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1 \documentclass[journal]{IEEEtran}
3 \usepackage{cite}
4 % cite.sty was written by Donald Arseneau
5 % V1.6 and later of IEEEtran pre-defines the format of the cite.sty package
6 % \cite{} output to follow that of IEEE. Loading the cite package will
7 % result in citation numbers being automatically sorted and properly
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9 % cite.sty will become [1], [2], [5]--[7], [9] using cite.sty. cite.sty's
10 % \cite will automatically add leading space, if needed. Use cite.sty's
11 % noadjust option (cite.sty V3.8 and later) if you want to turn this off.
12 % cite.sty is already installed on most LaTeX systems. Be sure and use
13 % version 4.0 (2003-05-27) and later if using hyperref.sty. cite.sty does
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17 % The documentation is contained in the cite.sty file itself.
20 % *** GRAPHICS RELATED PACKAGES ***
22 \ifCLASSINFOpdf
23 % \usepackage[pdftex]{graphicx}
24 % declare the path(s) where your graphic files are
25 % \graphicspath{{../pdf/}{../jpeg/}}
26 % and their extensions so you won't have to specify these with
27 % every instance of \includegraphics
28 % \DeclareGraphicsExtensions{.pdf,.jpeg,.png}
29 \else
30 % or other class option (dvipsone, dvipdf, if not using dvips). graphicx
31 % will default to the driver specified in the system graphics.cfg if no
32 % driver is specified.
33 % \usepackage[dvips]{graphicx}
34 \usepackage{graphicx}
35 % declare the path(s) where your graphic files are
36 % \graphicspath{{../eps/}}
37 % and their extensions so you won't have to specify these with
38 % every instance of \includegraphics
39 % \DeclareGraphicsExtensions{.eps}
40 \fi
42 \usepackage{threeparttable}
44 \usepackage{psgo}
45 \setgounit{0.4cm}
47 \usepackage{algorithm}
48 \usepackage{algorithmic}
49 %\usepackage{algpseudocode}
50 % WICKED: nefunguje ani jedno???
51 % algorithmic.sty can be obtained at:
52 % http://www.ctan.org/tex-archive/macros/latex/contrib/algorithms/
53 % There is also a support site at:
54 % http://algorithms.berlios.de/index.html
55 % Also of interest may be the (relatively newer and more customizable)
56 % algorithmicx.sty package by Szasz Janos:
57 % http://www.ctan.org/tex-archive/macros/latex/contrib/algorithmicx/
59 % *** ALIGNMENT PACKAGES ***
61 %\usepackage{array}
62 % http://www.ctan.org/tex-archive/macros/latex/required/tools/
65 \usepackage{amsmath}
66 %\usepackage{mdwtab}
67 % http://www.ctan.org/tex-archive/macros/latex/contrib/mdwtools/
70 % IEEEtran contains the IEEEeqnarray family of commands that can be used to
71 % generate multiline equations as well as matrices, tables, etc., of high
72 % quality.
74 %\usepackage{eqparbox}
75 % Also of notable interest is Scott Pakin's eqparbox package for creating
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77 % Available at:
78 % http://www.ctan.org/tex-archive/macros/latex/contrib/eqparbox/
82 % *** SUBFIGURE PACKAGES ***
83 %\usepackage[tight,footnotesize]{subfigure}
84 % subfigure.sty was written by Steven Douglas Cochran. This package makes it
85 % easy to put subfigures in your figures. e.g., "Figure 1a and 1b". For IEEE
86 % work, it is a good idea to load it with the tight package option to reduce
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90 % http://www.ctan.org/tex-archive/obsolete/macros/latex/contrib/subfigure/
91 % subfigure.sty has been superceeded by subfig.sty.
95 %\usepackage[caption=false]{caption}
96 %\usepackage[font=footnotesize]{subfig}
97 % subfig.sty, also written by Steven Douglas Cochran, is the modern
98 % replacement for subfigure.sty. However, subfig.sty requires and
99 % automatically loads Axel Sommerfeldt's caption.sty which will override
100 % IEEEtran.cls handling of captions and this will result in nonIEEE style
101 % figure/table captions. To prevent this problem, be sure and preload
102 % caption.sty with its "caption=false" package option. This is will preserve
103 % IEEEtran.cls handing of captions. Version 1.3 (2005/06/28) and later
104 % (recommended due to many improvements over 1.2) of subfig.sty supports
105 % the caption=false option directly:
106 %\usepackage[caption=false,font=footnotesize]{subfig}
108 % The latest version and documentation can be obtained at:
109 % http://www.ctan.org/tex-archive/macros/latex/contrib/subfig/
110 % The latest version and documentation of caption.sty can be obtained at:
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115 % *** FLOAT PACKAGES ***
117 %\usepackage{fixltx2e}
118 % fixltx2e, the successor to the earlier fix2col.sty, was written by
119 % Frank Mittelbach and David Carlisle. This package corrects a few problems
120 % in the LaTeX2e kernel, the most notable of which is that in current
121 % LaTeX2e releases, the ordering of single and double column floats is not
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123 % single column figure to be placed prior to an earlier double column
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129 %\usepackage{stfloats}
130 % stfloats.sty was written by Sigitas Tolusis. This package gives LaTeX2e
131 % the ability to do double column floats at the bottom of the page as well
132 % as the top. (e.g., "\begin{figure*}[!b]" is not normally possible in
133 % LaTeX2e). It also provides a command:
134 %\fnbelowfloat
135 % to enable the placement of footnotes below bottom floats (the standard
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144 % IEEE should note that IEEE rarely uses double column equations and
145 % that authors should try to avoid such use. Do not be tempted to use the
146 % cuted.sty or midfloat.sty packages (also by Sigitas Tolusis) as IEEE does
147 % not format its papers in such ways.
150 %\ifCLASSOPTIONcaptionsoff
151 % \usepackage[nomarkers]{endfloat}
152 % \let\MYoriglatexcaption\caption
153 % \renewcommand{\caption}[2][\relax]{\MYoriglatexcaption[#2]{#2}}
154 %\fi
155 % endfloat.sty was written by James Darrell McCauley and Jeff Goldberg.
156 % This package may be useful when used in conjunction with IEEEtran.cls'
157 % captionsoff option. Some IEEE journals/societies require that submissions
158 % have lists of figures/tables at the end of the paper and that
159 % figures/tables without any captions are placed on a page by themselves at
160 % the end of the document. If needed, the draftcls IEEEtran class option or
161 % \CLASSINPUTbaselinestretch interface can be used to increase the line
162 % spacing as well. Be sure and use the nomarkers option of endfloat to
163 % prevent endfloat from "marking" where the figures would have been placed
164 % in the text. The two hack lines of code above are a slight modification of
165 % that suggested by in the endfloat docs (section 8.3.1) to ensure that
166 % the full captions always appear in the list of figures/tables - even if
167 % the user used the short optional argument of \caption[]{}.
168 % IEEE papers do not typically make use of \caption[]'s optional argument,
169 % so this should not be an issue. A similar trick can be used to disable
170 % captions of packages such as subfig.sty that lack options to turn off
171 % the subcaptions:
172 % For subfig.sty:
173 % \let\MYorigsubfloat\subfloat
174 % \renewcommand{\subfloat}[2][\relax]{\MYorigsubfloat[]{#2}}
175 % For subfigure.sty:
176 % \let\MYorigsubfigure\subfigure
177 % \renewcommand{\subfigure}[2][\relax]{\MYorigsubfigure[]{#2}}
178 % However, the above trick will not work if both optional arguments of
179 % the \subfloat/subfig command are used. Furthermore, there needs to be a
180 % description of each subfigure *somewhere* and endfloat does not add
181 % subfigure captions to its list of figures. Thus, the best approach is to
182 % avoid the use of subfigure captions (many IEEE journals avoid them anyway)
183 % and instead reference/explain all the subfigures within the main caption.
184 % The latest version of endfloat.sty and its documentation can obtained at:
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187 % The IEEEtran \ifCLASSOPTIONcaptionsoff conditional can also be used
188 % later in the document, say, to conditionally put the References on a
189 % page by themselves.
191 % *** PDF, URL AND HYPERLINK PACKAGES ***
193 \usepackage{url}
194 % url.sty was written by Donald Arseneau. It provides better support for
195 % handling and breaking URLs. url.sty is already installed on most LaTeX
196 % systems. The latest version can be obtained at:
197 % http://www.ctan.org/tex-archive/macros/latex/contrib/misc/
198 % Read the url.sty source comments for usage information. Basically,
199 % \url{my_url_here}.
202 % *** Do not adjust lengths that control margins, column widths, etc. ***
203 % *** Do not use packages that alter fonts (such as pslatex). ***
204 % There should be no need to do such things with IEEEtran.cls V1.6 and later.
205 % (Unless specifically asked to do so by the journal or conference you plan
206 % to submit to, of course. )
208 % correct bad hyphenation here
209 \hyphenation{op-tical net-works semi-conduc-tor know-ledge}
212 \begin{document}
214 % paper title
215 % can use linebreaks \\ within to get better formatting as desired
216 \title{On Move Pattern Trends\\in Large Go Games Corpus}
218 % use \thanks{} to gain access to the first footnote area
219 % a separate \thanks must be used for each paragraph as LaTeX2e's \thanks
220 % was not built to handle multiple paragraphs
221 \author{Petr~Baudi\v{s},~Josef~Moud\v{r}\'{i}k% <-this % stops a space
222 \thanks{P. Baudi\v{s} is student at the Faculty of Math and Physics, Charles University, Prague, CZ, and also does some of his Computer Go research as an employee of SUSE Labs Prague, Novell CZ.}% <-this % stops a space
223 \thanks{J. Moud\v{r}\'{i}k is student at the Faculty of Math and Physics, Charles University, Prague, CZ.}}
225 % note the % following the last \IEEEmembership and also \thanks -
226 % these prevent an unwanted space from occurring between the last author name
227 % and the end of the author line. i.e., if you had this:
229 % \author{....lastname \thanks{...} \thanks{...} }
230 % ^------------^------------^----Do not want these spaces!
232 % a space would be appended to the last name and could cause every name on that
233 % line to be shifted left slightly. This is one of those "LaTeX things". For
234 % instance, "\textbf{A} \textbf{B}" will typeset as "A B" not "AB". To get
235 % "AB" then you have to do: "\textbf{A}\textbf{B}"
236 % \thanks is no different in this regard, so shield the last } of each \thanks
237 % that ends a line with a % and do not let a space in before the next \thanks.
238 % Spaces after \IEEEmembership other than the last one are OK (and needed) as
239 % you are supposed to have spaces between the names. For what it is worth,
240 % this is a minor point as most people would not even notice if the said evil
241 % space somehow managed to creep in.
244 % The paper headers
245 \markboth{Transactions on Computational Intelligence and AI in Games --- DRAFT}%
246 {On Pattern Feature Trends in Large Go Game Corpus --- DRAFT}
247 % The only time the second header will appear is for the odd numbered pages
248 % after the title page when using the twoside option.
250 % *** Note that you probably will NOT want to include the author's ***
251 % *** name in the headers of peer review papers. ***
252 % You can use \ifCLASSOPTIONpeerreview for conditional compilation here if
253 % you desire.
258 % If you want to put a publisher's ID mark on the page you can do it like
259 % this:
260 %\IEEEpubid{0000--0000/00\$00.00~\copyright~2007 IEEE}
261 % Remember, if you use this you must call \IEEEpubidadjcol in the second
262 % column for its text to clear the IEEEpubid mark.
266 % use for special paper notices
267 %\IEEEspecialpapernotice{(Invited Paper)}
272 % make the title area
273 \maketitle
276 \begin{abstract}
277 %\boldmath
279 We process a~large corpus of game records of the board game of Go and
280 propose a~way to extract summary information on played moves.
281 We then apply several basic data-mining methods on the summary
282 information to identify the most differentiating features within the
283 summary information, and discuss their correspondence with traditional
284 Go knowledge. We show mappings of the features to player attributes
285 like playing strength or informally perceived ``playing style'' (such as
286 territoriality or aggressivity), and propose applications including
287 seeding real-work ranks of internet players, aiding in Go study, or
288 contribution to Go-theoretical discussion on the scope of ``playing
289 style''.
291 \end{abstract}
292 % IEEEtran.cls defaults to using nonbold math in the Abstract.
293 % This preserves the distinction between vectors and scalars. However,
294 % if the journal you are submitting to favors bold math in the abstract,
295 % then you can use LaTeX's standard command \boldmath at the very start
296 % of the abstract to achieve this. Many IEEE journals frown on math
297 % in the abstract anyway.
299 % Note that keywords are not normally used for peerreview papers.
300 \begin{IEEEkeywords}
301 board games, go, computer go, data mining, go theory,
302 pattern recongition, player strength, playing style,
303 neural networks, Kohonen maps, principal component analysis
304 \end{IEEEkeywords}
311 % For peer review papers, you can put extra information on the cover
312 % page as needed:
313 % \ifCLASSOPTIONpeerreview
314 % \begin{center} \bfseries EDICS Category: 3-BBND \end{center}
315 % \fi
317 % For peerreview papers, this IEEEtran command inserts a page break and
318 % creates the second title. It will be ignored for other modes.
319 \IEEEpeerreviewmaketitle
323 \section{Introduction}
324 % The very first letter is a 2 line initial drop letter followed
325 % by the rest of the first word in caps.
327 % form to use if the first word consists of a single letter:
328 % \IEEEPARstart{A}{demo} file is ....
330 % form to use if you need the single drop letter followed by
331 % normal text (unknown if ever used by IEEE):
332 % \IEEEPARstart{A}{}demo file is ....
334 % Some journals put the first two words in caps:
335 % \IEEEPARstart{T}{his demo} file is ....
337 % Here we have the typical use of a "T" for an initial drop letter
338 % and "HIS" in caps to complete the first word.
339 \IEEEPARstart{T}{he} field of Computer Go usually focuses on the problem
340 of creating a~program to play the game, finding the best move from a~given
341 board position. \cite{GellySilver2008}
342 We will make use of one method developed in the course
343 of such research and apply it to the analysis of existing game records
344 with the aim of helping humans to play and understand the game better
345 instead.
347 Go is a~two-player full-information board game played
348 on a~square grid (usually $19\times19$ lines) with black and white
349 stones; the goal of the game is to surround the most territory and
350 capture enemy stones. We assume basic familiarity with the game.
352 Many Go players are eager to play using computers (usually over
353 the internet) and review games played by others on computers as well.
354 This means that large amounts of game records are collected and digitally
355 stored, enabling easy processing of such collections. However, so far
356 only little has been done with the available data --- we are aware
357 only of uses for simple win/loss statistics \cite{KGSStats} \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 The pattern vector elements can have diverse values since for each object,
387 we consider different number of games (and thus patterns).
388 Therefore, we linearly rescale and normalize the values to range $[-1,1]$,
389 the most frequent pattern having the value of $1$ and the least occuring
390 one being $-1$.%
391 \footnote{We did not investigate different methods of re-scaling the vectors;
392 that might be a good way of improving accuracy of our analysis.}
393 Thus, we obtain vectors describing relative frequency of played patterns
394 independent on number of gathered patterns.
396 \subsection{Pattern Features}
397 When deciding how to compose the patterns we use to describe moves,
398 we need to consider a specificity tradeoff --- overly general descriptions carry too few
399 information to discern various player attributes; too specific descriptions
400 gather too few specimen over the games sample and the vector differences are
401 not statistically significant.
403 We have chosen an intuitive and simple approach inspired by pattern features
404 used when computing Elo ratings for candidate patterns in Computer Go play.
405 \cite{Elo} Each pattern is a~combination of several {\em pattern features}
406 (name--value pairs) matched at the position of the played move.
407 We use these features:
409 \begin{itemize}
410 \item capture move flag
411 \item atari move flag
412 \item atari escape flag
413 \item contiguity-to-last flag --- whether the move has been played in one of 8 neighbors of the last move
414 \item contiguity-to-second-last flag
415 \item board edge distance --- only up to distance 4
416 \item spatial pattern --- configuration of stones around the played move
417 \end{itemize}
419 The spatial patterns are normalized (using a dictionary) to be always
420 black-to-play and maintain translational and rotational symmetry.
421 Configurations of radius between 2 and 9 in the gridcular metric%
422 \footnote{The {\em gridcular} metric
423 $d(x,y) = |\delta x| + |\delta y| + \max(|\delta x|, |\delta y|)$ defines
424 a circle-like structure on the Go board square grid. \cite{SpatPat} }
425 are matched.
427 Pattern vectors representing these features contain information on
428 played shape as well as basic representation of tactical dynamics
429 --- threats to capture stones, replying to last move, or ignoring
430 opponent's move elsewhere to return to an urgent local situation.
431 The shapes most frequently correspond to opening moves
432 (either in empty corners and sides, or as part of {\em joseki}
433 --- commonly played sequences) characteristic for a certain
434 strategic aim. In the opening, even a single-line difference
435 in the distance from the border can have dramatic impact on
436 further local and global development.
438 \subsection{Implementation}
440 We have implemented the data extraction by making use of the pattern
441 features matching implementation%
442 \footnote{The pattern features matching was developed according
443 to the Elo-rating playing scheme. \cite{Elo}}
444 within the Pachi go-playing program \cite{Pachi}.
445 We extract information on players by converting the SGF game
446 records to GTP stream \cite{GTP} that feeds Pachi's {\tt patternscan}
447 engine, outputting a~single {\em patternspec} (string representation
448 of the particular pattern features combination) per move. Of course,
449 only moves played by the appropriate color in the game are collected.
451 \section{Data Mining}
452 \label{data-mining}
454 To assess the properties of gathered pattern vectors
455 and their influence on playing styles,
456 we process the data by several basic data minining techniques.
458 The first two methods {\em (analytic)} rely purely on data gathered
459 from the game collection
460 and serve to show internal structure and correlations within the data set.
462 Principal Component Analysis finds orthogonal vector components that
463 have the largest variance.
464 Reversing the process can indicate which patterns correlate with each component.
465 Additionally, PCA can be used as vector preprocessing for methods
466 that are negatively sensitive to pattern vector component correlations.
468 The~second method of Kohonen Maps
469 is based on the theory of self-organizing maps of abstract units (neurons) that
470 compete against each other for the representation of the input space.
471 Because neurons in the network are organized in a two-dimensional plane,
472 the trained network spreads the vectors on a 2D plane,
473 allowing for visualization of clusters of players with similar properties.
476 Furthermore, we use two \emph{classification} methods that assign
477 each pattern vector $\vec P$ an \emph{output vector} $\vec O$,
478 representing e.g.~information about styles, player's strength or even
479 meta-information like the player's era or a country of origin.
480 Initially, the methods must be calibrated (trained) on some prior knowledge,
481 usually in the form of \emph{reference pairs} of pattern vectors
482 and the associated output vectors.
484 Moreover, the reference set can be divided into training and testing pairs
485 and the methods can be compared by the mean square error on testing data set
486 (difference of output vectors approximated by the method and their real desired value).
488 %\footnote{However, note that dicrete characteristics such as country of origin are
489 %not very feasible to use here, since WHAT??? is that even true?? }
491 The $k$-Nearest Neighbors \cite{CoverHart1967} classifier
492 approximates $\vec O$ by composing the output vectors
493 of $k$ reference pattern vectors closest to $\vec P$.
495 The other classifier is a~multi-layer feed-forward Artificial Neural Network:
496 the neural network can learn correlations between input and output vectors
497 and generalize the ``knowledge'' to unknown vectors; it can be more flexible
498 in the interpretation of different pattern vector elements and discern more
499 complex relations than the kNN classifier,
500 but may not be as stable and requires larger training sample.
502 \subsection{Principal Component Analysis}
503 \label{data-mining}
504 We use Principal Component Analysis \emph{PCA} \cite{Jolliffe1986}
505 to reduce the dimensions of the pattern vectors while preserving
506 as much information as possible, assuming inter-dependencies between
507 pattern vector dimensions are linear.
509 Briefly, PCA is an eigenvalue decomposition of a~covariance matrix of centered pattern vectors,
510 producing a~linear mapping $o$ from $n$-dimensional vector space
511 to a~reduced $m$-dimensional vector space.
512 The $m$ eigenvectors of the original vectors' covariance matrix
513 with the largest eigenvalues are used as the base of the reduced vector space;
514 the eigenvectors form projection matrix $W$.
516 For each original pattern vector $\vec p_i$,
517 we obtain its new representation $\vec r_i$ in the PCA base
518 as shown in the following equation:
519 \begin{equation}
520 \vec r_i = W \cdot \vec p_i
521 \end{equation}
523 The whole process is described in the Algorithm \ref{alg:pca}.
525 \begin{algorithm}
526 \caption{PCA -- Principal Component Analysis}
527 \begin{algorithmic}
528 \label{alg:pca}
529 \REQUIRE{$m > 0$, set of players $R$ with pattern vectors $p_r$}
530 \STATE $\vec \mu \leftarrow 1/|R| \cdot \sum_{r \in R}{\vec p_r}$
531 \FOR{ $r \in R$}
532 \STATE $\vec p_r \leftarrow \vec p_r - \vec \mu$
533 \ENDFOR
534 \FOR{ $(i,j) \in \{1,... ,n\} \times \{1,... ,n\}$}
535 \STATE $\mathit{Cov}[i,j] \leftarrow 1/|R| \cdot \sum_{r \in R}{\vec p_{ri} \cdot \vec p_{rj}}$
536 \ENDFOR
537 \STATE Compute Eigenvalue Decomposition of $\mathit{Cov}$ matrix
538 \STATE Get $m$ largest eigenvalues
539 \STATE Most significant eigenvectors ordered by decreasing eigenvalues form the rows of matrix $W$
540 \FOR{ $r \in R$}
541 \STATE $\vec r_r\leftarrow W \vec p_r$
542 \ENDFOR
543 \end{algorithmic}
544 \end{algorithm}
546 \label{pearson}
547 We want to find correlations between PCA dimensions and
548 some prior knowledge (player rank, style vector).
549 For this purpose, we compute the well-known
550 {\em Pearson product-moment correlation coefficient} \cite{Pearson},
551 measuring the strength of the linear dependence%
552 \footnote{A desirable property of PMCC is that it is invariant to translations and rescaling
553 of the vectors.}
554 between the dimensions:
556 $$ r_{X,Y} = {{\rm cov}(X,Y) \over \sigma_X \sigma_Y} $$
558 \subsection{Kohonen Maps}
559 \label{koh}
560 Kohonen map is a self-organizing network with neurons spread evenly over a~two-dimensional plane.
561 Neurons $\vec n$ in the map compete for representation of portions of the input vector space,
562 each vector being represented by some neuron.
563 The network is trained so that the neurons
564 that are topologically close tend to represent vectors that are close in suitable metric as well.
566 First, a~randomly initialized network is sequentially trained;
567 in each iteration, we choose a~random training vector $\vec t$
568 and find the {\em winner neuron} $\vec w$ that is closest to $\vec t$ in Euclidean metric.
570 We then adapt neurons $n$ from the neighborhood of $\vec w$ employing the equation
571 \begin{equation}
572 \vec n = \vec n + \alpha \cdot \mathit{Influence}(\vec w, \vec n) \cdot (\vec t - \vec n)
573 \end{equation}
574 where $\alpha$ is a learning parameter, usually decreasing in time.
575 $Influence()$ is a function that forces neurons to spread.
576 Such function is usually realised using a mexican hat function or a difference-of-gaussians
577 \cite{TODO}.
578 The state of the network can be evaluated by calculating mean square difference
579 between each $\vec t \in T$ and its corresponding winner neuron $\vec w_t$:
580 \begin{equation}
581 \mathit{Error}(N,T) = \sum_{\vec t \in T}{|\vec w_t - \vec t|}
582 \end{equation}
585 \begin{algorithm}
586 \caption{Kohonen maps -- training}
587 \begin{algorithmic}
588 \label{alg:koh}
589 \REQUIRE{Set of training vectors $T$, input dimension $D$}
590 \REQUIRE{max number of iterations $M$, desired error $E$}
591 \STATE $N \leftarrow \{\vec n | \vec n$ random, $\mathit{dim}(\vec n) = D\}$
592 \REPEAT
593 \STATE $\mathit{It} \leftarrow \mathit{It} + 1$
594 \STATE $\vec t \leftarrow \mathit{PickRandom}(T)$
595 \FORALL{$\vec n \in N$}
596 \STATE $D[\vec n] \leftarrow \mathit{EuclideanDistance}(\vec n, \vec t)$
597 \ENDFOR
598 \STATE Find $ \vec w \in N$ so that $D[\vec w] <= D[\vec m], \forall \vec m \in N$
599 \FORALL{$\vec n \in \mathit{TopologicalNeigbors}(N, \vec w)$}
600 \STATE $\vec n \leftarrow \vec n + \alpha(It) \cdot \mathit{Influence}(\vec w, \vec n) \cdot ( \vec t - \vec n ) $
601 \ENDFOR
602 \UNTIL{$\mathit{Error}(N, T) < E$ or $ \mathit{It} > M$}
603 \end{algorithmic}
604 \end{algorithm}
607 \subsection{k-nearest Neighbors Classifier}
608 \label{knn}
609 Our goal is to approximate player's output vector $\vec O$;
610 we know his pattern vector $\vec P$.
611 We further assume that similarities in players' pattern vectors
612 uniformly correlate with similarities in players' output vectors.
614 We require a set of reference players $R$ with known \emph{pattern vectors} $\vec p_r$
615 and \emph{output vectors} $\vec o_r$.
617 $\vec O$ is approximated as a~weighted average of \emph{output vectors}
618 $\vec o_i$ of $k$ players with \emph{pattern vectors} $\vec p_i$ closest to $\vec P$.
619 This is illustrated in the Algorithm \ref{alg:knn}.
620 Note that the weight is a function of distance and is not explicitly defined in Algorithm \ref{alg:knn}.
621 During our research, exponentially decreasing weight has proven to be sufficient.
623 \begin{algorithm}
624 \caption{k-Nearest Neighbors}
625 \begin{algorithmic}
626 \label{alg:knn}
627 \REQUIRE{pattern vector $\vec P$, $k > 0$, set of reference players $R$}
628 \FORALL{$r \in R$ }
629 \STATE $D[r] \leftarrow \mathit{EuclideanDistance}(\vec p_r, \vec P)$
630 \ENDFOR
631 \STATE $N \leftarrow \mathit{SelectSmallest}(k, R, D)$
632 \STATE $\vec O \leftarrow \vec 0$
633 \FORALL{$r \in N $}
634 \STATE $\vec O \leftarrow \vec O + \mathit{Weight}(D[r]) \cdot \vec o_r $
635 \ENDFOR
636 \end{algorithmic}
637 \end{algorithm}
639 \subsection{Neural Network Classifier}
640 \label{neural-net}
642 Feed-forward neural networks \cite{ANN} are known for their ability to generalize
643 and find correlations between input patterns and output classifications.
644 Before use, the network is iteratively trained on the training data
645 until the error on the training set is reasonably small.
647 %Neural network is an adaptive system that must undergo a training
648 %period similarly to the requirement
649 %of reference vectors for the k-Nearest Neighbors algorithm above.
651 \subsubsection{Computation and activation of the NN}
652 Technically, the neural network is a network of interconnected
653 computational units called neurons.
654 A feedforward neural network has a layered topology;
655 it usually has one \emph{input layer}, one \emph{output layer}
656 and an arbitrary number of \emph{hidden layers} between.
658 Each neuron $i$ is connected to all neurons in the previous layer and each connection has its weight $w_{ij}$
660 The computation proceeds in discrete time steps.
661 In the first step, the neurons in the \emph{input layer}
662 are \emph{activated} according to the \emph{input vector}.
663 Then, we iteratively compute output of each neuron in the next layer
664 until the output layer is reached.
665 The activity of output layer is then presented as the result.
667 The activation $y_i$ of neuron $i$ from the layer $I$ is computed as
668 \begin{equation}
669 y_i = f\left(\sum_{j \in J}{w_{ij} y_j}\right)
670 \end{equation}
671 where $J$ is the previous layer, while $y_j$ is the activation for neurons from $J$ layer.
672 Function $f()$ is a~so-called \emph{activation function}
673 and its purpose is to bound the outputs of neurons.
674 A typical example of an activation function is the sigmoid function.%
675 \footnote{A special case of the logistic function, defined by the formula
676 $\sigma(x)=\frac{1}{1+e^{-(rx+k)}}$; parameters control the growth rate ($r$)
677 and the x-position ($k$).}
679 \subsubsection{Training}
680 Training of the feed-forward neural network usually involves some
681 modification of supervised Backpropagation learning algorithm.
682 We use first-order optimization algorithm called RPROP. \cite{Riedmiller1993}
684 %Because the \emph{reference set} is usually not very large,
685 %we have devised a simple method for its extension.
686 %This enhancement is based upon adding random linear combinations
687 %of \emph{style and pattern vectors} to the training set.
689 As outlined above, the training set $T$ consists of
690 $(\vec p_i, \vec o_i)$ pairs.
691 The training algorithm is shown in Algorithm \ref{alg:tnn}.
693 \begin{algorithm}
694 \caption{Training Neural Network}
695 \begin{algorithmic}
696 \label{alg:tnn}
697 \REQUIRE{Train set $T$, desired error $e$, max iterations $M$}
698 \STATE $N \leftarrow \mathit{RandomlyInitializedNetwork}()$
699 \STATE $\mathit{It} \leftarrow 0$
700 \REPEAT
701 \STATE $\mathit{It} \leftarrow \mathit{It} + 1$
702 \STATE $\Delta \vec w \leftarrow \vec 0$
703 \STATE $\mathit{TotalError} \leftarrow 0$
704 %\FORALL{$(\overrightarrow{Input}, \overrightarrow{DesiredOutput}) \in T$}
705 %\STATE $\overrightarrow{Output} \leftarrow Result(N, \overrightarrow{Input})$
706 %\STATE $E \leftarrow |\overrightarrow{DesiredOutput} - \overrightarrow{Output}|$
707 \FORALL{$(\mathit{Input}, \mathit{DesiredOutput}) \in T$}
708 \STATE $\mathit{Output} \leftarrow \mathit{Result}(N, \mathit{Input})$
709 \STATE $\mathit{Error} \leftarrow |\mathit{DesiredOutput} - \mathit{Output}|$
710 \STATE $\Delta \vec w \leftarrow \Delta \vec w + \mathit{WeightUpdate}(N,\mathit{Error})$
711 \STATE $\mathit{TotalError} \leftarrow \mathit{TotalError} + \mathit{Error}$
712 \ENDFOR
713 \STATE $N \leftarrow \mathit{ModifyWeights}(N, \Delta \vec w)$
714 \UNTIL{$\mathit{TotalError} < e$ or $ \mathit{It} > M$}
715 \end{algorithmic}
716 \end{algorithm}
718 \subsection{Implementation}
720 We have implemented the data mining methods as the
721 ``gostyle'' open-source framework \cite{GoStyle},
722 made available under the GNU GPL licence.
724 The majority of our basic processing and the analysis parts
725 are implemented in the Python \cite{Python2005} programming language.
726 We use several external libraries, most notably the MDP library \cite{MDP} (used for PCA analysis)
727 and Kohonen library \cite{KohonenPy}.
728 The neural network part of the project is written using the libfann C library\cite{Nissen2003}.
731 \section{Strength Estimator}
733 \begin{figure*}[!t]
734 \centering
735 \includegraphics[width=7in]{strength-pca}
736 \caption{PCA of by-strength vectors}
737 \label{fig:strength_pca}
738 \end{figure*}
740 First, we have used our framework to analyse correlations of pattern vectors
741 and playing strength. Like in other competitively played board games, Go players
742 receive real-world {\em rating number} based on tournament games,
743 and {\em rank} based on their rating.%
744 \footnote{Elo-like rating system \cite{GoR} is usually used,
745 corresponding to even win chances for game of two players with the same rank,
746 and about 2:3 win chance for stronger in case of one rank difference.}%
747 \footnote{Professional ranks and dan ranks in some Asia countries may
748 be assigned differently.}
749 The amateur ranks range from 30-kyu (beginner) to 1-kyu (intermediate)
750 and then follows 1-dan to 7-dan\footnote{9-dan in some systems.} (top-level player).
751 Multiple independent real-world ranking scales exist
752 (geographically based), also online servers maintain their own user ranking;
753 the difference between scales can be up to several ranks and the rank
754 distributions also differ. \cite{RankComparison}
756 As the source game collection, we use Go Teaching Ladder reviews archive%
757 \footnote{The reviews contain comments and variations --- we consider only the main
758 variation with the actual played game.}
759 \cite{GTL} --- this collection contains 7700 games of players with strength ranging
760 from 30-kyu to 4-dan; we consider only even games with clear rank information,
761 and then randomly separate 770 games as a testing set.
762 Since the rank information is provided by the users and may not be consistent,
763 we are forced to take a simplified look at the ranks,
764 discarding the differences between various systems and thus somewhat
765 increasing error in our model.\footnote{Since our results seem satisfying,
766 we did not pursue to try another collection;
767 one could e.g. look at game archives of some Go server.}
769 First, we have created a single pattern vector for each rank, from 30-kyu to 4-dan;
770 we have performed PCA analysis on the pattern vectors, achieving near-perfect
771 rank correspondence in the first PCA dimension%
772 \footnote{The eigenvalue of the second dimension was four times smaller,
773 with no discernable structure revealed within the lower-order eigenvectors.}
774 (figure \ref{fig:strength_pca}).
776 We measure the accuracy of strength approximation by the first dimension
777 using Pearson's $r$ (see \ref{pearson}), yielding quite satisfying value of $r=0.979$
778 implying extremely strong correlation.
779 Using the eigenvector position directly for classification
780 of players within the test group yields MSE TODO, thus providing
781 reasonably satisfying accuracy by itself.
783 To further enhance the strength estimator accuracy,
784 we have tried to train a NN classifier on our train set, consisting
785 of one $(\vec p, {\rm rank})$ pair per player --- we use the pattern vector
786 for activation of input neurons and rank number as result of the output
787 neuron. We then proceeded to test the NN on per-player pattern vectors built
788 from the games in the test set, yielding MSE of TODO with TODO games per player
789 on average.
792 \section{Style Estimator}
794 As a~second case study for our pattern analysis,
795 we investigate pattern vectors $\vec p$ of various well-known players,
796 their relationships in-between and to prior knowledge
797 in order to explore the correlation of prior knowledge with extracted patterns.
798 We look for relationships between pattern vectors and perceived
799 ``playing style'' and attempt to use our classifiers to transform
800 pattern vector $\vec p$ to style vector $\vec s$.
802 The source game collection is GoGoD Winter 2008 \cite{GoGoD} containing 55000
803 professional games, dating from the early Go history 1500 years ago to the present.
804 We consider only games of a small subset of players (fig. \ref{fig:style_marks});
805 we have chosen them for being well-known within the players community,
806 having large number of played games in our collection and not playing too long
807 ago.\footnote{Over time, many commonly used sequences get altered, adopted and
808 dismissed; usual playing conditions can also differ significantly.}
810 \subsection{Expert-based knowledge}
811 \label{style-vectors}
812 In order to provide a reference frame for our style analysis,
813 we have gathered some expert-based information about various
814 traditionally perceived style aspects to use as a prior knowledge.
815 This expert-based knowledge allows us to predict styles of unknown players
816 based on the similarity of their pattern vectors,
817 as well as discover correlations between styles and proportions
818 of played patterns.
820 Experts were asked to mark four style aspects of each of the given players
821 on the scale from 1 to 10. The style aspects are defined as shown:
823 \vspace{4mm}
824 \noindent
825 %\begin{table}
826 \begin{center}
827 %\caption{Styles}
828 \begin{tabular}{|c|c|c|}
829 \hline
830 Style & 1 & 10\\ \hline
831 Territoriality $\tau$ & Moyo & Territory \\
832 Orthodoxity $\omega$ & Classic & Novel \\
833 Aggressivity $\alpha$ & Calm & Figting \\
834 Thickness $\theta$ & Safe & Shinogi \\ \hline
835 \end{tabular}
836 \end{center}
837 %\end{table}
838 \vspace{4mm}
840 We have devised these four style aspects based on our own Go experience
841 and consultations with other experts.
842 The used terminology has quite
843 clear meaning to any experienced Go player and there is not too much
844 room for confusion, except possibly in the case of ``thickness'' ---
845 but the concept is not easy to pin-point succintly and we also did not
846 add extra comments on the style aspects to the questionnaire deliberately
847 to accurately reflect any diversity in understanding of the terms.
849 Averaging this expert based evaluation yields \emph{reference style vector}
850 $\vec s_r$ (of dimension $4$) for each player $r$
851 from the set of \emph{reference players} $R$.
853 Throughout our research, we have experimentally found that playing era
854 is also a major factor differentiating between patterns. Thus, we have
855 further extended the $\vec s_r$ by median year over all games played
856 by the player.
858 \begin{table}[!t]
859 % increase table row spacing, adjust to taste
860 \renewcommand{\arraystretch}{1.3}
861 \caption{Covariance Measure of Prior Information Dimensions}
862 \label{fig:style_marks_r}
863 \centering
864 % Some packages, such as MDW tools, offer better commands for making tables
865 % than the plain LaTeX2e tabular which is used here.
866 \begin{tabular}{|r||r||r||r||r||r|}
867 \hline
868 & $\tau$ & $\omega$ & $\alpha$ & $\theta$ & year \\
869 \hline
870 $\tau$ &$1.000$&$-0.438$&$-0.581$&$ 0.721$&$ 0.108$\\
871 $\omega$& &$ 1.000$&$ 0.682$&$ 0.014$&$-0.021$\\
872 $\alpha$& & &$ 1.000$&$-0.081$&$ 0.030$\\
873 $\theta$& &\multicolumn{1}{c||}{---}
874 & &$ 1.000$&$-0.073$\\
875 y. & & & & &$ 1.000$\\
876 \hline
877 \end{tabular}
878 \end{table}
880 Three high-level Go players (Alexander Dinerstein 3-pro, Motoki Noguchi
881 7-dan and V\'{i}t Brunner 4-dan) have judged style of the reference
882 players.
883 The complete list of answers is in table \ref{fig:style_marks}.
884 Mean standard deviation of the answers is 0.952,
885 making the data reasonably reliable,
886 though much larger sample would of course be more desirable.
887 We have also found significant correlation between the various
888 style aspects, as shown by the Pearson's $r$ values
889 in table \ref{fig:style_marks_r}.
891 \begin{table}[!t]
892 % increase table row spacing, adjust to taste
893 \renewcommand{\arraystretch}{1.3}
894 \begin{threeparttable}
895 \caption{Expert-Based Style Aspects of Selected Professionals\tnote{1} \tnote{2}}
896 \label{fig:style_marks}
897 \centering
898 % Some packages, such as MDW tools, offer better commands for making tables
899 % than the plain LaTeX2e tabular which is used here.
900 \begin{tabular}{|c||c||c||c||c|}
901 \hline
902 {Player} & $\tau$ & $\omega$ & $\alpha$ & $\theta$ \\
903 \hline
904 Go Seigen\tnote{3} & $6.0 \pm 2.0$ & $9.0 \pm 1.0$ & $8.0 \pm 1.0$ & $5.0 \pm 1.0$ \\
905 Ishida Yoshio\tnote{4}&$8.0 \pm 1.4$ & $5.0 \pm 1.4$ & $3.3 \pm 1.2$ & $5.3 \pm 0.5$ \\
906 Miyazawa Goro & $1.5 \pm 0.5$ & $10 \pm 0 $ & $9.5 \pm 0.5$ & $4.0 \pm 1.0$ \\
907 Yi Ch'ang-ho\tnote{5}& $7.0 \pm 0.8$ & $5.0 \pm 1.4$ & $2.6 \pm 0.9$ & $2.6 \pm 1.2$ \\
908 Sakata Eio & $7.6 \pm 1.7$ & $4.6 \pm 0.5$ & $7.3 \pm 0.9$ & $8.0 \pm 1.6$ \\
909 Fujisawa Hideyuki & $3.5 \pm 0.5$ & $9.0 \pm 1.0$ & $7.0 \pm 0.0$ & $4.0 \pm 0.0$ \\
910 Otake Hideo & $4.3 \pm 0.5$ & $3.0 \pm 0.0$ & $4.6 \pm 1.2$ & $3.6 \pm 0.9$ \\
911 Kato Masao & $2.5 \pm 0.5$ & $4.5 \pm 1.5$ & $9.5 \pm 0.5$ & $4.0 \pm 0.0$ \\
912 Takemiya Masaki\tnote{4}&$1.3\pm 0.5$& $6.3 \pm 2.1$ & $7.0 \pm 0.8$ & $1.3 \pm 0.5$ \\
913 Kobayashi Koichi & $9.0 \pm 1.0$ & $2.5 \pm 0.5$ & $2.5 \pm 0.5$ & $5.5 \pm 0.5$ \\
914 Cho Chikun & $9.0 \pm 0.8$ & $7.6 \pm 0.9$ & $6.6 \pm 1.2$ & $9.0 \pm 0.8$ \\
915 Ma Xiaochun & $8.0 \pm 2.2$ & $6.3 \pm 0.5$ & $5.6 \pm 1.9$ & $8.0 \pm 0.8$ \\
916 Yoda Norimoto & $6.3 \pm 1.7$ & $4.3 \pm 2.1$ & $4.3 \pm 2.1$ & $3.3 \pm 1.2$ \\
917 Luo Xihe & $7.3 \pm 0.9$ & $7.3 \pm 2.5$ & $7.6 \pm 0.9$ & $6.0 \pm 1.4$ \\
918 O Meien & $2.6 \pm 1.2$ & $9.6 \pm 0.5$ & $8.3 \pm 1.7$ & $3.6 \pm 1.2$ \\
919 Rui Naiwei & $4.6 \pm 1.2$ & $5.6 \pm 0.5$ & $9.0 \pm 0.8$ & $3.3 \pm 1.2$ \\
920 Yuki Satoshi & $3.0 \pm 1.0$ & $8.5 \pm 0.5$ & $9.0 \pm 1.0$ & $4.5 \pm 0.5$ \\
921 Hane Naoki & $7.5 \pm 0.5$ & $2.5 \pm 0.5$ & $4.0 \pm 0.0$ & $4.5 \pm 1.5$ \\
922 Takao Shinji & $5.0 \pm 1.0$ & $3.5 \pm 0.5$ & $5.5 \pm 1.5$ & $4.5 \pm 0.5$ \\
923 Yi Se-tol & $5.3 \pm 0.5$ & $6.6 \pm 2.5$ & $9.3 \pm 0.5$ & $6.6 \pm 1.2$ \\
924 Yamashita Keigo\tnote{4}&$2.0\pm 0.0$& $9.0 \pm 1.0$ & $9.5 \pm 0.5$ & $3.0 \pm 1.0$ \\
925 Cho U & $7.3 \pm 2.4$ & $6.0 \pm 0.8$ & $5.3 \pm 1.7$ & $6.3 \pm 1.7$ \\
926 Gu Li & $5.6 \pm 0.9$ & $7.0 \pm 0.8$ & $9.0 \pm 0.8$ & $4.0 \pm 0.8$ \\
927 Chen Yaoye & $6.0 \pm 1.0$ & $4.0 \pm 1.0$ & $6.0 \pm 1.0$ & $5.5 \pm 0.5$ \\
928 \hline
929 \end{tabular}
930 \begin{tablenotes}
931 \item [1] Including standard deviation. Only players where we received at least two out of three answers are included.
932 \item [2] Since the playing era column does not fit into the table, we at least sort the players ascending by their median year.
933 \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.
934 \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.
935 \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.
936 \end{tablenotes}
937 \end{threeparttable}
938 \end{table}
940 \subsection{Style Components Analysis}
942 \begin{figure}[!t]
943 \centering
944 \includegraphics[width=3.75in]{style-pca}
945 \caption{PCA of per-player vectors}
946 \label{fig:style_pca}
947 \end{figure}
949 We have looked at the five most significant dimensions of the pattern data
950 yielded by the PCA analysis of the reference player set%
951 \footnote{We also tried to observe PCA effect of removing outlying Takemiya
952 Masaki. That way, the second dimension strongly
953 correlated to territoriality and third dimension strongly correlacted to era,
954 however the first dimension remained mysteriously uncorrelated and with no
955 obvious interpretation.}
956 (fig. \ref{fig:style_pca} shows the first three).
957 We have again computed the Pearson's $r$ for all combinations of PCA dimensions
958 and dimensions of the prior knowledge style vectors to find correlations.
960 \begin{table}[!t]
961 % increase table row spacing, adjust to taste
962 \renewcommand{\arraystretch}{1.3}
963 \caption{Covariance Measure of Patterns and Prior Information}
964 \label{fig:style_r}
965 \centering
966 % Some packages, such as MDW tools, offer better commands for making tables
967 % than the plain LaTeX2e tabular which is used here.
968 \begin{tabular}{|c||c||c||c||c||c|}
969 \hline
970 Eigenval. & $\tau$ & $\omega$ & $\alpha$ & $\theta$ & Year \\
971 \hline
972 0.447 & {\bf -0.530} & 0.323 & 0.298 & {\bf -0.554} & 0.090 \\
973 0.194 & {\bf -0.547} & 0.215 & 0.249 & -0.293 & {\bf -0.630} \\
974 0.046 & 0.131 & -0.002 & -0.128 & 0.242 & {\bf -0.630} \\
975 0.028 & -0.011 & 0.225 & 0.186 & 0.131 & 0.067 \\
976 0.024 & -0.181 & 0.174 & -0.032 & -0.216 & 0.352 \\
977 \hline
978 \end{tabular}
979 \end{table}
981 \begin{table}[!t]
982 % increase table row spacing, adjust to taste
983 \renewcommand{\arraystretch}{1.3}
984 \begin{threeparttable}
985 \caption{Characteristic Patterns of PCA Dimensions}
986 \label{fig:style_patterns}
987 \centering
988 % Some packages, such as MDW tools, offer better commands for making tables
989 % than the plain LaTeX2e tabular which is used here.
990 \begin{tabular}{|cccc|}
991 \hline
992 PCA1 correl. \tnote{1} &
993 \begin{psgopartialboard*}{(8,1)(12,6)}
994 \stone[\marktr]{black}{k}{4}
995 \end{psgopartialboard*} &
996 \begin{psgopartialboard*}{(3,1)(5,6)}
997 \stone{white}{d}{3}
998 \stone[\marktr]{black}{d}{5}
999 \end{psgopartialboard*} &
1000 \begin{psgopartialboard*}{(5,1)(10,6)}
1001 \stone{white}{f}{3}
1002 \stone[\marktr]{black}{j}{4}
1003 \end{psgopartialboard*} \\
1004 $0.447 \cdot$ & $0.274$ & $0.086$ & $0.083$ \\
1005 & high corner/side opening & high corner approach & high distant pincer \\
1006 PCA1 anticor. \tnote{2} &
1007 \begin{psgopartialboard*}{(3,1)(7,6)}
1008 \stone{white}{d}{4}
1009 \stone[\marktr]{black}{f}{3}
1010 \end{psgopartialboard*} &
1011 \begin{psgopartialboard*}{(3,1)(7,6)}
1012 \stone{white}{c}{6}
1013 \stone{black}{d}{4}
1014 \stone[\marktr]{black}{f}{3}
1015 \end{psgopartialboard*} &
1016 \begin{psgopartialboard*}{(3,1)(7,6)}
1017 \stone{black}{d}{4}
1018 \stone[\marktr]{black}{f}{3}
1019 \end{psgopartialboard*} \\
1020 $0.447 \cdot$ & $-0.399$ & $-0.399$ & $-0.177$ \\
1021 & low corner approach & low corner reply & low corner enclosure \\
1022 \hline
1023 \end{tabular}
1024 \begin{tablenotes}
1025 \item [1] The more frequent the shape, the more moyo-oriented and thin-playing the player.
1026 \item [2] The more frequent the shape, the more territorial and thick-playing the player.
1027 \end{tablenotes}
1028 \end{threeparttable}
1029 \end{table}
1031 It is immediately
1032 obvious both from the measured $r$ and visual observation
1033 that by far the most significant vector corresponds very well
1034 to the territoriality of the players,%
1035 \footnote{Cho Chikun, perhaps the best-known
1036 territorial player, is not well visible in the cluster, but he is
1037 positioned around $-0.8$ on the first dimension.}
1038 confirming the intuitive notion that this aspect of style
1039 is the one easiest to pin-point and also
1040 most obvious in the played shapes and sequences
1041 (that can obviously aim directly at taking secure territory
1042 or building center-oriented framework). Thick (solid) play also plays
1043 a role, but these two style dimensions are already
1044 correlated in the prior data.
1046 The other PCA dimensions are somewhat harder to interpret, but there
1047 certainly is significant influence of the styles on the patterns;
1048 the found correlations are all presented in table \ref{fig:style_r}.
1049 (Larger absolute value means better linear correspondence.)
1051 We also list the characteristic spatial patterns of the PCA dimension
1052 extremes (table \ref{fig:style_patterns}) --- however, naive inference
1053 of characteristic patterns based on projection matrix coefficients
1054 has limited reliability, better methods will have to be researched.%
1055 \footnote{For example, as one of highly ranked ``Takemiya's'' PCA1 patterns,
1056 3,3 corner opening was generated, completely inappropriately;
1057 it reflects some weak ordering in bottom half of the dimension,
1058 not global ordering within the dimension.}
1060 We have not found significant correspondence to the style aspects
1061 representing aggressiveness and novelty of play; this means either
1062 these are not as well defined, the prior information do not represent
1063 them accurately, or we cannot capture them well with our chosen pattern
1064 extraction techniques.
1066 We believe that the next step
1067 in interpreting our results will be more refined prior information input
1068 and precise analysis by Go experts.
1070 TODO: Kohonen map view. Possibly a Sociomap view.
1072 \subsection{Style Classification}
1074 %TODO vsude zcheckovat jestli pouzivame stejny cas "we perform, we apply" X "we have performed, ..."
1076 Apart from the PCA-based analysis, we tested the style inference ability
1077 of neural network (sec. \ref{neural-net}) and $k$-NN classifiers (sec. \ref{knn}).
1079 To compare and evaluate both methods, we have performed $5$-fold cross validation
1080 and compared their performance with a~random classificator.
1081 In the $5$-fold cross-validation, we randomly divide the training set
1082 (organized by players) into $5$ distinct parts with comparable
1083 sizes and then iteratively use each part as a~testing set (yielding square error value), while
1084 the rest (remaining $4$ parts) is taken as a~training set. The square errors across all $5$ iterations are
1085 averaged, yielding mean square error.
1087 The results are shown in table \ref{crossval-cmp}. Second to fifth columns in the table represent
1088 mean square error of different styles (see \ref{style vectors}), $\mathit{Mean}$ is the
1089 mean square error across the styles and finally, the last column $\mathit{Comp}$
1090 represents $\mathit{Mean}_\mathit{RND} / \mathit{X}$ -- comparison of mean square error (across styles)
1091 with random classificator. To minimize the
1092 effect of random variables, all numbers were taken as an average of $30$ runs of the cross validation.
1094 \begin{table}[!t]
1095 \label{crossval-cmp}
1096 \begin{center}
1097 \caption{Comparison of style classificators}
1098 \begin{tabular}{|c|c|c|c|c|c|c|}
1099 \hline
1100 %Classifier & $\sigma_\tau$ & $\sigma_\omega$ & $\sigma_\alpha$ & $\sigma_\theta$ & Tot $\sigma$ & $\mathit{RndC}$\\ \hline
1101 %Neural network & 0.420 & 0.488 & 0.365 & 0.371 & 0.414 & 1.82 \\
1102 %$k$-NN ($k=4$) & 0.394 & 0.507 & 0.457 & 0.341 & 0.429 & 1.76 \\
1103 %Random classifier & 0.790 & 0.773 & 0.776 & 0.677 & 0.755 & 1.00 \\ \hline
1104 &\multicolumn{5}{|c|}{MSE}& \\ \hline
1105 {Classifier} & $\tau$ & $\omega$ & $\alpha$ & $\theta$ & {\bf Mean} & {\bf Comp}\\ \hline
1106 Neural network & 0.173 & 0.236 & 0.136 & 0.143 & 0.172 & 3.3 \\
1107 $k$-NN ($k=4$) & 0.156 & 0.257 & 0.209 & 0.116 & 0.184 & 3.1\\
1108 Random classifier & 0.544 & 0.640 & 0.647 & 0.458 & 0.572 & 1.0 \\ \hline
1109 \end{tabular}
1110 \end{center}
1111 \end{table}
1113 \subsubsection{Reference (Training) Data}
1114 As the~reference data, we use expert-based knowledge presented in section \ref{style-vectors}.
1115 For both methods to yield comparable errors, we have rescaled the style vectors from $[1,10]$ to $[-1,1]$
1116 (this is also the range of our neuron activation function).
1118 % TODO presunout konkretni parametry do Appendixu? (neni jich tolik, mozna ne)
1119 \subsubsection{$k$-NN parameters}
1120 $k=4$, Weight function is $0.8^{(10*EuclideanDistance)}$
1122 \subsubsection{Neural network's parameters}
1123 $3$ layers, $23 - 30 - 4$ architecture
1126 \section{Proposed Applications}
1128 We believe that our findings might be useful for many applications
1129 in the area of Go support software as well as Go-playing computer engines.
1131 The style analysis can be an excellent teaching aid --- classifying style
1132 dimensions based on player's pattern vector, many study recommendations
1133 can be given, e.g. about the professional games to replay, the goal being
1134 balancing understanding of various styles to achieve well-rounded skill set.
1135 This was also our original aim when starting the research and a user-friendly
1136 tool based on our work is now being created.
1138 We hope that more strong players will look into the style dimensions found
1139 by our statistical analysis --- analysis of most played patterns of prospective
1140 opponents might prepare for the game, but we especially hope that new insights
1141 on strategic purposes of various shapes and general human understanding
1142 of the game might be achieved by investigating the style-specific patterns.
1144 Classifying playing strength of a pattern vector of a player can be used
1145 e.g. to help determine initial real-world rating of a player before their
1146 first tournament based on games played on the internet; some players especially
1147 in less populated areas could get fairly strong before playing their first
1148 real tournament.
1150 Analysis of pattern vectors extracted from games of Go-playing programs
1151 in light of the shown strength and style distributions might help to
1152 highlight some weaknesses and room for improvements. (However, since
1153 correlation does not imply causation, simply optimizing Go-playing programs
1154 according to these vectors is unlikely to yield good results.)
1155 Another interesting applications in Go-playing programs might be strength
1156 adjustment; the program can classify the player's level based on the pattern
1157 vector from its previous games and auto-adjust its difficulty settings
1158 accordingly to provide more even games for beginners.
1161 % An example of a floating figure using the graphicx package.
1162 % Note that \label must occur AFTER (or within) \caption.
1163 % For figures, \caption should occur after the \includegraphics.
1164 % Note that IEEEtran v1.7 and later has special internal code that
1165 % is designed to preserve the operation of \label within \caption
1166 % even when the captionsoff option is in effect. However, because
1167 % of issues like this, it may be the safest practice to put all your
1168 % \label just after \caption rather than within \caption{}.
1170 % Reminder: the "draftcls" or "draftclsnofoot", not "draft", class
1171 % option should be used if it is desired that the figures are to be
1172 % displayed while in draft mode.
1174 %\begin{figure}[!t]
1175 %\centering
1176 %\includegraphics[width=2.5in]{myfigure}
1177 % where an .eps filename suffix will be assumed under latex,
1178 % and a .pdf suffix will be assumed for pdflatex; or what has been declared
1179 % via \DeclareGraphicsExtensions.
1180 %\caption{Simulation Results}
1181 %\label{fig_sim}
1182 %\end{figure}
1184 % Note that IEEE typically puts floats only at the top, even when this
1185 % results in a large percentage of a column being occupied by floats.
1188 % An example of a double column floating figure using two subfigures.
1189 % (The subfig.sty package must be loaded for this to work.)
1190 % The subfigure \label commands are set within each subfloat command, the
1191 % \label for the overall figure must come after \caption.
1192 % \hfil must be used as a separator to get equal spacing.
1193 % The subfigure.sty package works much the same way, except \subfigure is
1194 % used instead of \subfloat.
1196 %\begin{figure*}[!t]
1197 %\centerline{\subfloat[Case I]\includegraphics[width=2.5in]{subfigcase1}%
1198 %\label{fig_first_case}}
1199 %\hfil
1200 %\subfloat[Case II]{\includegraphics[width=2.5in]{subfigcase2}%
1201 %\label{fig_second_case}}}
1202 %\caption{Simulation results}
1203 %\label{fig_sim}
1204 %\end{figure*}
1206 % Note that often IEEE papers with subfigures do not employ subfigure
1207 % captions (using the optional argument to \subfloat), but instead will
1208 % reference/describe all of them (a), (b), etc., within the main caption.
1211 % An example of a floating table. Note that, for IEEE style tables, the
1212 % \caption command should come BEFORE the table. Table text will default to
1213 % \footnotesize as IEEE normally uses this smaller font for tables.
1214 % The \label must come after \caption as always.
1216 %\begin{table}[!t]
1217 %% increase table row spacing, adjust to taste
1218 %\renewcommand{\arraystretch}{1.3}
1219 % if using array.sty, it might be a good idea to tweak the value of
1220 % \extrarowheight as needed to properly center the text within the cells
1221 %\caption{An Example of a Table}
1222 %\label{table_example}
1223 %\centering
1224 %% Some packages, such as MDW tools, offer better commands for making tables
1225 %% than the plain LaTeX2e tabular which is used here.
1226 %\begin{tabular}{|c||c|}
1227 %\hline
1228 %One & Two\\
1229 %\hline
1230 %Three & Four\\
1231 %\hline
1232 %\end{tabular}
1233 %\end{table}
1236 % Note that IEEE does not put floats in the very first column - or typically
1237 % anywhere on the first page for that matter. Also, in-text middle ("here")
1238 % positioning is not used. Most IEEE journals use top floats exclusively.
1239 % Note that, LaTeX2e, unlike IEEE journals, places footnotes above bottom
1240 % floats. This can be corrected via the \fnbelowfloat command of the
1241 % stfloats package.
1245 \section{Future Research}
1247 Since we are not aware of any previous research on this topic and we
1248 are limited by space and time constraints, plenty of research remains
1249 to be done, in all parts of our analysis --- we have already noted
1250 many in the text above. Most significantly, different methods of generating
1251 the $\vec p$ vectors can be explored and other data mining methods could
1252 be investigated. Better ways of visualising the relationships would be
1253 desirable, together with thorough dissemination of internal structure
1254 of the player pattern vectors space.
1256 It can be argued that many players adjust their style by game conditions
1257 (Go development era, handicap, komi and color, time limits, opponent)
1258 or styles might express differently in various game stages.
1259 More professional players could be consulted on the findings
1260 and for style scales calibration.
1261 Impact of handicap games on by-strength
1262 $\vec p$ distribution should be also investigated.
1264 % TODO: Future research --- Sparse PCA
1266 \section{Conclusion}
1267 We have proposed a way to extract summary pattern information from
1268 game collections and combined this with various data mining methods
1269 to show correspondence of our pattern summaries with various player
1270 meta-information like playing strength, era of play or playing style
1271 as ranked by expert players. We have implemented and measured our
1272 proposals in two case studies: per-rank characteristics of amateur
1273 players and per-player style/era characteristics of well-known
1274 professionals.
1276 While many details remain to be worked out,
1277 we have demonstrated that many significant correlations do exist and
1278 it is practically viable to infer the player meta-information from
1279 extracted pattern summaries. We proposed wide range of applications
1280 for such inference. Finally, we outlined some of the many possible
1281 directions of future work in this newly staked research field
1282 on the boundary of Computer Go, Data Mining and Go Theory.
1285 % if have a single appendix:
1286 %\appendix[Proof of the Zonklar Equations]
1287 % or
1288 %\appendix % for no appendix heading
1289 % do not use \section anymore after \appendix, only \section*
1290 % is possibly needed
1292 % use appendices with more than one appendix
1293 % then use \section to start each appendix
1294 % you must declare a \section before using any
1295 % \subsection or using \label (\appendices by itself
1296 % starts a section numbered zero.)
1300 %\appendices
1301 %\section{Proof of the First Zonklar Equation}
1302 %Appendix one text goes here.
1304 %% you can choose not to have a title for an appendix
1305 %% if you want by leaving the argument blank
1306 %\section{}
1307 %Appendix two text goes here.
1310 % use section* for acknowledgement
1311 \section*{Acknowledgment}
1312 \label{acknowledgement}
1314 We would like to thank Radka ``chidori'' Hane\v{c}kov\'{a} for the original research idea
1315 and X for reviewing our paper.
1316 We appreciate helpful comments on our general methodology
1317 by John Fairbairn, T. M. Hall, Cyril H\"oschl, Robert Jasiek, Franti\v{s}ek Mr\'{a}z
1318 and several GoDiscussions.com users. \cite{GoDiscThread}
1319 Finally, we are very grateful for detailed input on specific go styles
1320 by Alexander Dinerstein, Motoki Noguchi and V\'{i}t Brunner.
1323 % Can use something like this to put references on a page
1324 % by themselves when using endfloat and the captionsoff option.
1325 \ifCLASSOPTIONcaptionsoff
1326 \newpage
1331 % trigger a \newpage just before the given reference
1332 % number - used to balance the columns on the last page
1333 % adjust value as needed - may need to be readjusted if
1334 % the document is modified later
1335 %\IEEEtriggeratref{8}
1336 % The "triggered" command can be changed if desired:
1337 %\IEEEtriggercmd{\enlargethispage{-5in}}
1339 % references section
1341 % can use a bibliography generated by BibTeX as a .bbl file
1342 % BibTeX documentation can be easily obtained at:
1343 % http://www.ctan.org/tex-archive/biblio/bibtex/contrib/doc/
1344 % The IEEEtran BibTeX style support page is at:
1345 % http://www.michaelshell.org/tex/ieeetran/bibtex/
1346 \bibliographystyle{IEEEtran}
1347 % argument is your BibTeX string definitions and bibliography database(s)
1348 \bibliography{gostyle}
1350 % <OR> manually copy in the resultant .bbl file
1351 % set second argument of \begin to the number of references
1352 % (used to reserve space for the reference number labels box)
1353 %\begin{thebibliography}{1}
1355 %\bibitem{MasterMCTS}
1357 %\end{thebibliography}
1359 % biography section
1361 % If you have an EPS/PDF photo (graphicx package needed) extra braces are
1362 % needed around the contents of the optional argument to biography to prevent
1363 % the LaTeX parser from getting confused when it sees the complicated
1364 % \includegraphics command within an optional argument. (You could create
1365 % your own custom macro containing the \includegraphics command to make things
1366 % simpler here.)
1367 %\begin{biography}[{\includegraphics[width=1in,height=1.25in,clip,keepaspectratio]{mshell}}]{Michael Shell}
1368 % or if you just want to reserve a space for a photo:
1370 %\begin{IEEEbiography}{Petr Baudi\v{s}}
1371 %Biography text here.
1372 %\end{IEEEbiography}
1374 % if you will not have a photo at all:
1375 \begin{IEEEbiographynophoto}{Petr Baudi\v{s}}
1376 Received BSc degree in Informatics at Charles University, Prague in 2009,
1377 currently a graduate student.
1378 Doing research in the fields of Computer Go, Monte Carlo Methods
1379 and Version Control Systems.
1380 Plays Go with the rank of 2-kyu on European tournaments
1381 and 2-dan on the KGS Go Server.
1382 \end{IEEEbiographynophoto}
1384 \begin{IEEEbiographynophoto}{Josef Moud\v{r}\'{i}k}
1385 Received BSc degree in Informatics at Charles University, Prague in 2009,
1386 currently a graduate student.
1387 Doing research in the fields of Genetic Algorithms and Cognitive Sciences.
1388 TODO TODO TODO
1389 \end{IEEEbiographynophoto}
1391 % insert where needed to balance the two columns on the last page with
1392 % biographies
1393 %\newpage
1395 %\begin{IEEEbiographynophoto}{Jane Doe}
1396 %Biography text here.
1397 %\end{IEEEbiographynophoto}
1399 % You can push biographies down or up by placing
1400 % a \vfill before or after them. The appropriate
1401 % use of \vfill depends on what kind of text is
1402 % on the last page and whether or not the columns
1403 % are being equalized.
1405 %\vfill
1407 % Can be used to pull up biographies so that the bottom of the last one
1408 % is flush with the other column.
1409 %\enlargethispage{-5in}
1413 % that's all folks
1414 \end{document}