, consisting
883 of one $(\vec p, {\rm rank})$ pair per player --- we use the pattern vector
884 for activation of input neurons and rank number as result of the output
885 neuron. We then proceeded to test the NN on per-player pattern vectors built
886 from the games in the test set, yielding MSE of TODO with TODO games per player
887 on average.
890 \section{Style Estimator}
891 \label{styleest}
893 As a~second case study for our pattern analysis,
894 we investigate pattern vectors $\vec p$ of various well-known players,
895 their relationships in-between and to prior knowledge
896 in order to explore the correlation of prior knowledge with extracted patterns.
897 We look for relationships between pattern vectors and perceived
898 ``playing style'' and attempt to use our classifiers to transform
899 pattern vector $\vec p$ to style vector $\vec s$.
901 The source game collection is GoGoD Winter 2008 \cite{GoGoD} containing 55000
902 professional games, dating from the early Go history 1500 years ago to the present.
903 We consider only games of a small subset of players (table \ref{fig:style_marks});
904 we have chosen them for being well-known within the players community,
905 having large number of played games in our collection and not playing too long
906 ago.\footnote{Over time, many commonly used sequences get altered, adopted and
907 dismissed; usual playing conditions can also differ significantly.}
909 \subsection{Expert-based knowledge}
910 \label{style-vectors}
911 In order to provide a reference frame for our style analysis,
912 we have gathered some expert-based information about various
913 traditionally perceived style aspects to use as a prior knowledge.
914 This expert-based knowledge allows us to predict styles of unknown players
915 based on the similarity of their pattern vectors,
916 as well as discover correlations between styles and proportions
917 of played patterns.
919 Experts were asked to mark four style aspects of each of the given players
920 on the scale from 1 to 10. The style aspects are defined as shown:
922 \vspace{4mm}
923 \noindent
924 %\begin{table}
925 \begin{center}
926 %\caption{Styles}
927 \begin{tabular}{|c|c|c|}
928 \hline
929 Style & 1 & 10\\ \hline
930 Territoriality $\tau$ & Moyo & Territory \\
931 Orthodoxity $\omega$ & Classic & Novel \\
932 Aggressivity $\alpha$ & Calm & Figting \\
933 Thickness $\theta$ & Safe & Shinogi \\ \hline
934 \end{tabular}
935 \end{center}
936 %\end{table}
937 \vspace{4mm}
939 We have devised these four style aspects based on our own Go experience
940 and consultations with other experts.
941 The used terminology has quite
942 clear meaning to any experienced Go player and there is not too much
943 room for confusion, except possibly in the case of ``thickness'' ---
944 but the concept is not easy to pin-point succintly and we also did not
945 add extra comments on the style aspects to the questionnaire deliberately
946 to accurately reflect any diversity in understanding of the terms.
948 Averaging this expert based evaluation yields \emph{reference style vector}
949 $\vec s_r$ (of dimension $4$) for each player $r$
950 from the set of \emph{reference players} $R$.
952 Throughout our research, we have experimentally found that playing era
953 is also a major factor differentiating between patterns. Thus, we have
954 further extended the $\vec s_r$ by median year over all games played
955 by the player.
957 \begin{table}[!t]
958 % increase table row spacing, adjust to taste
959 \renewcommand{\arraystretch}{1.3}
960 \caption{Covariance Measure of Prior Information Dimensions}
961 \label{fig:style_marks_r}
962 \centering
963 % Some packages, such as MDW tools, offer better commands for making tables
964 % than the plain LaTeX2e tabular which is used here.
965 \begin{tabular}{|r||r||r||r||r||r|}
966 \hline
967 & $\tau$ & $\omega$ & $\alpha$ & $\theta$ & year \\
968 \hline
969 $\tau$ &$1.000$&$-0.438$&$-0.581$&$ 0.721$&$ 0.108$\\
970 $\omega$& &$ 1.000$&$ 0.682$&$ 0.014$&$-0.021$\\
971 $\alpha$& & &$ 1.000$&$-0.081$&$ 0.030$\\
972 $\theta$& &\multicolumn{1}{c||}{---}
973 & &$ 1.000$&$-0.073$\\
974 y. & & & & &$ 1.000$\\
975 \hline
976 \end{tabular}
977 \end{table}
979 Three high-level Go players (Alexander Dinerstein 3-pro, Motoki Noguchi
980 7-dan and V\'{i}t Brunner 4-dan) have judged style of the reference
981 players.
982 The complete list of answers is in table \ref{fig:style_marks}.
983 Mean standard deviation of the answers is 0.952,
984 making the data reasonably reliable,
985 though much larger sample would of course be more desirable.
986 We have also found significant correlation between the various
987 style aspects, as shown by the Pearson's $r$ values
988 in table \ref{fig:style_marks_r}.
990 \begin{table}[!t]
991 % increase table row spacing, adjust to taste
992 \renewcommand{\arraystretch}{1.4}
993 \begin{threeparttable}
994 \caption{Expert-Based Style Aspects of Selected Professionals\tnote{1} \tnote{2}}
995 \label{fig:style_marks}
996 \centering
997 % Some packages, such as MDW tools, offer better commands for making tables
998 % than the plain LaTeX2e tabular which is used here.
999 \begin{tabular}{|c||c||c||c||c|}
1000 \hline
1001 {Player} & $\tau$ & $\omega$ & $\alpha$ & $\theta$ \\
1002 \hline
1003 Go Seigen\tnote{3} & $6.0 \pm 2.0$ & $9.0 \pm 1.0$ & $8.0 \pm 1.0$ & $5.0 \pm 1.0$ \\
1004 Ishida Yoshio\tnote{4}&$8.0 \pm 1.4$ & $5.0 \pm 1.4$ & $3.3 \pm 1.2$ & $5.3 \pm 0.5$ \\
1005 Miyazawa Goro & $1.5 \pm 0.5$ & $10 \pm 0 $ & $9.5 \pm 0.5$ & $4.0 \pm 1.0$ \\
1006 Yi Ch'ang-ho\tnote{5}& $7.0 \pm 0.8$ & $5.0 \pm 1.4$ & $2.6 \pm 0.9$ & $2.6 \pm 1.2$ \\
1007 Sakata Eio & $7.6 \pm 1.7$ & $4.6 \pm 0.5$ & $7.3 \pm 0.9$ & $8.0 \pm 1.6$ \\
1008 Fujisawa Hideyuki & $3.5 \pm 0.5$ & $9.0 \pm 1.0$ & $7.0 \pm 0.0$ & $4.0 \pm 0.0$ \\
1009 Otake Hideo & $4.3 \pm 0.5$ & $3.0 \pm 0.0$ & $4.6 \pm 1.2$ & $3.6 \pm 0.9$ \\
1010 Kato Masao & $2.5 \pm 0.5$ & $4.5 \pm 1.5$ & $9.5 \pm 0.5$ & $4.0 \pm 0.0$ \\
1011 Takemiya Masaki\tnote{4}&$1.3\pm 0.5$& $6.3 \pm 2.1$ & $7.0 \pm 0.8$ & $1.3 \pm 0.5$ \\
1012 Kobayashi Koichi & $9.0 \pm 1.0$ & $2.5 \pm 0.5$ & $2.5 \pm 0.5$ & $5.5 \pm 0.5$ \\
1013 Cho Chikun & $9.0 \pm 0.8$ & $7.6 \pm 0.9$ & $6.6 \pm 1.2$ & $9.0 \pm 0.8$ \\
1014 Ma Xiaochun & $8.0 \pm 2.2$ & $6.3 \pm 0.5$ & $5.6 \pm 1.9$ & $8.0 \pm 0.8$ \\
1015 Yoda Norimoto & $6.3 \pm 1.7$ & $4.3 \pm 2.1$ & $4.3 \pm 2.1$ & $3.3 \pm 1.2$ \\
1016 Luo Xihe & $7.3 \pm 0.9$ & $7.3 \pm 2.5$ & $7.6 \pm 0.9$ & $6.0 \pm 1.4$ \\
1017 O Meien & $2.6 \pm 1.2$ & $9.6 \pm 0.5$ & $8.3 \pm 1.7$ & $3.6 \pm 1.2$ \\
1018 Rui Naiwei & $4.6 \pm 1.2$ & $5.6 \pm 0.5$ & $9.0 \pm 0.8$ & $3.3 \pm 1.2$ \\
1019 Yuki Satoshi & $3.0 \pm 1.0$ & $8.5 \pm 0.5$ & $9.0 \pm 1.0$ & $4.5 \pm 0.5$ \\
1020 Hane Naoki & $7.5 \pm 0.5$ & $2.5 \pm 0.5$ & $4.0 \pm 0.0$ & $4.5 \pm 1.5$ \\
1021 Takao Shinji & $5.0 \pm 1.0$ & $3.5 \pm 0.5$ & $5.5 \pm 1.5$ & $4.5 \pm 0.5$ \\
1022 Yi Se-tol & $5.3 \pm 0.5$ & $6.6 \pm 2.5$ & $9.3 \pm 0.5$ & $6.6 \pm 1.2$ \\
1023 Yamashita Keigo\tnote{4}&$2.0\pm 0.0$& $9.0 \pm 1.0$ & $9.5 \pm 0.5$ & $3.0 \pm 1.0$ \\
1024 Cho U & $7.3 \pm 2.4$ & $6.0 \pm 0.8$ & $5.3 \pm 1.7$ & $6.3 \pm 1.7$ \\
1025 Gu Li & $5.6 \pm 0.9$ & $7.0 \pm 0.8$ & $9.0 \pm 0.8$ & $4.0 \pm 0.8$ \\
1026 Chen Yaoye & $6.0 \pm 1.0$ & $4.0 \pm 1.0$ & $6.0 \pm 1.0$ & $5.5 \pm 0.5$ \\
1027 \hline
1028 \end{tabular}
1029 \begin{tablenotes}
1030 \item [1] Including standard deviation. Only players where we received at least two out of three answers are included.
1031 \item [2] Since the playing era column does not fit into the table, we at least sort the players ascending by their median year.
1032 \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.
1033 \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.
1034 \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.
1035 \end{tablenotes}
1036 \end{threeparttable}
1037 \end{table}
1039 \subsection{Style Components Analysis}
1041 \begin{figure}[!t]
1042 \centering
1043 \includegraphics[width=3.75in]{style-pca}
1044 \caption{PCA of per-player vectors}
1045 \label{fig:style_pca}
1046 \end{figure}
1048 We have looked at the ten most significant dimensions of the pattern data
1049 yielded by the PCA analysis of the reference player set%
1050 \footnote{We also tried to observe PCA effect of removing outlying Takemiya
1051 Masaki. That way, the second dimension strongly
1052 correlated to territoriality and third dimension strongly correlacted to era,
1053 however the first dimension remained mysteriously uncorrelated and with no
1054 obvious interpretation.}
1055 (fig. \ref{fig:style_pca} shows the first three).
1056 We have again computed the Pearson's $r$ for all combinations of PCA dimensions
1057 and dimensions of the prior knowledge style vectors to find correlations.
1059 \begin{table}[!t]
1060 % increase table row spacing, adjust to taste
1061 \renewcommand{\arraystretch}{1.4}
1062 \caption{Covariance Measure of PCA and Prior Information}
1063 \label{fig:style_r}
1064 \centering
1065 % Some packages, such as MDW tools, offer better commands for making tables
1066 % than the plain LaTeX2e tabular which is used here.
1067 \begin{tabular}{|c||r||r||r||r||r|}
1068 \hline
1069 Eigenval. & $\tau$ & $\omega$ & $\alpha$ & $\theta$ & Year \\
1070 \hline
1071 $0.4473697$ & $\mathbf{-0.530}$ & $ 0.323$ & $ 0.298$ & $\mathbf{-0.554}$ & $ 0.090$ \\
1072 $0.1941057$ & $\mathbf{-0.547}$ & $ 0.215$ & $ 0.249$ & $-0.293$ & $\mathbf{-0.630}$ \\
1073 $0.0463189$ & $ 0.131$ & $-0.002$ & $-0.128$ & $ 0.242$ & $\mathbf{-0.630}$ \\
1074 $0.0280301$ & $-0.011$ & $ 0.225$ & $ 0.186$ & $ 0.131$ & $ 0.067$ \\
1075 $0.0243231$ & $-0.181$ & $ 0.174$ & $-0.032$ & $-0.216$ & $ 0.352$ \\
1076 $0.0180875$ & $-0.364$ & $ 0.226$ & $ 0.339$ & $-0.136$ & $ 0.113$ \\
1077 $0.0138478$ & $-0.194$ & $-0.048$ & $-0.099$ & $-0.333$ & $ 0.055$ \\
1078 $0.0110575$ & $-0.040$ & $-0.254$ & $-0.154$ & $-0.054$ & $-0.089$ \\
1079 $0.0093587$ & $-0.199$ & $-0.115$ & $ 0.358$ & $-0.234$ & $-0.028$ \\
1080 $0.0084930$ & $ 0.046$ & $ 0.190$ & $ 0.305$ & $ 0.176$ & $ 0.089$ \\
1081 \hline
1082 \end{tabular}
1083 \end{table}
1085 \begin{table}[!t]
1086 % increase table row spacing, adjust to taste
1087 \renewcommand{\arraystretch}{1.6}
1088 \begin{threeparttable}
1089 \caption{Characteristic Patterns of PCA$_{1,2}$ Dimensions \tnote{1}}
1090 \label{fig:style_patterns}
1091 \centering
1092 % Some packages, such as MDW tools, offer better commands for making tables
1093 % than the plain LaTeX2e tabular which is used here.
1094 \begin{tabular}{|p{2.3cm}p{2.4cm}p{2.4cm}p{0cm}|}
1095 % The virtual last column is here because otherwise we get random syntax errors.
1097 \hline \multicolumn{4}{|c|}{PCA$_1$ --- Moyo-oriented, thin-playing player} \\
1098 \centering \begin{psgopartialboard*}{(8,1)(12,6)}
1099 \stone[\marktr]{black}{k}{4}
1100 \end{psgopartialboard*} &
1101 \centering \begin{psgopartialboard*}{(1,2)(5,6)}
1102 \stone{white}{d}{3}
1103 \stone[\marktr]{black}{d}{5}
1104 \end{psgopartialboard*} &
1105 \centering \begin{psgopartialboard*}{(5,1)(10,6)}
1106 \stone{white}{f}{3}
1107 \stone[\marktr]{black}{j}{4}
1108 \end{psgopartialboard*} & \\
1109 \centering $0.274$ & \centering $0.086$ & \centering $0.083$ & \\
1110 \centering high corner/side opening \tnote{2} & \centering high corner approach & \centering high distant pincer & \\
1112 \hline \multicolumn{4}{|c|}{PCA$_1$ --- Territorial, thick-playing player} \\
1113 \centering \begin{psgopartialboard*}{(3,1)(7,6)}
1114 \stone{white}{d}{4}
1115 \stone[\marktr]{black}{f}{3}
1116 \end{psgopartialboard*} &
1117 \centering \begin{psgopartialboard*}{(3,1)(7,6)}
1118 \stone{white}{c}{6}
1119 \stone{black}{d}{4}
1120 \stone[\marktr]{black}{f}{3}
1121 \end{psgopartialboard*} &
1122 \centering \begin{psgopartialboard*}{(3,1)(7,6)}
1123 \stone{black}{d}{4}
1124 \stone[\marktr]{black}{f}{3}
1125 \end{psgopartialboard*} & \\
1126 \centering $-0.399$ & \centering $-0.399$ & \centering $-0.177$ & \\
1127 \centering low corner approach & \centering low corner reply & \centering low corner enclosure & \\
1129 \hline \multicolumn{4}{|c|}{PCA$_2$ --- Territorial, current player \tnote{3}} \\
1130 \centering \begin{psgopartialboard*}{(3,1)(7,6)}
1131 \stone{white}{c}{6}
1132 \stone{black}{d}{4}
1133 \stone[\marktr]{black}{f}{3}
1134 \end{psgopartialboard*} &
1135 \centering \begin{psgopartialboard*}{(3,1)(8,6)}
1136 \stone{white}{d}{4}
1137 \stone[\marktr]{black}{g}{4}
1138 \end{psgopartialboard*} &
1139 \centering \begin{psgopartialboard*}{(4,1)(9,6)}
1140 \stone{black}{d}{4}
1141 \stone{white}{f}{3}
1142 \stone[\marktr]{black}{h}{3}
1143 \end{psgopartialboard*} & \\
1144 \centering $-0.193$ & \centering $-0.139$ & \centering $-0.135$ & \\
1145 \centering low corner reply \tnote{4} & \centering high distant approach/pincer & \centering near low pincer & \\
1147 \hline
1148 \end{tabular}
1149 \begin{tablenotes}
1150 \item [1] We present the patterns in a simplified compact form;
1151 in reality, they are usually somewhat larger and always circle-shaped
1152 (centered on the triangled move).
1153 We omit only pattern segments that are entirely empty.
1154 \item [2] We give some textual interpretation of the patterns, especially
1155 since some of them may not be obvious unless seen in game context; we choose
1156 the descriptions based on the most frequently observer contexts, but of course
1157 the pattern can be also matched in other positions and situations.
1158 \item [3] In the second PCA dimension, we find no correlated patterns;
1159 only uncorrelated and anti-correlated ones.
1160 \item [4] As the second most significant pattern,
1161 we skip a slide follow-up pattern to this move.
1162 \end{tablenotes}
1163 \end{threeparttable}
1164 \end{table}
1166 \begin{table}[!t]
1167 % increase table row spacing, adjust to taste
1168 \renewcommand{\arraystretch}{1.8}
1169 \begin{threeparttable}
1170 \caption{Characteristic Patterns of PCA$_3$ Dimension \tnote{1}}
1171 \label{fig:style_patterns3}
1172 \centering
1173 % Some packages, such as MDW tools, offer better commands for making tables
1174 % than the plain LaTeX2e tabular which is used here.
1175 \begin{tabular}{|p{2.4cm}p{2.4cm}p{2.4cm}p{0cm}|}
1176 % The virtual last column is here because otherwise we get random syntax errors.
1178 \hline \multicolumn{4}{|c|}{PCA$_3$ --- Old-time player} \\
1179 \centering \begin{psgopartialboard*}{(1,3)(5,7)}
1180 \stone{white}{d}{4}
1181 \stone[\marktr]{black}{c}{6}
1182 \end{psgopartialboard*} &
1183 \centering \begin{psgopartialboard*}{(8,1)(12,5)}
1184 \stone[\marktr]{black}{k}{3}
1185 \end{psgopartialboard*} &
1186 \centering \begin{psgopartialboard*}{(1,1)(5,5)}
1187 \stone[\marktr]{black}{c}{3}
1188 \end{psgopartialboard*} & \\
1189 \centering $0.515$ & \centering $0.264$ & \centering $0.258$ & \\
1190 \centering low corner approach & \centering low side or mokuhazushi opening & \centering san-san opening & \\
1192 \hline \multicolumn{4}{|c|}{PCA$_3$ --- Current player} \\
1193 \centering \begin{psgopartialboard*}{(3,1)(7,5)}
1194 \stone{black}{d}{4}
1195 \stone[\marktr]{black}{f}{3}
1196 \end{psgopartialboard*} &
1197 \centering \begin{psgopartialboard*}{(1,1)(5,5)}
1198 \stone[\marktr]{black}{c}{4}
1199 \end{psgopartialboard*} &
1200 \centering \begin{psgopartialboard*}{(1,2)(5,6)}
1201 \stone{black}{d}{3}
1202 \stone{white}{d}{5}
1203 \stone[\marktr]{black}{c}{5}
1204 \end{psgopartialboard*} & \\
1205 \centering $-0.276$ & \centering $-0.273$ & \centering $-0.116$ & \\
1206 \centering low corner enclosure & \centering 3-4 corner opening \tnote{2} & \centering high approach reply & \\
1208 \hline
1209 \end{tabular}
1210 \begin{tablenotes}
1211 \item [1] We cannot use terms ``classic'' and ''modern'' in case of PCA$_3$
1212 since the current patterns are commonplace in games of past centuries
1213 (not included in our training set) and many would call a lot of the old-time patterns
1214 modern inventions. Perhaps we can infer that the latest 21th-century play trends abandon
1215 many of the 20th-century experiments (lower echelon of our by-year samples)
1216 to return to the more ordinary but effective classic patterns.
1217 \item [2] At this point, we skip two patterns already shown elsewhere:
1218 {\em high side/corner opening} and {\em low corner reply}.
1219 \end{tablenotes}
1220 \end{threeparttable}
1221 \end{table}
1223 It is immediately
1224 obvious both from the measured $r$ and visual observation
1225 that by far the most significant vector corresponds very well
1226 to the territoriality of the players,%
1227 \footnote{Cho Chikun, perhaps the best-known
1228 territorial player, is not well visible in the cluster, but he is
1229 positioned around $-0.8$ on the first dimension.}
1230 confirming the intuitive notion that this aspect of style
1231 is the one easiest to pin-point and also
1232 most obvious in the played shapes and sequences
1233 (that can obviously aim directly at taking secure territory
1234 or building center-oriented framework). Thick (solid) play also plays
1235 a role, but these two style dimensions are already
1236 correlated in the prior data.
1238 The other PCA dimensions are somewhat harder to interpret, but there
1239 certainly is significant influence of the styles on the patterns;
1240 the found correlations are all presented in table \ref{fig:style_r}.
1241 (Larger absolute value means better linear correspondence.)
1243 We also list the characteristic spatial patterns of the PCA dimension
1244 extremes (tables \ref{fig:style_patterns}, \ref{fig:style_patterns3}), determined by their coefficients
1245 in the PCA projection matrix --- however, such naive approach
1246 has limited reliability, better methods will have to be researched.%
1247 \footnote{For example, as one of highly ranked ``Takemiya's'' PCA1 patterns,
1248 3,3 corner opening was generated, completely inappropriately;
1249 it reflects some weak ordering in bottom half of the dimension,
1250 not global ordering within the dimension.}
1251 We do not show the other pattern features since they carry no useful
1252 information in the opening stage.%
1253 \footnote{The board distance feature can be useful in some cases,
1254 but here all the spatial patterns are big enough to reach to the edge
1255 on their own.}
1257 \begin{table}[!t]
1258 % increase table row spacing, adjust to taste
1259 \renewcommand{\arraystretch}{1.4}
1260 \caption{Covariance Measure of Externed-Normalization PCA and~Prior Information}
1261 \label{fig:style_normr}
1262 \centering
1263 % Some packages, such as MDW tools, offer better commands for making tables
1264 % than the plain LaTeX2e tabular which is used here.
1265 \begin{tabular}{|c||r||r||r||r||r|}
1266 \hline
1267 Eigenval. & $\tau$ & $\omega$ & $\alpha$ & $\theta$ & Year \\
1268 \hline
1269 $6.3774289$ & $ \mathbf{0.436}$ & $-0.220$ & $-0.289$ & $ \mathbf{0.404}$ & $\mathbf{-0.576}$ \\
1270 $1.7269775$ & $\mathbf{-0.690}$ & $ 0.340$ & $ 0.315$ & $\mathbf{-0.445}$ & $\mathbf{-0.639}$ \\
1271 $1.1747101$ & $-0.185$ & $ 0.156$ & $ 0.107$ & $-0.315$ & $ 0.320$ \\
1272 $0.8452797$ & $ 0.064$ & $-0.102$ & $-0.189$ & $ 0.032$ & $ 0.182$ \\
1273 $0.8038992$ & $-0.185$ & $ 0.261$ & $ \mathbf{0.620}$ & $ 0.120$ & $ 0.056$ \\
1274 $0.6679533$ & $-0.027$ & $ 0.055$ & $ 0.147$ & $-0.198$ & $ 0.155$ \\
1275 $0.5790000$ & $ 0.079$ & $ \mathbf{0.509}$ & $ 0.167$ & $ 0.294$ & $-0.019$ \\
1276 $0.4971474$ & $ 0.026$ & $-0.119$ & $-0.071$ & $ 0.049$ & $ 0.043$ \\
1277 $0.4938777$ & $-0.061$ & $ 0.061$ & $ 0.104$ & $-0.168$ & $ 0.015$ \\
1278 $0.4888848$ & $ 0.203$ & $-0.283$ & $-0.120$ & $ 0.083$ & $-0.220$ \\
1279 \hline
1280 \end{tabular}
1281 \end{table}
1283 The PCA results presented above do not show much correlation between
1284 the significant PCA dimensions and the $\omega$ and $\alpha$ style dimensions.
1285 However, when we applied the extended vector normalization
1286 (sec. \ref{xnorm}; see table \ref{fig:style_normr}),
1287 some less significant PCA dimensions exhibited clear correlations.%
1288 \footnote{We have found that $c=6$ in the post-processing logistic function
1289 produces the most instructive PCA output on our particular game collection.}
1290 It appears that less-frequent patterns that appear only in the middle-game
1291 phase\footnote{In the middle game, the board is much more filled and thus
1292 particular specific-shape patterns repeat less often.} are defining
1293 for these dimensions, and these are not represented in the pattern vectors
1294 as well as the common opening patterns.
1295 However, we do not use the extended normalization results since
1296 they produced noticeably less accurate classifiers in all dimensions,
1297 including $\omega$ and $\alpha$.
1299 We believe that the next step
1300 in interpreting our results will be more refined prior information input
1301 and precise analysis by Go experts.
1303 TODO: Kohonen map view. Possibly a Sociomap view.
1305 \subsection{Style Classification}
1307 %TODO vsude zcheckovat jestli pouzivame stejny cas "we perform, we apply" X "we have performed, ..."
1309 Apart from the PCA-based analysis, we tested the style inference ability
1310 of neural network (sec. \ref{neural-net}) and $k$-NN classifiers (sec. \ref{knn}).
1312 To compare and evaluate both methods, we have performed $5$-fold cross validation
1313 and compared their performance with a~random classificator.
1314 In the $5$-fold cross-validation, we randomly divide the training set
1315 (organized by players) into $5$ distinct parts with comparable
1316 sizes and then iteratively use each part as a~testing set (yielding square error value), while
1317 the rest (remaining $4$ parts) is taken as a~training set. The square errors across all $5$ iterations are
1318 averaged, yielding mean square error.
1320 The results are shown in table \ref{crossval-cmp}. Second to fifth columns in the table represent
1321 mean square error of the examined styles, $\mathit{Mean}$ is the
1322 mean square error across the styles and finally, the last column $\mathit{Comp}$
1323 represents $\mathit{Mean}_\mathit{RND} / \mathit{X}$ -- comparison of mean square error (across styles)
1324 with random classificator. To minimize the
1325 effect of random variables, all numbers were taken as an average of $30$ runs of the cross validation.
1327 \begin{table}[!t]
1328 \renewcommand{\arraystretch}{1.4}
1329 \begin{center}
1330 \caption{Comparison of style classificators}
1331 \label{crossval-cmp}
1332 \begin{tabular}{|c|c|c|c|c|c|c|}
1333 \hline
1334 %Classifier & $\sigma_\tau$ & $\sigma_\omega$ & $\sigma_\alpha$ & $\sigma_\theta$ & Tot $\sigma$ & $\mathit{RndC}$\\ \hline
1335 %Neural network & 0.420 & 0.488 & 0.365 & 0.371 & 0.414 & 1.82 \\
1336 %$k$-NN ($k=4$) & 0.394 & 0.507 & 0.457 & 0.341 & 0.429 & 1.76 \\
1337 %Random classifier & 0.790 & 0.773 & 0.776 & 0.677 & 0.755 & 1.00 \\ \hline
1338 &\multicolumn{5}{|c|}{MSE}& \\ \hline
1339 {Classifier} & $\tau$ & $\omega$ & $\alpha$ & $\theta$ & {\bf Mean} & {\bf Comp}\\ \hline
1340 Neural network & 0.173 & 0.236 & 0.136 & 0.143 & 0.172 & 3.3 \\
1341 $k$-NN ($k=4$) & 0.156 & 0.257 & 0.209 & 0.116 & 0.184 & 3.1\\
1342 Random classifier & 0.544 & 0.640 & 0.647 & 0.458 & 0.572 & 1.0 \\ \hline
1343 \end{tabular}
1344 \end{center}
1345 \end{table}
1347 \subsubsection{Reference (Training) Data}
1348 As the~reference data, we use expert-based knowledge presented in section \ref{style-vectors}.
1349 For both methods to yield comparable errors, we have rescaled the style vectors from $[1,10]$ to $[-1,1]$
1350 (this is also the range of our neuron activation function).
1352 % TODO presunout konkretni parametry do Appendixu? (neni jich tolik, mozna ne)
1353 \subsubsection{$k$-NN parameters}
1354 $k=4$, Weight function is $0.8^{(10*EuclideanDistance)}$
1356 \subsubsection{Neural network's parameters}
1357 $3$ layers, $23 - 30 - 4$ architecture
1360 \section{Proposed Applications}
1362 We believe that our findings might be useful for many applications
1363 in the area of Go support software as well as Go-playing computer engines.
1365 The style analysis can be an excellent teaching aid --- classifying style
1366 dimensions based on player's pattern vector, many study recommendations
1367 can be given, e.g. about the professional games to replay, the goal being
1368 balancing understanding of various styles to achieve well-rounded skill set.
1369 This was also our original aim when starting the research and a user-friendly
1370 tool based on our work is now being created.
1372 We hope that more strong players will look into the style dimensions found
1373 by our statistical analysis --- analysis of most played patterns of prospective
1374 opponents might prepare for the game, but we especially hope that new insights
1375 on strategic purposes of various shapes and general human understanding
1376 of the game might be achieved by investigating the style-specific patterns.
1377 Time by time, new historical game records are still being discovered;
1378 pattern-based classification might help to suggest origin of the games
1379 in Go Archeology.
1381 Classifying playing strength of a pattern vector of a player can be used
1382 e.g. to help determine initial real-world rating of a player before their
1383 first tournament based on games played on the internet; some players especially
1384 in less populated areas could get fairly strong before playing their first
1385 real tournament.
1387 Analysis of pattern vectors extracted from games of Go-playing programs
1388 in light of the shown strength and style distributions might help to
1389 highlight some weaknesses and room for improvements. (However, since
1390 correlation does not imply causation, simply optimizing Go-playing programs
1391 according to these vectors is unlikely to yield good results.)
1392 Another interesting applications in Go-playing programs might be strength
1393 adjustment; the program can classify the player's level based on the pattern
1394 vector from its previous games and auto-adjust its difficulty settings
1395 accordingly to provide more even games for beginners.
1398 % An example of a floating figure using the graphicx package.
1399 % Note that \label must occur AFTER (or within) \caption.
1400 % For figures, \caption should occur after the \includegraphics.
1401 % Note that IEEEtran v1.7 and later has special internal code that
1402 % is designed to preserve the operation of \label within \caption
1403 % even when the captionsoff option is in effect. However, because
1404 % of issues like this, it may be the safest practice to put all your
1405 % \label just after \caption rather than within \caption{}.
1407 % Reminder: the "draftcls" or "draftclsnofoot", not "draft", class
1408 % option should be used if it is desired that the figures are to be
1409 % displayed while in draft mode.
1411 %\begin{figure}[!t]
1412 %\centering
1413 %\includegraphics[width=2.5in]{myfigure}
1414 % where an .eps filename suffix will be assumed under latex,
1415 % and a .pdf suffix will be assumed for pdflatex; or what has been declared
1416 % via \DeclareGraphicsExtensions.
1417 %\caption{Simulation Results}
1418 %\label{fig_sim}
1419 %\end{figure}
1421 % Note that IEEE typically puts floats only at the top, even when this
1422 % results in a large percentage of a column being occupied by floats.
1425 % An example of a double column floating figure using two subfigures.
1426 % (The subfig.sty package must be loaded for this to work.)
1427 % The subfigure \label commands are set within each subfloat command, the
1428 % \label for the overall figure must come after \caption.
1429 % \hfil must be used as a separator to get equal spacing.
1430 % The subfigure.sty package works much the same way, except \subfigure is
1431 % used instead of \subfloat.
1433 %\begin{figure*}[!t]
1434 %\centerline{\subfloat[Case I]\includegraphics[width=2.5in]{subfigcase1}%
1435 %\label{fig_first_case}}
1436 %\hfil
1437 %\subfloat[Case II]{\includegraphics[width=2.5in]{subfigcase2}%
1438 %\label{fig_second_case}}}
1439 %\caption{Simulation results}
1440 %\label{fig_sim}
1441 %\end{figure*}
1443 % Note that often IEEE papers with subfigures do not employ subfigure
1444 % captions (using the optional argument to \subfloat), but instead will
1445 % reference/describe all of them (a), (b), etc., within the main caption.
1448 % An example of a floating table. Note that, for IEEE style tables, the
1449 % \caption command should come BEFORE the table. Table text will default to
1450 % \footnotesize as IEEE normally uses this smaller font for tables.
1451 % The \label must come after \caption as always.
1453 %\begin{table}[!t]
1454 %% increase table row spacing, adjust to taste
1455 %\renewcommand{\arraystretch}{1.3}
1456 % if using array.sty, it might be a good idea to tweak the value of
1457 % \extrarowheight as needed to properly center the text within the cells
1458 %\caption{An Example of a Table}
1459 %\label{table_example}
1460 %\centering
1461 %% Some packages, such as MDW tools, offer better commands for making tables
1462 %% than the plain LaTeX2e tabular which is used here.
1463 %\begin{tabular}{|c||c|}
1464 %\hline
1465 %One & Two\\
1466 %\hline
1467 %Three & Four\\
1468 %\hline
1469 %\end{tabular}
1470 %\end{table}
1473 % Note that IEEE does not put floats in the very first column - or typically
1474 % anywhere on the first page for that matter. Also, in-text middle ("here")
1475 % positioning is not used. Most IEEE journals use top floats exclusively.
1476 % Note that, LaTeX2e, unlike IEEE journals, places footnotes above bottom
1477 % floats. This can be corrected via the \fnbelowfloat command of the
1478 % stfloats package.
1482 \section{Future Research}
1484 Since we are not aware of any previous research on this topic and we
1485 are limited by space and time constraints, plenty of research remains
1486 to be done, in all parts of our analysis --- we have already noted
1487 many in the text above. Most significantly, different methods of generating
1488 and normalizing the $\vec p$ vectors can be explored
1489 and other data mining methods could be investigated.
1490 Better ways of visualising the relationships would be desirable,
1491 together with thorough dissemination of internal structure
1492 of the player pattern vectors space.
1494 It can be argued that many players adjust their style by game conditions
1495 (Go development era, handicap, komi and color, time limits, opponent)
1496 or styles might express differently in various game stages.
1497 More professional players could be consulted on the findings
1498 and for style scales calibration.
1499 Impact of handicap games on by-strength
1500 $\vec p$ distribution should be also investigated.
1502 % TODO: Future research --- Sparse PCA
1504 \section{Conclusion}
1505 We have proposed a way to extract summary pattern information from
1506 game collections and combined this with various data mining methods
1507 to show correspondence of our pattern summaries with various player
1508 meta-information like playing strength, era of play or playing style
1509 as ranked by expert players. We have implemented and measured our
1510 proposals in two case studies: per-rank characteristics of amateur
1511 players and per-player style/era characteristics of well-known
1512 professionals.
1514 While many details remain to be worked out,
1515 we have demonstrated that many significant correlations do exist and
1516 it is practically viable to infer the player meta-information from
1517 extracted pattern summaries. We proposed wide range of applications
1518 for such inference. Finally, we outlined some of the many possible
1519 directions of future work in this newly staked research field
1520 on the boundary of Computer Go, Data Mining and Go Theory.
1523 % if have a single appendix:
1524 %\appendix[Proof of the Zonklar Equations]
1525 % or
1526 %\appendix % for no appendix heading
1527 % do not use \section anymore after \appendix, only \section*
1528 % is possibly needed
1530 % use appendices with more than one appendix
1531 % then use \section to start each appendix
1532 % you must declare a \section before using any
1533 % \subsection or using \label (\appendices by itself
1534 % starts a section numbered zero.)
1538 %\appendices
1539 %\section{Proof of the First Zonklar Equation}
1540 %Appendix one text goes here.
1542 %% you can choose not to have a title for an appendix
1543 %% if you want by leaving the argument blank
1544 %\section{}
1545 %Appendix two text goes here.
1548 % use section* for acknowledgement
1549 \section*{Acknowledgment}
1550 \label{acknowledgement}
1552 Foremostly, we are very grateful for detailed input on specific go styles
1553 by Alexander Dinerstein, Motoki Noguchi and V\'{i}t Brunner.
1554 We appreciate X reviewing our paper, and helpful comments on our general methodology
1555 by John Fairbairn, T. M. Hall, Cyril H\"oschl, Robert Jasiek, Franti\v{s}ek Mr\'{a}z
1556 and several GoDiscussions.com users. \cite{GoDiscThread}
1557 Finally, we would like to thank Radka ``chidori'' Hane\v{c}kov\'{a}
1558 for the original research idea and acknowledge major inspiration
1559 by R\'{e}mi Coulom's paper \cite{PatElo} on the extraction of pattern information.
1562 % Can use something like this to put references on a page
1563 % by themselves when using endfloat and the captionsoff option.
1564 \ifCLASSOPTIONcaptionsoff
1565 \newpage
1570 % trigger a \newpage just before the given reference
1571 % number - used to balance the columns on the last page
1572 % adjust value as needed - may need to be readjusted if
1573 % the document is modified later
1574 %\IEEEtriggeratref{8}
1575 % The "triggered" command can be changed if desired:
1576 %\IEEEtriggercmd{\enlargethispage{-5in}}
1578 % references section
1580 % can use a bibliography generated by BibTeX as a .bbl file
1581 % BibTeX documentation can be easily obtained at:
1582 % http://www.ctan.org/tex-archive/biblio/bibtex/contrib/doc/
1583 % The IEEEtran BibTeX style support page is at:
1584 % http://www.michaelshell.org/tex/ieeetran/bibtex/
1585 \bibliographystyle{IEEEtran}
1586 % argument is your BibTeX string definitions and bibliography database(s)
1587 \bibliography{gostyle}
1589 % <OR> manually copy in the resultant .bbl file
1590 % set second argument of \begin to the number of references
1591 % (used to reserve space for the reference number labels box)
1592 %\begin{thebibliography}{1}
1594 %\bibitem{MasterMCTS}
1596 %\end{thebibliography}
1598 % biography section
1600 % If you have an EPS/PDF photo (graphicx package needed) extra braces are
1601 % needed around the contents of the optional argument to biography to prevent
1602 % the LaTeX parser from getting confused when it sees the complicated
1603 % \includegraphics command within an optional argument. (You could create
1604 % your own custom macro containing the \includegraphics command to make things
1605 % simpler here.)
1606 %\begin{biography}[{\includegraphics[width=1in,height=1.25in,clip,keepaspectratio]{mshell}}]{Michael Shell}
1607 % or if you just want to reserve a space for a photo:
1609 %\begin{IEEEbiography}{Petr Baudi\v{s}}
1610 %Biography text here.
1611 %\end{IEEEbiography}
1613 % if you will not have a photo at all:
1614 \begin{IEEEbiographynophoto}{Petr Baudi\v{s}}
1615 Received BSc degree in Informatics at Charles University, Prague in 2009,
1616 currently a graduate student.
1617 Doing research in the fields of Computer Go, Monte Carlo Methods
1618 and Version Control Systems.
1619 Plays Go with the rank of 2-kyu on European tournaments
1620 and 2-dan on the KGS Go Server.
1621 \end{IEEEbiographynophoto}
1623 \begin{IEEEbiographynophoto}{Josef Moud\v{r}\'{i}k}
1624 Received BSc degree in Informatics at Charles University, Prague in 2009,
1625 currently a graduate student.
1626 Doing research in the fields of Genetic Algorithms and Cognitive Sciences.
1627 TODO TODO TODO
1628 \end{IEEEbiographynophoto}
1630 % insert where needed to balance the two columns on the last page with
1631 % biographies
1632 %\newpage
1634 %\begin{IEEEbiographynophoto}{Jane Doe}
1635 %Biography text here.
1636 %\end{IEEEbiographynophoto}
1638 % You can push biographies down or up by placing
1639 % a \vfill before or after them. The appropriate
1640 % use of \vfill depends on what kind of text is
1641 % on the last page and whether or not the columns
1642 % are being equalized.
1644 %\vfill
1646 % Can be used to pull up biographies so that the bottom of the last one
1647 % is flush with the other column.
1648 %\enlargethispage{-5in}
1652 % that's all folks
1653 \end{document}