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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.}}
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245 \markboth{Transactions on Computational Intelligence and AI in Games --- DRAFT3p}%
246 {On Move Pattern Trends in Large Go Games Corpus --- DRAFT3p}
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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 propose
280 a~way of extracting summary information on played moves. We then apply several
281 basic data-mining methods on the summary information to identify the most
282 differentiating features within the summary information, and discuss their
283 correspondence with traditional Go knowledge. We show statistically significant
284 mappings of the features to player attributes such as playing strength or
285 informally perceived ``playing style'' (e.g. territoriality or aggressivity),
286 describe accurate classifiers for these attributes, and propose applications
287 including seeding real-work ranks of internet players, aiding in Go study and
288 tuning of Go-playing programs, or contribution to Go-theoretical discussion on
289 the scope of ``playing 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,
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297 % in the abstract anyway.
299 % Note that keywords are not normally used for peerreview papers.
300 \begin{IEEEkeywords}
301 Board games, Evaluation, Function approximation, Go, Machine learning, Neural networks, User modelling
302 \end{IEEEkeywords}
309 % For peer review papers, you can put extra information on the cover
310 % page as needed:
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317 \IEEEpeerreviewmaketitle
321 \section{Introduction}
322 % The very first letter is a 2 line initial drop letter followed
323 % by the rest of the first word in caps.
325 % form to use if the first word consists of a single letter:
326 % \IEEEPARstart{A}{demo} file is ....
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335 % Here we have the typical use of a "T" for an initial drop letter
336 % and "HIS" in caps to complete the first word.
337 \IEEEPARstart{T}{he} field of Computer Go usually focuses on the problem
338 of creating a~program to play the game, finding the best move from a~given
339 board position. \cite{GellySilver2008}
340 We will make use of one method developed in the course
341 of such research and apply it to the analysis of existing game records
342 with the aim of helping humans to play and understand the game better
343 instead.
345 Go is a~two-player full-information board game played
346 on a~square grid (usually $19\times19$ lines) with black and white
347 stones; the goal of the game is to surround the most territory and
348 capture enemy stones. We assume basic familiarity with the game.
350 Many Go players are eager to play using computers (usually over
351 the internet) and review games played by others on computers as well.
352 This means that large amounts of game records are collected and digitally
353 stored, enabling easy processing of such collections. However, so far
354 only little has been done with the available data --- we are aware
355 only of uses for simple win/loss statistics \cite{KGSAnalytics} \cite{ProGoR}
356 and ``next move'' statistics on a~specific position \cite{Kombilo} \cite{MoyoGo}.
358 We present a~more in-depth approach --- from all played moves, we devise
359 a~compact evaluation of each player. We then explore correlations between
360 evaluations of various players in light of externally given information.
361 This way, we can discover similarity between moves characteristics of
362 players with the same playing strength, or discuss the meaning of the
363 "playing style" concept on the assumption that similar playing styles
364 should yield similar moves characteristics.
367 \section{Data Extraction}
368 \label{pattern-vectors}
370 As the input of our analysis, we use large collections of game records%
371 \footnote{We use the SGF format \cite{SGF} in our implementation.}
372 grouped by the primary object of analysis (player name, player rank, etc.).
373 We process the games by object, generating a description for each
374 played move -- a {\em pattern}, being a combination of several
375 {\em pattern features} described below.
377 We keep track of the most
378 occuring patterns, finally composing $n$-dimensional {\em pattern vector}
379 $\vec p$ of per-pattern counts from the $n$ globally most frequent patterns%
380 \footnote{We use $n=500$ in our analysis.}
381 (the mapping from patterns to vector elements is common for all objects).
382 We can then process and compare just the pattern vectors.
384 \subsection{Pattern Features}
385 When deciding how to compose the patterns we use to describe moves,
386 we need to consider a specificity tradeoff --- overly general descriptions carry too few
387 information to discern various player attributes; too specific descriptions
388 gather too few specimen over the games sample and the vector differences are
389 not statistically significant.
391 We have chosen an intuitive and simple approach inspired by pattern features
392 used when computing Elo ratings for candidate patterns in Computer Go play.
393 \cite{PatElo} Each pattern is a~combination of several {\em pattern features}
394 (name--value pairs) matched at the position of the played move.
395 We use these features:
397 \begin{itemize}
398 \item capture move flag
399 \item atari move flag
400 \item atari escape flag
401 \item contiguity-to-last flag%
402 \footnote{We do not consider contiguity features in some cases when we are working
403 on small game samples and need to reduce pattern diversity.}
404 --- 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 a 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 a 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 matcher was developed by one of the
481 authors according to the Elo-rating pattern selection 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 single data set
497 and serve to show internal structure and correlations within the data set.
499 Principal Component Analysis finds orthogonal vector components that
500 have the largest variance.
501 Reversing the process can indicate which patterns correlate with each component.
502 Additionally, PCA can be used as vector preprocessing for methods
503 that are negatively sensitive to pattern vector component correlations.
505 The~second method of Sociomaps creates spatial
506 representation of the data set elements (e.g. players) based on
507 similarity of their data set features; we can then project other
508 information on the map to illutrate its connection to the data set.
510 Furthermore, we test several \emph{classification} methods that assign
511 each pattern vector $\vec P$ an \emph{output vector} $\vec O$,
512 representing e.g.~information about styles, player's strength or even
513 meta-information like the player's era or a country of origin.
515 Initially, the methods must be calibrated (trained) on some prior knowledge,
516 usually in the form of \emph{reference pairs} of pattern vectors
517 and the associated output vectors.
518 The reference set is divided into training and testing pairs
519 and the methods can be compared by the mean square error (MSE) on testing data set
520 (difference of output vectors approximated by the method and their real desired value).
522 %\footnote{However, note that dicrete characteristics such as country of origin are
523 %not very feasible to use here, since WHAT??? is that even true?? }
525 The most trivial method is approximation by the PCA representation
526 matrix, provided that the PCA dimensions have some already well-defined
527 implementation; this can be true for single-dimensional information like
528 the playing strength.
530 Aside of that, we test the $k$-Nearest Neighbors \cite{CoverHart1967} classifier
531 that approximates $\vec O$ by composing the output vectors
532 of $k$ reference pattern vectors closest to $\vec P$.
534 Another classifier is a~multi-layer feed-forward Artificial Neural Network:
535 the neural network can learn correlations between input and output vectors
536 and generalize the ``knowledge'' to unknown vectors; it can be more flexible
537 in the interpretation of different pattern vector elements and discern more
538 complex relations than the $k$-NN classifier,
539 but may not be as stable and expects larger training sample.
541 Finally, a commonly used classifier in statistical inference is
542 the Naive Bayes classifier; it can infer relative probability of membership
543 in various classes based on previous evidence (training patterns). \cite{Bayes}
545 \subsection{Statistical Methods}
546 We use couple of general statistical analysis together with the particular
547 techniques.
549 \label{pearson}
550 To find correlations within or between extracted data and
551 some prior knowledge (player rank, style vector), we compute the well-known
552 {\em Pearson product-moment correlation coefficient} \cite{Pearson},
553 measuring the strength of the linear dependence%
554 \footnote{A desirable property of PMCC is that it is invariant to translations and rescaling
555 of the vectors.}
556 between any two dimensions:
558 $$ r_{X,Y} = {{\rm cov}(X,Y) \over \sigma_X \sigma_Y} $$
560 To compare classifier performance on the reference data, we employ
561 {\em $k$-fold cross validation}:
562 we randomly divide the training set (organized by measured subjects, usually players)
563 into $k$ distinct segments of similar sizes and then iteratively
564 use each part as a~testing set as the other $k-1$ parts are used as a~training set.
565 We then average results over all iterations.
567 \subsection{Principal Component Analysis}
568 \label{PCA}
569 We use Principal Component Analysis \emph{PCA} \cite{Jolliffe1986}
570 to reduce the dimensions of the pattern vectors while preserving
571 as much information as possible, assuming inter-dependencies between
572 pattern vector dimensions are linear.
574 Briefly, PCA is an eigenvalue decomposition of a~covariance matrix of centered pattern vectors,
575 producing a~linear mapping $o$ from $n$-dimensional vector space
576 to a~reduced $m$-dimensional vector space.
577 The $m$ eigenvectors of the original vectors' covariance matrix
578 with the largest eigenvalues are used as the base of the reduced vector space;
579 the eigenvectors form projection matrix $W$.
581 For each original pattern vector $\vec p_i$,
582 we obtain its new representation $\vec r_i$ in the PCA base
583 as shown in the following equation:
584 \begin{equation}
585 \vec r_i = W \cdot \vec p_i
586 \end{equation}
588 The whole process is described in the Algorithm \ref{alg:pca}.
590 \begin{algorithm}
591 \caption{PCA -- Principal Component Analysis}
592 \begin{algorithmic}
593 \label{alg:pca}
594 \REQUIRE{$m > 0$, set of players $R$ with pattern vectors $p_r$}
595 \STATE $\vec \mu \leftarrow 1/|R| \cdot \sum_{r \in R}{\vec p_r}$
596 \FOR{ $r \in R$}
597 \STATE $\vec p_r \leftarrow \vec p_r - \vec \mu$
598 \ENDFOR
599 \FOR{ $(i,j) \in \{1,... ,n\} \times \{1,... ,n\}$}
600 \STATE $\mathit{Cov}[i,j] \leftarrow 1/|R| \cdot \sum_{r \in R}{\vec p_{ri} \cdot \vec p_{rj}}$
601 \ENDFOR
602 \STATE Compute Eigenvalue Decomposition of $\mathit{Cov}$ matrix
603 \STATE Get $m$ largest eigenvalues
604 \STATE Most significant eigenvectors ordered by decreasing eigenvalues form the rows of matrix $W$
605 \FOR{ $r \in R$}
606 \STATE $\vec r_r\leftarrow W \vec p_r$
607 \ENDFOR
608 \end{algorithmic}
609 \end{algorithm}
611 \subsection{Sociomaps}
612 \label{soc}
613 Sociomaps are a general mechanism for visualising possibly assymetric
614 relationships on a 2D plane such that ordering of the
615 subject distances in the dataset is preserved in distances on the plane.
617 In our particular case,%
618 \footnote{A special case of the {\em Subject-to-Object Relation Mapping (STORM)} indirect sociomap.}
619 we will consider a dataset $\vec S$ of small-dimensional
620 vectors $\vec s_i$. First, we estimate the significance of difference
621 between each two subjects.
622 Then, we determine projection $\varphi$ of all the $\vec s_i$
623 to spatial coordinates of an Euclidean plane, such that it reflects
624 the estimated difference significances.
626 To quantify the differences between the subjects ({\em team profiling} \cite{TeamProf})
627 into an $A$ matrix, for each two subjects $i, j$ we compute the scalar distance%
628 \footnote{We use the {\em Manhattan} metric $d(x,y) = \sum_i |x_i - y_i|$.}
629 of $s_i, s_j$ and then estimate the $A_{ij}$ probability of at least such distance
630 occuring in uniformly-distributed input. This probability expresses the significance
631 of the difference between the two subjects.
633 To visualize the quantified differences \cite{Sociomaps}, we need to find
634 the $\varphi$ projection such that it maximizes a {\em three-way ordering} criterion:
635 ordering of any three members within $A$ and on the plane
636 (by Euclidean metric) must be the same.
638 $$ \max_\varphi \sum_{i\ne j\ne k} \Phi(\varphi, i, j, k) $$
639 $$ \Phi(\varphi, i, j, k) = \begin{cases}
640 1 & \delta(1,A_{ij},A_{ik}) = \delta(\varphi(i),\varphi(j),\varphi(k)) \\
641 0 & \hbox{otherwise} \end{cases} $$
642 $$ \delta(a, b, c) = \begin{cases}
643 1 & |a-b| > |a-c| \\
644 0 & |a-b| = |a-c| \\
645 -1 & |a-b| < |a-c| \end{cases} $$
647 The $\varphi$ projection is then determined by randomly initializing
648 the position of each subject and then employing gradient descent methods.
650 \subsection{k-nearest Neighbors Classifier}
651 \label{knn}
652 Our goal is to approximate player's output vector $\vec O$,
653 knowing their pattern vector $\vec P$.
654 We further assume that similarities in players' pattern vectors
655 uniformly correlate with similarities in players' output vectors.
657 We require a set of reference players $R$ with known \emph{pattern vectors} $\vec p_r$
658 and \emph{output vectors} $\vec o_r$.
660 $\vec O$ is approximated as a~weighted average of \emph{output vectors}
661 $\vec o_i$ of $k$ players with \emph{pattern vectors} $\vec p_i$ closest to $\vec P$.
662 This is illustrated in the Algorithm \ref{alg:knn}.
663 Note that the weight is a function of distance and is not explicitly defined in Algorithm \ref{alg:knn}.
664 During our research, exponentially decreasing weight has proven to be sufficient.
666 \begin{algorithm}
667 \caption{k-Nearest Neighbors}
668 \begin{algorithmic}
669 \label{alg:knn}
670 \REQUIRE{pattern vector $\vec P$, $k > 0$, set of reference players $R$}
671 \FORALL{$r \in R$ }
672 \STATE $D[r] \leftarrow \mathit{EuclideanDistance}(\vec p_r, \vec P)$
673 \ENDFOR
674 \STATE $N \leftarrow \mathit{SelectSmallest}(k, R, D)$
675 \STATE $\vec O \leftarrow \vec 0$
676 \FORALL{$r \in N $}
677 \STATE $\vec O \leftarrow \vec O + \mathit{Weight}(D[r]) \cdot \vec o_r $
678 \ENDFOR
679 \end{algorithmic}
680 \end{algorithm}
682 \subsection{Neural Network Classifier}
683 \label{neural-net}
685 Feed-forward neural networks are known for their ability to generalize
686 and find correlations between input patterns and output classifications.
687 Before use, the network is iteratively trained on the training data
688 until the error on the training set is reasonably small.
690 %Neural network is an adaptive system that must undergo a training
691 %period similarly to the requirement
692 %of reference vectors for the k-Nearest Neighbors algorithm above.
694 \subsubsection{Computation and activation of the NN}
695 Technically, the neural network is a network of interconnected
696 computational units called neurons.
697 A feedforward neural network has a layered topology;
698 it usually has one \emph{input layer}, one \emph{output layer}
699 and an arbitrary number of \emph{hidden layers} between.
701 Each neuron $i$ is connected to all neurons in the previous layer and each connection has its weight $w_{ij}$
703 The computation proceeds in discrete time steps.
704 In the first step, the neurons in the \emph{input layer}
705 are \emph{activated} according to the \emph{input vector}.
706 Then, we iteratively compute output of each neuron in the next layer
707 until the output layer is reached.
708 The activity of output layer is then presented as the result.
710 The activation $y_i$ of neuron $i$ from the layer $I$ is computed as
711 \begin{equation}
712 y_i = f\left(\sum_{j \in J}{w_{ij} y_j}\right)
713 \end{equation}
714 where $J$ is the previous layer, while $y_j$ is the activation for neurons from $J$ layer.
715 Function $f()$ is a~so-called \emph{activation function}
716 and its purpose is to bound the outputs of neurons.
717 A typical example of an activation function is the sigmoid function.%
718 \footnote{A special case of the logistic function $\sigma(x)=(1+e^{-(rx+k)})^{-1}$.
719 Parameters control the growth rate $r$ 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}
761 \label{naive-bayes}
763 Naive Bayes Classifier uses existing information to construct
764 probability model of likelihoods of given {\em feature variables}
765 based on a discrete-valued {\em class variable}.
766 Using the Bayes equation, we can then estimate the probability distribution
767 of class variable for particular values of the feature variables.
769 In order to approximate the player's output vector $\vec O$ based on
770 pattern vector $\vec P$, we will compute each element of the
771 output vector separately, covering the output domain by several $k$-sized
772 discrete intervals (classes).
774 We will also in fact work on
775 PCA-represented input $\vec R$ (using the 10 most significant
776 dimensions), since smaller input dimension is more computationally
777 feasible and $\vec R$ also better fits the pre-requisites of the
778 classifier, the dimensions being more independent and
779 better approximating the normal distribution.
781 When training the classifier for $\vec O$ element $o_i$
782 of class $c = \lfloor o_i/k \rfloor$,
783 we assume the $\vec R$ elements are normally distributed and
784 feed the classifier information in the form
785 $$ \vec R \mid c $$
786 estimating the mean $\mu_c$ and standard deviation $\sigma_c$
787 of each $\vec R$ element for each encountered $c$
788 (see algorithm \ref{alg:tnb}).
790 Then, we can query the built probability model on
791 $$ \max_c P(c \mid \vec R) $$
792 obtaining the most probable class $i$ for an arbitrary $\vec R$
793 Each probability is obtained using the normal distribution formula:
794 $$ P(c \mid x) = {1\over \sqrt{2\pi\sigma_c^2}}\exp{-(x-\mu_c)^2\over2\sigma_c^2} $$
796 \begin{algorithm}
797 \caption{Training Naive Bayes}
798 \begin{algorithmic}
799 \label{alg:tnb}
800 \REQUIRE{Train set $T = (\mathit{R, c})$}
801 \FORALL{$(R, c) \in T$}
802 \STATE $\mathit{RbyC}_c \leftarrow \{\mathit{RbyC}_c, R\}$
803 \ENDFOR
804 \FORALL{$c$}
805 \STATE $\mu_c \leftarrow {1 \over |\mathit{RbyC}_c|} \sum_{R \in \mathit{RbyC}_c} R$
806 \ENDFOR
807 \FORALL{$c$}
808 \STATE $\sigma_c \leftarrow {1 \over |\mathit{RbyC}_c|} \sum_{R \in \mathit{RbyC}_c} R-\mu_c $
809 \ENDFOR
810 \end{algorithmic}
811 \end{algorithm}
813 \subsection{Implementation}
815 We have implemented the data mining methods as the
816 ``gostyle'' open-source framework \cite{GoStyle},
817 made available under the GNU GPL licence.
819 The majority of our basic processing and the analysis parts
820 are implemented in the Python \cite{Python25} programming language.
821 We use several external libraries, most notably the MDP library \cite{MDP}.
822 The neural network part of the project is written using the libfann C library\cite{Nissen2003}.
823 The Naive Bayes Classifier uses the {\tt AI::NaiveBayes1} Perl module\cite{NaiveBayes1}.
825 The sociomap has been visualised using the Team Profile Analyzer \cite{TPA}
826 which is part of the Sociomap suite \cite{SociomapSite}.
829 \section{Strength Estimation}
831 \begin{figure*}[!t]
832 \centering
833 \includegraphics[width=7in]{strength-pca}
834 \caption{PCA of by-strength vectors}
835 \label{fig:strength_pca}
836 \end{figure*}
838 First, we have used our framework to analyse correlations of pattern vectors
839 and playing strength. Like in other competitively played board games, Go players
840 receive real-world {\em rating number} based on tournament games,
841 and {\em rank} based on their rating.%
842 \footnote{Elo-type rating system \cite{GoR} is usually used,
843 corresponding to even win chances for game of two players with the same rank,
844 and about 2:3 win chance for the stronger in case of one rank difference.}%
845 \footnote{Professional ranks and dan ranks in some Asia countries may
846 be assigned differently.}
847 The amateur ranks range from 30-kyu (beginner) to 1-kyu (intermediate)
848 and then follows 1-dan to 9-dan\footnote{7-dan in some systems.} (top-level player).
849 Multiple independent real-world ranking scales exist
850 (geographically based), also online servers maintain their own user ranking;
851 the difference between scales can be up to several ranks and the rank
852 distributions also differ. \cite{RankComparison}
854 \subsection{Data used}
855 As the source game collection, we use Go Teaching Ladder reviews archive%
856 \footnote{The reviews contain comments and variations --- we consider only the main
857 variation with the actual played game.}
858 \cite{GTL} --- this collection contains 7700 games of players with strength ranging
859 from 30-kyu to 4-dan; we consider only even games with clear rank information.
860 Since the rank information is provided by the users and may not be consistent,
861 we are forced to take a simplified look at the ranks,
862 discarding the differences between various systems and thus somewhat
863 increasing error in our model.\footnote{Since our results seem satisfying,
864 we did not pursue to try another collection;
865 one could e.g. look at game archives of some Go server to work within
866 single more-or-less consistent rank model.}
868 To represent the rank in our dataset, we have rescaled it to $[-3,30]$ with positive
869 numbers representing the kyu ranks and numbers smaller than 1 representing the dan
870 ranks: 4-dan maps to $-3$, 1-dan to $0$, etc.
872 \subsection{PCA analysis}
873 First, we have created a single pattern vector for each rank between 30-kyu to 4-dan;
874 we have performed PCA analysis on the pattern vectors, achieving near-perfect
875 rank correspondence in the first PCA dimension%
876 \footnote{The eigenvalue of the second dimension was four times smaller,
877 with no discernable structure revealed within the lower-order eigenvectors.}
878 (figure \ref{fig:strength_pca}).
880 We measure the accuracy of strength approximation by the first dimension
881 using Pearson's $r$ (see \ref{pearson}), yielding very satisfying value of $r=0.979$
882 implying extremely strong correlation.
883 \footnote{Extended vector normalization (sec. \ref{xnorm})
884 produced noticeably less clear-cut results.}
886 \subsection{Strength classification}
888 We have trained the tested classifiers using one pattern vector
889 per rank, then performing many-fold validation by repeatedly and
890 exhaustively taking disjunct $k$-game samples of the same rank from the collection%
891 \footnote{Arbitrary game numbers are approximated by pattern file sizes,
892 iteratively selecting all games of randomly selected player
893 of the required strength.}
894 and measuring the standard error of the classifier.
896 When assessing the strength classifiers,
897 we have explored the influence of different game sample sizes ($k$)
898 on the classification accuracy to hint on practicality and scaling
899 abilities of the classifiers.
900 In order to reduce the diversity of patterns (negatively impacting accuracy
901 on small samples), we do not consider the contiguity pattern features.
903 %We have randomly separated $10\%$ of the game database as a testing set,
904 %Using the most %of players within the test group yields MSE TODO, thus providing
905 %reasonably satisfying accuracy by itself.
907 %Using the Naive Bayes classifier yields MSE TODO.
909 Using the $4$-Nearest Neighbors classifier with the weight function
910 \begin{equation}
911 \mathit{Weight}(\vec x) = 0.9^{M*\mathit{Distance}(\vec x)}
912 \end{equation}
913 (parameter $M$ ranging from $30$ to $6$),
914 we have achieved the results described in the table \ref{table-str-class}
915 --- overally obtaining reasonable accuracy even on as few as 5 games as a sample.
916 The error on the rank scale is listed as mean quare error (MSE)
917 and standard deviation $\sigma$ (the difference from the real rank on average).
919 For comparison purposes, the table also includes a PCA classifie
920 (the most significant PCA eigenvector position is directly taken as a~rank)
921 and a~random classifier.
923 \begin{table}[!t]
924 % increase table row spacing, adjust to taste
925 \renewcommand{\arraystretch}{1.3}
926 \caption{Strength Classifier Performance}
927 \label{table-str-class}
928 \centering
929 \begin{tabular}{|c|c||c|c||c|}
930 \hline
931 Method & $\sim$ games & MSE & $\sigma$ & Cmp \\ \hline
932 $k$-NN&$85$ & $5.514$ & $2.348$ & $6.150$ \\
933 &$43$ & $8.449$ & $2.907$ & $4.968$ \\
934 &$17$ & $10.096$& $3.177$ & $4.545$ \\
935 &$9$ & $21.343$& $4.620$ & $3.126$ \\
936 &$2$ & $52.212$& $7.226$ & $1.998$ \\\hline
938 PCA & $85$ & $24.070$ & $4.906$ & $2.944$ \\
939 &$43$ & $31.324$ & $5.597$ & $2.580$ \\
940 &$17$ & $50.390$ & $7.099$ & $2.034$ \\
941 &$9$ & $72.528$ & $8.516$ & $1.696$ \\
942 &$2$ & $128.660$& $11.343$ & $1.273$ \\ \hline
944 Rnd & N/A & $208.549$ & $14.441$ & $1.000$ \\ \hline
945 \end{tabular}
946 \end{table}
948 %#Finally, we used $8$-fold cross validation on one-file-per-rank data,
949 %yielding a MSE $0.085$ which is equivalent to standard deviation of $15\%$.
951 \section{Style Estimation}
952 \label{styleest}
954 As a~second case study for our pattern analysis,
955 we investigate pattern vectors $\vec p$ of various well-known players,
956 their relationships in-between and to prior knowledge
957 in order to explore the correlation of prior knowledge with extracted patterns.
958 We look for relationships between pattern vectors and perceived
959 ``playing style'' and attempt to use our classifiers to transform
960 pattern vector $\vec p$ to style vector $\vec s$.
962 The source game collection is GoGoD Winter 2008 \cite{GoGoD} containing 55000
963 professional games, dating from the early Go history 1500 years ago to the present.
964 We consider only games of a small subset of players (table \ref{fig:style_marks});
965 we have chosen them for being well-known within the players community,
966 having large number of played games in our collection and not playing too long
967 ago.\footnote{Over time, many commonly used sequences get altered, adopted and
968 dismissed; usual playing conditions can also differ significantly.}
970 \subsection{Expert-based knowledge}
971 \label{style-vectors}
972 In order to provide a reference frame for our style analysis,
973 we have gathered some information from game experts about various
974 traditionally perceived style aspects to use as a prior knowledge.
975 This expert-based knowledge allows us to predict styles of unknown players
976 based on the similarity of their pattern vectors,
977 as well as discover correlations between styles and proportions
978 of played patterns.
980 Experts were asked to mark four style aspects of each of the given players
981 on the scale from 1 to 10. The style aspects are defined as shown:
983 \vspace{4mm}
984 \noindent
985 %\begin{table}
986 \begin{center}
987 %\caption{Styles}
988 \begin{tabular}{|c|c|c|}
989 \hline
990 Style & 1 & 10\\ \hline
991 Territoriality $\tau$ & Moyo & Territory \\
992 Orthodoxity $\omega$ & Classic & Novel \\
993 Aggressivity $\alpha$ & Calm & Figting \\
994 Thickness $\theta$ & Safe & Shinogi \\ \hline
995 \end{tabular}
996 \end{center}
997 %\end{table}
998 \vspace{4mm}
1000 We have devised these four style aspects based on our own Go experience
1001 and consultations with other experts.
1002 The used terminology has quite
1003 clear meaning to any experienced Go player and there is not too much
1004 room for confusion, except possibly in the case of ``thickness'' ---
1005 but the concept is not easy to pin-point succintly and we also did not
1006 add extra comments on the style aspects to the questionnaire deliberately
1007 to accurately reflect any diversity in understanding of the terms.
1009 Averaging this expert based evaluation yields \emph{reference style vector}
1010 $\vec s_r$ (of dimension $4$) for each player $r$
1011 from the set of \emph{reference players} $R$.
1013 Throughout our research, we have experimentally found that playing era
1014 is also a major factor differentiating between patterns. Thus, we have
1015 further extended the $\vec s_r$ by median year over all games played
1016 by the player.
1018 \begin{table}[!t]
1019 % increase table row spacing, adjust to taste
1020 \renewcommand{\arraystretch}{1.3}
1021 \caption{Covariance Measure of Prior Information Dimensions}
1022 \label{fig:style_marks_r}
1023 \centering
1024 % Some packages, such as MDW tools, offer better commands for making tables
1025 % than the plain LaTeX2e tabular which is used here.
1026 \begin{tabular}{|r||r||r||r||r||r|}
1027 \hline
1028 & $\tau$ & $\omega$ & $\alpha$ & $\theta$ & year \\
1029 \hline
1030 $\tau$ &$1.000$&$\mathbf{-0.438}$&$\mathbf{-0.581}$&$\mathbf{ 0.721}$&$ 0.108$\\
1031 $\omega$& &$ 1.000$&$\mathbf{ 0.682}$&$ 0.014$&$-0.021$\\
1032 $\alpha$& & &$ 1.000$&$-0.081$&$ 0.030$\\
1033 $\theta$& &\multicolumn{1}{c||}{---}
1034 & &$ 1.000$&$-0.073$\\
1035 y. & & & & &$ 1.000$\\
1036 \hline
1037 \end{tabular}
1038 \end{table}
1040 Three high-level Go players (Alexander Dinerstein 3-pro, Motoki Noguchi
1041 7-dan and V\'{i}t Brunner 4-dan) have judged the style of the reference
1042 players.
1043 The complete list of answers is in table \ref{fig:style_marks}.
1044 Standard error of the answers is 0.952, making the data reasonably reliable,
1045 though much larger sample would of course be more desirable
1046 (but beyond our means to collect).
1047 We have also found significant correlation between the various
1048 style aspects, as shown by the Pearson's $r$ values
1049 in table \ref{fig:style_marks_r}.
1051 \begin{table}[!t]
1052 % increase table row spacing, adjust to taste
1053 \renewcommand{\arraystretch}{1.4}
1054 \begin{threeparttable}
1055 \caption{Expert-Based Style Aspects of Selected Professionals\tnote{1} \tnote{2}}
1056 \label{fig:style_marks}
1057 \centering
1058 % Some packages, such as MDW tools, offer better commands for making tables
1059 % than the plain LaTeX2e tabular which is used here.
1060 \begin{tabular}{|c||c||c||c||c|}
1061 \hline
1062 {Player} & $\tau$ & $\omega$ & $\alpha$ & $\theta$ \\
1063 \hline
1064 Go Seigen\tnote{3} & $6.0 \pm 2.0$ & $9.0 \pm 1.0$ & $8.0 \pm 1.0$ & $5.0 \pm 1.0$ \\
1065 Ishida Yoshio\tnote{4}&$8.0 \pm 1.4$ & $5.0 \pm 1.4$ & $3.3 \pm 1.2$ & $5.3 \pm 0.5$ \\
1066 Miyazawa Goro & $1.5 \pm 0.5$ & $10 \pm 0 $ & $9.5 \pm 0.5$ & $4.0 \pm 1.0$ \\
1067 Yi Ch'ang-ho\tnote{5}& $7.0 \pm 0.8$ & $5.0 \pm 1.4$ & $2.6 \pm 0.9$ & $2.6 \pm 1.2$ \\
1068 Sakata Eio & $7.6 \pm 1.7$ & $4.6 \pm 0.5$ & $7.3 \pm 0.9$ & $8.0 \pm 1.6$ \\
1069 Fujisawa Hideyuki & $3.5 \pm 0.5$ & $9.0 \pm 1.0$ & $7.0 \pm 0.0$ & $4.0 \pm 0.0$ \\
1070 Otake Hideo & $4.3 \pm 0.5$ & $3.0 \pm 0.0$ & $4.6 \pm 1.2$ & $3.6 \pm 0.9$ \\
1071 Kato Masao & $2.5 \pm 0.5$ & $4.5 \pm 1.5$ & $9.5 \pm 0.5$ & $4.0 \pm 0.0$ \\
1072 Takemiya Masaki\tnote{4}&$1.3\pm 0.5$& $6.3 \pm 2.1$ & $7.0 \pm 0.8$ & $1.3 \pm 0.5$ \\
1073 Kobayashi Koichi & $9.0 \pm 1.0$ & $2.5 \pm 0.5$ & $2.5 \pm 0.5$ & $5.5 \pm 0.5$ \\
1074 Cho Chikun & $9.0 \pm 0.8$ & $7.6 \pm 0.9$ & $6.6 \pm 1.2$ & $9.0 \pm 0.8$ \\
1075 Ma Xiaochun & $8.0 \pm 2.2$ & $6.3 \pm 0.5$ & $5.6 \pm 1.9$ & $8.0 \pm 0.8$ \\
1076 Yoda Norimoto & $6.3 \pm 1.7$ & $4.3 \pm 2.1$ & $4.3 \pm 2.1$ & $3.3 \pm 1.2$ \\
1077 Luo Xihe & $7.3 \pm 0.9$ & $7.3 \pm 2.5$ & $7.6 \pm 0.9$ & $6.0 \pm 1.4$ \\
1078 O Meien & $2.6 \pm 1.2$ & $9.6 \pm 0.5$ & $8.3 \pm 1.7$ & $3.6 \pm 1.2$ \\
1079 Rui Naiwei & $4.6 \pm 1.2$ & $5.6 \pm 0.5$ & $9.0 \pm 0.8$ & $3.3 \pm 1.2$ \\
1080 Yuki Satoshi & $3.0 \pm 1.0$ & $8.5 \pm 0.5$ & $9.0 \pm 1.0$ & $4.5 \pm 0.5$ \\
1081 Hane Naoki & $7.5 \pm 0.5$ & $2.5 \pm 0.5$ & $4.0 \pm 0.0$ & $4.5 \pm 1.5$ \\
1082 Takao Shinji & $5.0 \pm 1.0$ & $3.5 \pm 0.5$ & $5.5 \pm 1.5$ & $4.5 \pm 0.5$ \\
1083 Yi Se-tol & $5.3 \pm 0.5$ & $6.6 \pm 2.5$ & $9.3 \pm 0.5$ & $6.6 \pm 1.2$ \\
1084 Yamashita Keigo\tnote{4}&$2.0\pm 0.0$& $9.0 \pm 1.0$ & $9.5 \pm 0.5$ & $3.0 \pm 1.0$ \\
1085 Cho U & $7.3 \pm 2.4$ & $6.0 \pm 0.8$ & $5.3 \pm 1.7$ & $6.3 \pm 1.7$ \\
1086 Gu Li & $5.6 \pm 0.9$ & $7.0 \pm 0.8$ & $9.0 \pm 0.8$ & $4.0 \pm 0.8$ \\
1087 Chen Yaoye & $6.0 \pm 1.0$ & $4.0 \pm 1.0$ & $6.0 \pm 1.0$ & $5.5 \pm 0.5$ \\
1088 \hline
1089 \end{tabular}
1090 \begin{tablenotes}
1091 \item [1] Including standard deviation. Only players where we received at least two out of three answers are included.
1092 \item [2] Since the playing era column does not fit into the table, we at least sort the players ascending by their median year.
1093 \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.
1094 \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.
1095 \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.
1096 \end{tablenotes}
1097 \end{threeparttable}
1098 \end{table}
1100 \subsection{Style Components Analysis}
1102 \begin{figure}[!t]
1103 \centering
1104 \includegraphics[width=3in]{style-pca}
1105 \caption{PCA of per-player vectors}
1106 \label{fig:style_pca}
1107 \end{figure}
1109 We have looked at the ten most significant dimensions of the pattern data
1110 yielded by the PCA analysis of the reference player set%
1111 \footnote{We also tried to observe PCA effect of removing outlying Takemiya
1112 Masaki. That way, the second dimension strongly
1113 correlated to territoriality and third dimension strongly correlacted to era,
1114 however the first dimension remained mysteriously uncorrelated and with no
1115 obvious interpretation.}
1116 (fig. \ref{fig:style_pca} shows the first three).
1117 We have again computed the Pearson's $r$ for all combinations of PCA dimensions
1118 and dimensions of the prior knowledge style vectors to find correlations.
1120 \begin{table}[!t]
1121 % increase table row spacing, adjust to taste
1122 \renewcommand{\arraystretch}{1.4}
1123 \caption{Covariance Measure of PCA and Prior Information}
1124 \label{fig:style_r}
1125 \centering
1126 % Some packages, such as MDW tools, offer better commands for making tables
1127 % than the plain LaTeX2e tabular which is used here.
1128 \begin{tabular}{|c||r||r||r||r||r|}
1129 \hline
1130 Eigenval. & $\tau$ & $\omega$ & $\alpha$ & $\theta$ & Year \\
1131 \hline
1132 $0.4473697$ & $\mathbf{-0.530}$ & $ 0.323$ & $ 0.298$ & $\mathbf{-0.554}$ & $ 0.090$ \\
1133 $0.1941057$ & $\mathbf{-0.547}$ & $ 0.215$ & $ 0.249$ & $-0.293$ & $\mathbf{-0.630}$ \\
1134 $0.0463189$ & $ 0.131$ & $-0.002$ & $-0.128$ & $ 0.242$ & $\mathbf{-0.630}$ \\
1135 $0.0280301$ & $-0.011$ & $ 0.225$ & $ 0.186$ & $ 0.131$ & $ 0.067$ \\
1136 $0.0243231$ & $-0.181$ & $ 0.174$ & $-0.032$ & $-0.216$ & $ 0.352$ \\
1137 $0.0180875$ & $-0.364$ & $ 0.226$ & $ 0.339$ & $-0.136$ & $ 0.113$ \\
1138 $0.0138478$ & $-0.194$ & $-0.048$ & $-0.099$ & $-0.333$ & $ 0.055$ \\
1139 $0.0110575$ & $-0.040$ & $-0.254$ & $-0.154$ & $-0.054$ & $-0.089$ \\
1140 $0.0093587$ & $-0.199$ & $-0.115$ & $ 0.358$ & $-0.234$ & $-0.028$ \\
1141 $0.0084930$ & $ 0.046$ & $ 0.190$ & $ 0.305$ & $ 0.176$ & $ 0.089$ \\
1142 \hline
1143 \end{tabular}
1144 \end{table}
1146 \begin{table}[!t]
1147 % increase table row spacing, adjust to taste
1148 \renewcommand{\arraystretch}{1.6}
1149 \begin{threeparttable}
1150 \caption{Characteristic Patterns of PCA$_{1,2}$ Dimensions \tnote{1}}
1151 \label{fig:style_patterns}
1152 \centering
1153 % Some packages, such as MDW tools, offer better commands for making tables
1154 % than the plain LaTeX2e tabular which is used here.
1155 \begin{tabular}{|p{2.3cm}p{2.4cm}p{2.4cm}p{0cm}|}
1156 % The virtual last column is here because otherwise we get random syntax errors.
1158 \hline \multicolumn{4}{|c|}{PCA$_1$ --- Moyo-oriented, thin-playing player} \\
1159 \centering \begin{psgopartialboard*}{(8,1)(12,6)}
1160 \stone[\marktr]{black}{k}{4}
1161 \end{psgopartialboard*} &
1162 \centering \begin{psgopartialboard*}{(1,2)(5,6)}
1163 \stone{white}{d}{3}
1164 \stone[\marktr]{black}{d}{5}
1165 \end{psgopartialboard*} &
1166 \centering \begin{psgopartialboard*}{(5,1)(10,6)}
1167 \stone{white}{f}{3}
1168 \stone[\marktr]{black}{j}{4}
1169 \end{psgopartialboard*} & \\
1170 \centering $0.274$ & \centering $0.086$ & \centering $0.083$ & \\
1171 \centering high corner/side opening \tnote{2} & \centering high corner approach & \centering high distant pincer & \\
1173 \hline \multicolumn{4}{|c|}{PCA$_1$ --- Territorial, thick-playing player} \\
1174 \centering \begin{psgopartialboard*}{(3,1)(7,6)}
1175 \stone{white}{d}{4}
1176 \stone[\marktr]{black}{f}{3}
1177 \end{psgopartialboard*} &
1178 \centering \begin{psgopartialboard*}{(3,1)(7,6)}
1179 \stone{white}{c}{6}
1180 \stone{black}{d}{4}
1181 \stone[\marktr]{black}{f}{3}
1182 \end{psgopartialboard*} &
1183 \centering \begin{psgopartialboard*}{(3,1)(7,6)}
1184 \stone{black}{d}{4}
1185 \stone[\marktr]{black}{f}{3}
1186 \end{psgopartialboard*} & \\
1187 \centering $-0.399$ & \centering $-0.399$ & \centering $-0.177$ & \\
1188 \centering low corner approach & \centering low corner reply & \centering low corner enclosure & \\
1190 \hline \multicolumn{4}{|c|}{PCA$_2$ --- Territorial, current player \tnote{3}} \\
1191 \centering \begin{psgopartialboard*}{(3,1)(7,6)}
1192 \stone{white}{c}{6}
1193 \stone{black}{d}{4}
1194 \stone[\marktr]{black}{f}{3}
1195 \end{psgopartialboard*} &
1196 \centering \begin{psgopartialboard*}{(3,1)(8,6)}
1197 \stone{white}{d}{4}
1198 \stone[\marktr]{black}{g}{4}
1199 \end{psgopartialboard*} &
1200 \centering \begin{psgopartialboard*}{(4,1)(9,6)}
1201 \stone{black}{d}{4}
1202 \stone{white}{f}{3}
1203 \stone[\marktr]{black}{h}{3}
1204 \end{psgopartialboard*} & \\
1205 \centering $-0.193$ & \centering $-0.139$ & \centering $-0.135$ & \\
1206 \centering low corner reply \tnote{4} & \centering high distant approach/pincer & \centering near low pincer & \\
1208 \hline
1209 \end{tabular}
1210 \begin{tablenotes}
1211 \item [1] We present the patterns in a simplified compact form;
1212 in reality, they are usually somewhat larger and always circle-shaped
1213 (centered on the triangled move).
1214 We omit only pattern segments that are entirely empty.
1215 \item [2] We give some textual interpretation of the patterns, especially
1216 since some of them may not be obvious unless seen in game context; we choose
1217 the descriptions based on the most frequently observer contexts, but of course
1218 the pattern can be also matched in other positions and situations.
1219 \item [3] In the second PCA dimension, we find no correlated patterns;
1220 only uncorrelated and anti-correlated ones.
1221 \item [4] As the second most significant pattern,
1222 we skip a slide follow-up pattern to this move.
1223 \end{tablenotes}
1224 \end{threeparttable}
1225 \end{table}
1227 \begin{table}[!t]
1228 % increase table row spacing, adjust to taste
1229 \renewcommand{\arraystretch}{1.8}
1230 \begin{threeparttable}
1231 \caption{Characteristic Patterns of PCA$_3$ Dimension \tnote{1}}
1232 \label{fig:style_patterns3}
1233 \centering
1234 % Some packages, such as MDW tools, offer better commands for making tables
1235 % than the plain LaTeX2e tabular which is used here.
1236 \begin{tabular}{|p{2.4cm}p{2.4cm}p{2.4cm}p{0cm}|}
1237 % The virtual last column is here because otherwise we get random syntax errors.
1239 \hline \multicolumn{4}{|c|}{PCA$_3$ --- Old-time player} \\
1240 \centering \begin{psgopartialboard*}{(1,3)(5,7)}
1241 \stone{white}{d}{4}
1242 \stone[\marktr]{black}{c}{6}
1243 \end{psgopartialboard*} &
1244 \centering \begin{psgopartialboard*}{(8,1)(12,5)}
1245 \stone[\marktr]{black}{k}{3}
1246 \end{psgopartialboard*} &
1247 \centering \begin{psgopartialboard*}{(1,1)(5,5)}
1248 \stone[\marktr]{black}{c}{3}
1249 \end{psgopartialboard*} & \\
1250 \centering $0.515$ & \centering $0.264$ & \centering $0.258$ & \\
1251 \centering low corner approach & \centering low side or mokuhazushi opening & \centering san-san opening & \\
1253 \hline \multicolumn{4}{|c|}{PCA$_3$ --- Current player} \\
1254 \centering \begin{psgopartialboard*}{(3,1)(7,5)}
1255 \stone{black}{d}{4}
1256 \stone[\marktr]{black}{f}{3}
1257 \end{psgopartialboard*} &
1258 \centering \begin{psgopartialboard*}{(1,1)(5,5)}
1259 \stone[\marktr]{black}{c}{4}
1260 \end{psgopartialboard*} &
1261 \centering \begin{psgopartialboard*}{(1,2)(5,6)}
1262 \stone{black}{d}{3}
1263 \stone{white}{d}{5}
1264 \stone[\marktr]{black}{c}{5}
1265 \end{psgopartialboard*} & \\
1266 \centering $-0.276$ & \centering $-0.273$ & \centering $-0.116$ & \\
1267 \centering low corner enclosure & \centering 3-4 corner opening \tnote{2} & \centering high approach reply & \\
1269 \hline
1270 \end{tabular}
1271 \begin{tablenotes}
1272 \item [1] We cannot use terms ``classic'' and ''modern'' in case of PCA$_3$
1273 since the current patterns are commonplace in games of past centuries
1274 (not included in our training set) and many would call a lot of the old-time patterns
1275 modern inventions. Perhaps we can infer that the latest 21th-century play trends abandon
1276 many of the 20th-century experiments (lower echelon of our by-year samples)
1277 to return to the more ordinary but effective classic patterns.
1278 \item [2] At this point, we skip two patterns already shown elsewhere:
1279 {\em high side/corner opening} and {\em low corner reply}.
1280 \end{tablenotes}
1281 \end{threeparttable}
1282 \end{table}
1284 It is immediately
1285 obvious both from the measured $r$ and visual observation
1286 that by far the most significant vector corresponds very well
1287 to the territoriality of the players,%
1288 \footnote{Cho Chikun, perhaps the best-known
1289 territorial player, is not well visible in the cluster, but he is
1290 positioned around $-0.8$ on the first dimension.}
1291 confirming the intuitive notion that this aspect of style
1292 is the one easiest to pin-point and also
1293 most obvious in the played shapes and sequences
1294 (that can obviously aim directly at taking secure territory
1295 or building center-oriented framework). Thick (solid) play also plays
1296 a role, but these two style dimensions are already
1297 correlated in the prior data.
1299 The other PCA dimensions are somewhat harder to interpret, but there
1300 certainly is significant influence of the styles on the patterns;
1301 the found correlations are all presented in table \ref{fig:style_r}.
1302 (Larger absolute value means better linear correspondence.)
1304 We also list the characteristic spatial patterns of the PCA dimension
1305 extremes (tables \ref{fig:style_patterns}, \ref{fig:style_patterns3}), determined by their coefficients
1306 in the PCA projection matrix --- however, such naive approach
1307 has limited reliability, better methods will have to be researched.%
1308 \footnote{For example, as one of highly ranked ``Takemiya's'' PCA1 patterns,
1309 3,3 corner opening was generated, completely inappropriately;
1310 it reflects some weak ordering in bottom half of the dimension,
1311 not global ordering within the dimension.}
1312 We do not show the other pattern features since they carry no useful
1313 information in the opening stage.%
1314 \footnote{The board distance feature can be useful in some cases,
1315 but here all the spatial patterns are wide enough to reach to the edge
1316 on their own.}
1318 \begin{table}[!t]
1319 % increase table row spacing, adjust to taste
1320 \renewcommand{\arraystretch}{1.4}
1321 \caption{Covariance Measure of Externed-Normalization PCA and~Prior Information}
1322 \label{fig:style_normr}
1323 \centering
1324 % Some packages, such as MDW tools, offer better commands for making tables
1325 % than the plain LaTeX2e tabular which is used here.
1326 \begin{tabular}{|c||r||r||r||r||r|}
1327 \hline
1328 Eigenval. & $\tau$ & $\omega$ & $\alpha$ & $\theta$ & Year \\
1329 \hline
1330 $6.3774289$ & $ \mathbf{0.436}$ & $-0.220$ & $-0.289$ & $ \mathbf{0.404}$ & $\mathbf{-0.576}$ \\
1331 $1.7269775$ & $\mathbf{-0.690}$ & $ 0.340$ & $ 0.315$ & $\mathbf{-0.445}$ & $\mathbf{-0.639}$ \\
1332 $1.1747101$ & $-0.185$ & $ 0.156$ & $ 0.107$ & $-0.315$ & $ 0.320$ \\
1333 $0.8452797$ & $ 0.064$ & $-0.102$ & $-0.189$ & $ 0.032$ & $ 0.182$ \\
1334 $0.8038992$ & $-0.185$ & $ 0.261$ & $ \mathbf{0.620}$ & $ 0.120$ & $ 0.056$ \\
1335 $0.6679533$ & $-0.027$ & $ 0.055$ & $ 0.147$ & $-0.198$ & $ 0.155$ \\
1336 $0.5790000$ & $ 0.079$ & $ \mathbf{0.509}$ & $ 0.167$ & $ 0.294$ & $-0.019$ \\
1337 $0.4971474$ & $ 0.026$ & $-0.119$ & $-0.071$ & $ 0.049$ & $ 0.043$ \\
1338 $0.4938777$ & $-0.061$ & $ 0.061$ & $ 0.104$ & $-0.168$ & $ 0.015$ \\
1339 $0.4888848$ & $ 0.203$ & $-0.283$ & $-0.120$ & $ 0.083$ & $-0.220$ \\
1340 \hline
1341 \end{tabular}
1342 \end{table}
1344 The PCA results presented above do not show much correlation between
1345 the significant PCA dimensions and the $\omega$ and $\alpha$ style dimensions.
1346 However, when we applied the extended vector normalization
1347 (sec. \ref{xnorm}; see table \ref{fig:style_normr}),
1348 some less significant PCA dimensions exhibited clear correlations.%
1349 \footnote{We have found that $c=6$ in the post-processing logistic function
1350 produces the most instructive PCA output on our particular game collection.}
1351 While we do not use the extended normalization results elsewhere since
1352 they produced noticeably less accurate classifiers in all dimensions,
1353 including $\omega$ and $\alpha$, it is instructive to look at the PCA dimensions.
1355 It appears that less-frequent patterns that appear only in the middle-game
1356 phase\footnote{In the middle game, the board is much more filled and thus
1357 particular specific-shape patterns repeat less often.} are defining
1358 for these dimensions, and these are not represented in the pattern vectors
1359 as well as the common opening patterns. E.g. the most characteristic patterns
1360 on the aggressiveness dimension represent moves that make life with small,
1361 unstable groups (connecting kosumi on second line or mouth-shape eyespace
1362 move), while the novel-ranked players seem to like the (in)famous tsuke-nobi
1363 joseki sequence.
1365 We believe that the next step in interpreting our analytical results
1366 will be more refined prior information input
1367 and precise analysis of the outputs by Go experts.
1369 \begin{figure}[!t]
1370 \centering
1371 \includegraphics[width=3.5in,angle=-90]{sociomap}
1372 \caption{Sociomap visualisation. The spatial positioning of players
1373 is based on the expert knowledge, while the node heights (depicted by
1374 contour lines) represent the pattern vectors.%
1375 %The light lines denote coherence-based hierarchical clusters.
1377 \label{fig:sociomap}
1378 \end{figure}
1380 Fig. \ref{fig:sociomap} shows the Sociomap visualisation
1381 as an alternate view of the player relationships and similarity,
1382 as well as correlation between the expert-given style marks
1383 and the PCA decomposition. The four-dimensional style vectors
1384 are used as input for the Sociomap renderer and determine the
1385 spatial positions of players. The height of a node is then
1386 determined using first two PCA dimensions $R_1,R_2$ and their
1387 eigenvalues $\lambda_1,\lambda_2$ as their linear combination:
1388 $$ h=\lambda_1R_1 + \lambda_2R_2 $$
1390 We can observe that the terrain of the sociomap is reasonably
1391 ``smooth'', again demonstrating some level of connection between
1392 the style vectors and data-mined information. High countour density
1393 indicates some discrepancy; in case of Takemiya Masaki and Yi Ch'ang-ho,
1394 this seems to be merely an issue of scale,
1395 while the Rui Naiwei --- Gu Li cliff suggests a genuine problem;
1396 we cannot say now whether it is because of imprecise prior information
1397 or lacking approximation abilities of our model.
1399 \subsection{Style Classification}
1401 %TODO vsude zcheckovat jestli pouzivame stejny cas "we perform, we apply" X "we have performed, ..."
1403 Apart from the PCA-based analysis, we tested the style inference ability
1404 of $k$-NN (sec. \ref{knn}), neural network (sec. \ref{neural-net}),
1405 and Bayes (sec. \ref{naive-bayes}) classifers.
1407 \subsubsection{Reference (Training) Data}
1408 As the~reference data, we use expert-based knowledge presented in section \ref{style-vectors}.
1409 For each reference player, that gives $4$-dimensional \emph{style vector} (each component in the
1410 range of $[1,10]$).\footnote{Since the neural network has activation function with range $[-1,1]$, we
1411 have linearly rescaled the \emph{style vectors} from interval $[1,10]$ to $[-1,1]$ before using the training
1412 data. The network's output was afterwards rescaled back to allow for MSE comparison.}
1414 All input (pattern) vectors were preprocessed using PCA, reducing the input dimension from $400$ to $23$.
1415 We measure the performance on the same reference data using $5$-fold cross validation.
1416 To put our measurements in scale, we also include a~random classifier in our results.
1418 \subsubsection{Results}
1419 The results are shown in the table \ref{crossval-cmp}. Second to fifth columns in the table represent
1420 mean square error (MSE) of the examined styles, $\mathit{Mean}$ is the
1421 mean square error across the styles and finally, the last column $\mathit{Cmp}$
1422 represents $\mathit{Mean}(\mathit{Random classifier}) / \mathit{Mean}(\mathit{X})$ -- comparison of mean square error
1423 of each method with the random classifier. To minimize the
1424 effect of random variables, all numbers were taken as an average of $200$ runs of the cross validation.
1426 Analysis of the performance of $k$-NN classifier for different $k$-values has shown that different
1427 $k$-values are suitable to approximate different styles. Combining the $k$-NN classifiers with the
1428 neural network (so that each style is approximated by the method with lowest MSE in that style)
1429 results in \emph{Joint classifier}, which outperforms all other methods.
1430 The \emph{Joint classifier} has outstanding MSE $3.960$, which is equivalent to standard deviation
1431 of $\sigma = 1.99$ per style.%
1432 \footnote{We should note that the pattern vector for each tested player
1433 was generated over at least few tens of games.}
1435 \begin{table}[!t]
1436 \renewcommand{\arraystretch}{1.4}
1437 \begin{threeparttable}
1438 \caption{Comparison of style classifiers}
1439 \label{crossval-cmp}
1440 \begin{tabular}{|c|c|c|c|c|c|c|}
1441 \hline
1442 %Classifier & $\sigma_\tau$ & $\sigma_\omega$ & $\sigma_\alpha$ & $\sigma_\theta$ & Tot $\sigma$ & $\mathit{RndC}$\\ \hline
1443 %Neural network & 0.420 & 0.488 & 0.365 & 0.371 & 0.414 & 1.82 \\
1444 %$k$-NN ($k=4$) & 0.394 & 0.507 & 0.457 & 0.341 & 0.429 & 1.76 \\
1445 %Random classifier & 0.790 & 0.773 & 0.776 & 0.677 & 0.755 & 1.00 \\ \hline
1446 &\multicolumn{5}{|c|}{MSE}& \\ \hline
1447 {Classifier} & $\tau$ & $\omega$ & $\alpha$ & $\theta$ & {\bf Mean} & {\bf Cmp}\\ \hline
1448 Joint classifier\tnote{1} & 4.04 & {\bf 5.25} & {\bf 3.52} & {\bf 3.05} & {\bf 3.960}& 2.97 \\\hline
1449 Neural network & {\bf 4.03} & 6.15 & {\bf 3.58} & 3.79 & 4.388 & 2.68 \\
1450 $k$-NN ($k=2$) & 4.08 & 5.40 & 4.77 & 3.37 & 4.405 & 2.67 \\
1451 $k$-NN ($k=3$) & 4.05 & 5.58 & 5.06 & 3.41 & 4.524 & 2.60 \\
1452 $k$-NN ($k=1$) & 4.52 & {\bf 5.26} & 5.36 & {\bf 3.09} & 4.553 & 2.59 \\
1453 $k$-NN ($k=4$) & 4.10 & 5.88 & 5.16 & 3.60 & 4.684 & 2.51 \\
1454 Naive Bayes & 4.48 & 6.90 & 5.48 & 3.70 & 5.143 & 2.29 \\
1455 Random class. & 12.26 & 12.33 & 12.40 & 10.11 & 11.776 & 1.00 \\\hline
1457 \end{tabular}
1458 \begin{tablenotes}
1459 \item [1] Note that these measurements have a certain variance.
1460 Since the Joint classifier performance was measured from scratch,
1461 the precise values may not match appropriate cells of the used methods.
1462 \end{tablenotes}
1463 \end{threeparttable}
1464 \end{table}
1466 % TODO presunout konkretni parametry do Appendixu? (neni jich tolik, mozna ne)
1467 \subsubsection{$k$-NN parameters}
1468 All three variants of $k$-NN classifier ($k=2,3,4$) had the weight function
1469 \begin{equation}
1470 \mathit{Weight}(\vec x) = 0.8^{10*\mathit{Distance}(\vec x)}
1471 \end{equation}
1472 The parameters were chosen empirically to minimize the MSE.
1474 \subsubsection{Neural network's parameters}
1475 The neural network classifier had three-layered architecture (one hidden layer)
1476 comprising of these numbers of neurons:
1477 \vspace{4mm}
1478 \noindent
1479 %\begin{table}
1480 \begin{center}
1481 %\caption{Styles}
1482 \begin{tabular}{|c|c|c|}
1483 \hline
1484 \multicolumn{3}{|c|}{Layer} \\\hline
1485 Input & Hidden & Output \\ \hline
1486 23 & 30 & 4 \\ \hline
1487 \end{tabular}
1488 \end{center}
1489 %\end{table}
1490 \vspace{4mm}
1492 The network was trained until the square error on the training set was smaller than $0.0003$.
1493 Due to a small number of input vectors, this only took $20$ iterations of RPROP learning algorithm on average.
1495 \subsubsection{Naive Bayes parameters}
1497 We have chosen $k = 10/7$ as our discretization parameter;
1498 ideally, we would use $k = 1$ to fully cover the style marks
1499 domain, however our training sample is apparently too small for
1500 that.
1502 \section{Proposed Applications}
1504 We believe that our findings might be useful for many applications
1505 in the area of Go support software as well as Go-playing computer engines.
1507 The style analysis can be an excellent teaching aid --- classifying style
1508 dimensions based on player's pattern vector, many study recommendations
1509 can be given, e.g. about the professional games to replay, the goal being
1510 balancing understanding of various styles to achieve well-rounded skill set.
1511 This was also our original aim when starting the research and a user-friendly
1512 tool based on our work is now being created.
1514 We hope that more strong players will look into the style dimensions found
1515 by our statistical analysis --- analysis of most played patterns of prospective
1516 opponents might prepare for the game, but we especially hope that new insights
1517 on strategic purposes of various shapes and general human understanding
1518 of the game might be achieved by investigating the style-specific patterns.
1519 Time by time, new historical game records are still being discovered;
1520 pattern-based classification might help to suggest origin of the games
1521 in Go Archeology.
1523 Classifying playing strength of a pattern vector of a player can be used
1524 e.g. to help determine initial real-world rating of a player before their
1525 first tournament based on games played on the internet; some players especially
1526 in less populated areas could get fairly strong before playing their first
1527 real tournament.
1529 Analysis of pattern vectors extracted from games of Go-playing programs
1530 in light of the shown strength and style distributions might help to
1531 highlight some weaknesses and room for improvements. (However, since
1532 correlation does not imply causation, simply optimizing Go-playing programs
1533 according to these vectors is unlikely to yield good results.)
1534 Another interesting applications in Go-playing programs might be strength
1535 adjustment; the program can classify the player's level based on the pattern
1536 vector from its previous games and auto-adjust its difficulty settings
1537 accordingly to provide more even games for beginners.%
1538 \footnote{The program can also do this based on win-loss statistics,
1539 but pattern vector analysis might converge faster.}
1542 % An example of a floating figure using the graphicx package.
1543 % Note that \label must occur AFTER (or within) \caption.
1544 % For figures, \caption should occur after the \includegraphics.
1545 % Note that IEEEtran v1.7 and later has special internal code that
1546 % is designed to preserve the operation of \label within \caption
1547 % even when the captionsoff option is in effect. However, because
1548 % of issues like this, it may be the safest practice to put all your
1549 % \label just after \caption rather than within \caption{}.
1551 % Reminder: the "draftcls" or "draftclsnofoot", not "draft", class
1552 % option should be used if it is desired that the figures are to be
1553 % displayed while in draft mode.
1555 %\begin{figure}[!t]
1556 %\centering
1557 %\includegraphics[width=2.5in]{myfigure}
1558 % where an .eps filename suffix will be assumed under latex,
1559 % and a .pdf suffix will be assumed for pdflatex; or what has been declared
1560 % via \DeclareGraphicsExtensions.
1561 %\caption{Simulation Results}
1562 %\label{fig_sim}
1563 %\end{figure}
1565 % Note that IEEE typically puts floats only at the top, even when this
1566 % results in a large percentage of a column being occupied by floats.
1569 % An example of a double column floating figure using two subfigures.
1570 % (The subfig.sty package must be loaded for this to work.)
1571 % The subfigure \label commands are set within each subfloat command, the
1572 % \label for the overall figure must come after \caption.
1573 % \hfil must be used as a separator to get equal spacing.
1574 % The subfigure.sty package works much the same way, except \subfigure is
1575 % used instead of \subfloat.
1577 %\begin{figure*}[!t]
1578 %\centerline{\subfloat[Case I]\includegraphics[width=2.5in]{subfigcase1}%
1579 %\label{fig_first_case}}
1580 %\hfil
1581 %\subfloat[Case II]{\includegraphics[width=2.5in]{subfigcase2}%
1582 %\label{fig_second_case}}}
1583 %\caption{Simulation results}
1584 %\label{fig_sim}
1585 %\end{figure*}
1587 % Note that often IEEE papers with subfigures do not employ subfigure
1588 % captions (using the optional argument to \subfloat), but instead will
1589 % reference/describe all of them (a), (b), etc., within the main caption.
1592 % An example of a floating table. Note that, for IEEE style tables, the
1593 % \caption command should come BEFORE the table. Table text will default to
1594 % \footnotesize as IEEE normally uses this smaller font for tables.
1595 % The \label must come after \caption as always.
1597 %\begin{table}[!t]
1598 %% increase table row spacing, adjust to taste
1599 %\renewcommand{\arraystretch}{1.3}
1600 % if using array.sty, it might be a good idea to tweak the value of
1601 % \extrarowheight as needed to properly center the text within the cells
1602 %\caption{An Example of a Table}
1603 %\label{table_example}
1604 %\centering
1605 %% Some packages, such as MDW tools, offer better commands for making tables
1606 %% than the plain LaTeX2e tabular which is used here.
1607 %\begin{tabular}{|c||c|}
1608 %\hline
1609 %One & Two\\
1610 %\hline
1611 %Three & Four\\
1612 %\hline
1613 %\end{tabular}
1614 %\end{table}
1617 % Note that IEEE does not put floats in the very first column - or typically
1618 % anywhere on the first page for that matter. Also, in-text middle ("here")
1619 % positioning is not used. Most IEEE journals use top floats exclusively.
1620 % Note that, LaTeX2e, unlike IEEE journals, places footnotes above bottom
1621 % floats. This can be corrected via the \fnbelowfloat command of the
1622 % stfloats package.
1626 \section{Future Research}
1628 Since we are not aware of any previous research on this topic and we
1629 are limited by space and time constraints, plenty of research remains
1630 to be done, in all parts of our analysis --- we have already noted
1631 many in the text above. Most significantly, different methods of generating
1632 and normalizing the $\vec p$ vectors can be explored
1633 and other data mining methods could be investigated.
1634 Better ways of visualising the relationships would be desirable,
1635 together with thorough expert dissemination of internal structure
1636 of the player pattern vectors space:
1637 more professional players should be consulted on the findings
1638 and for style scales calibration.
1640 It can be argued that many players adjust their style by game conditions
1641 (Go development era, handicap, komi and color, time limits, opponent)
1642 or that styles might express differently in various game stages;
1643 these factors should be explored by building pattern vectors more
1644 carefully than by simply considering all moves in all games of a player.
1645 Impact of handicap and uneven games on by-strength
1646 $\vec p$ distribution should be also investigated.
1648 % TODO: Future research --- Sparse PCA
1650 \section{Conclusion}
1651 We have proposed a way to extract summary pattern information from
1652 game collections and combined this with various data mining methods
1653 to show correspondence of our pattern summaries with various player
1654 meta-information like playing strength, era of play or playing style
1655 as ranked by expert players. We have implemented and measured our
1656 proposals in two case studies: per-rank characteristics of amateur
1657 players and per-player style/era characteristics of well-known
1658 professionals.
1660 While many details remain to be worked out,
1661 we have demonstrated that many significant correlations do exist and
1662 it is practically viable to infer the player meta-information from
1663 extracted pattern summaries. We proposed wide range of applications
1664 for such inference. Finally, we outlined some of the many possible
1665 directions of future work in this newly staked research field
1666 on the boundary of Computer Go, Data Mining and Go Theory.
1669 % if have a single appendix:
1670 %\appendix[Proof of the Zonklar Equations]
1671 % or
1672 %\appendix % for no appendix heading
1673 % do not use \section anymore after \appendix, only \section*
1674 % is possibly needed
1676 % use appendices with more than one appendix
1677 % then use \section to start each appendix
1678 % you must declare a \section before using any
1679 % \subsection or using \label (\appendices by itself
1680 % starts a section numbered zero.)
1684 %\appendices
1685 %\section{Proof of the First Zonklar Equation}
1686 %Appendix one text goes here.
1688 %% you can choose not to have a title for an appendix
1689 %% if you want by leaving the argument blank
1690 %\section{}
1691 %Appendix two text goes here.
1694 % use section* for acknowledgement
1695 \section*{Acknowledgment}
1696 \label{acknowledgement}
1698 Foremostly, we are very grateful for detailed input on specific go styles
1699 by Alexander Dinerstein, Motoki Noguchi and V\'{i}t Brunner.
1700 We appreciate helpful comments on our general methodology
1701 by John Fairbairn, T. M. Hall, Cyril H\"oschl, Robert Jasiek, Franti\v{s}ek Mr\'{a}z
1702 and several GoDiscussions.com users. \cite{GoDiscThread}
1703 Finally, we would like to thank Radka ``chidori'' Hane\v{c}kov\'{a}
1704 for the original research idea and acknowledge major inspiration
1705 by R\'{e}mi Coulom's paper \cite{PatElo} on the extraction of pattern information.
1708 % Can use something like this to put references on a page
1709 % by themselves when using endfloat and the captionsoff option.
1710 \ifCLASSOPTIONcaptionsoff
1711 \newpage
1716 % trigger a \newpage just before the given reference
1717 % number - used to balance the columns on the last page
1718 % adjust value as needed - may need to be readjusted if
1719 % the document is modified later
1720 %\IEEEtriggeratref{8}
1721 % The "triggered" command can be changed if desired:
1722 %\IEEEtriggercmd{\enlargethispage{-5in}}
1724 % references section
1726 % can use a bibliography generated by BibTeX as a .bbl file
1727 % BibTeX documentation can be easily obtained at:
1728 % http://www.ctan.org/tex-archive/biblio/bibtex/contrib/doc/
1729 % The IEEEtran BibTeX style support page is at:
1730 % http://www.michaelshell.org/tex/ieeetran/bibtex/
1731 \bibliographystyle{IEEEtran}
1732 % argument is your BibTeX string definitions and bibliography database(s)
1733 \bibliography{gostyle}
1735 % <OR> manually copy in the resultant .bbl file
1736 % set second argument of \begin to the number of references
1737 % (used to reserve space for the reference number labels box)
1738 %\begin{thebibliography}{1}
1740 %\bibitem{MasterMCTS}
1742 %\end{thebibliography}
1744 % biography section
1746 % If you have an EPS/PDF photo (graphicx package needed) extra braces are
1747 % needed around the contents of the optional argument to biography to prevent
1748 % the LaTeX parser from getting confused when it sees the complicated
1749 % \includegraphics command within an optional argument. (You could create
1750 % your own custom macro containing the \includegraphics command to make things
1751 % simpler here.)
1752 %\begin{biography}[{\includegraphics[width=1in,height=1.25in,clip,keepaspectratio]{mshell}}]{Michael Shell}
1753 % or if you just want to reserve a space for a photo:
1755 %\begin{IEEEbiography}{Petr Baudi\v{s}}
1756 %Biography text here.
1757 %\end{IEEEbiography}
1759 % if you will not have a photo at all:
1760 \begin{IEEEbiographynophoto}{Petr Baudi\v{s}}
1761 Received BSc degree in Informatics at Charles University, Prague in 2009,
1762 currently a graduate student.
1763 Doing research in the fields of Computer Go, Monte Carlo Methods
1764 and Version Control Systems.
1765 Plays Go with the rank of 2-kyu on European tournaments
1766 and 2-dan on the KGS Go Server.
1767 \end{IEEEbiographynophoto}
1769 \begin{IEEEbiographynophoto}{Josef Moud\v{r}\'{i}k}
1770 Received BSc degree in Informatics at Charles University, Prague in 2009,
1771 currently a graduate student.
1772 Doing research in the fields of Neural Networks and Cognitive Sciences.
1773 His Go skills are not worth mentioning.
1774 \end{IEEEbiographynophoto}
1776 % insert where needed to balance the two columns on the last page with
1777 % biographies
1778 %\newpage
1780 %\begin{IEEEbiographynophoto}{Jane Doe}
1781 %Biography text here.
1782 %\end{IEEEbiographynophoto}
1784 % You can push biographies down or up by placing
1785 % a \vfill before or after them. The appropriate
1786 % use of \vfill depends on what kind of text is
1787 % on the last page and whether or not the columns
1788 % are being equalized.
1790 %\vfill
1792 % Can be used to pull up biographies so that the bottom of the last one
1793 % is flush with the other column.
1794 %\enlargethispage{-5in}
1798 % that's all folks
1799 \end{document}