clanek: Improve style (second paragraph)
[gostyle.git] / PAPERS / clanek_go_congress / clanek.tex
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1 \documentclass[12pt,a4paper,notitlepage]{article}
3 \usepackage[a4paper,vmargin={20mm,20mm},hmargin={20mm,20mm}]{geometry}
5 %% Použité kódování znaků: obvykle latin2, cp1250 nebo utf8:
6 \usepackage[utf8]{inputenc}
8 %% Ostatní balíčky
9 \usepackage[titletoc]{appendix}
10 \usepackage{graphicx}
11 \usepackage{wrapfig}
12 \usepackage{color}
13 \usepackage[multiple]{footmisc}
14 \usepackage{amsthm}
15 \usepackage{amsmath}
16 \usepackage{threeparttable}
17 \usepackage{longtable}
18 \usepackage{tabularx}
19 \usepackage{amsfonts}
20 \usepackage{caption}
21 \usepackage[lined, ruled, boxed, linesnumbered]{algorithm2e}
23 \usepackage[round]{natbib} % sazba pouzite literatury
25 \usepackage{psfrag}
27 \usepackage{psgo,array}
28 \usepackage{url} % sazba URL
30 \usepackage[ps2pdf,unicode]{hyperref} % Musí být za všemi ostatními balíčky
31 \usepackage{breakurl}
34 %\hypersetup{pdftitle=Meta-learning methods for analyzing Go playing trends}
35 %\hypersetup{pdfauthor=Josef Moudřík}
37 \begin{document}
39 % paper title
40 % can use linebreaks \\ within to get better formatting as desired
41 %\title{On Move Pattern Trends\\in Large Go Games Corpus}
42 \title{Evaluating Go Game Records\\for Prediction of Player Attributes }
44 % use \thanks{} to gain access to the first footnote area
45 % a separate \thanks must be used for each paragraph as LaTeX2e's \thanks
46 % was not built to handle multiple paragraphs
47 \author{Josef~Moud\v{r}\'{i}k%
48 \thanks{J. Moud\v{r}\'{i}k is student at the Faculty of Math and Physics, Charles University, Prague, CZ.},~Petr~Baudi\v{s}%
49 \thanks{P. Baudi\v{s} is an independent researcher. Part of his work
50 in this area has been supported by the SUSE Labs and the Department
51 of Applied Mathematics, Faculty of Mathematics and Physics, Charles University.}}
52 \maketitle
54 \begin{abstract}
55 We propose a~way of extracting and aggrgating per-move evaluations from sets of Go game records.
56 The evaluations capture different aspects of the games such as the played patterns
57 or statistics of sente/gote sequences (among others); using machine learning
58 algorithms, they can be used to predict arbitrary relevant target variables.
59 We apply this methodology to predict strength and playing style (e.g.
60 territoriality or aggressivity) of a player and make our predictor
61 available as an online tool, a part of the GoStyle project.
62 %% No, na tohle neni v clanku misto, pze to ma mit jen 8 stranek
63 % navic bych tyhle veci chtel zverejnit i samy o sobe, nejak dukladnejc,
65 %By inspecting the dependencies between the evaluations and the target variable,
66 %we are able to tell which patterns are bad or good (in case of strength as the
67 %target variable), or which moves e.g. constitute the territorial style of play.
69 We propose a number of possible applications including seeding real-work ranks
70 of internet players, aiding in Go study and tuning of Go-playing programs, or
71 a contribution to Go-theoretical discussion on the scope of ``playing style''.
72 \end{abstract}
75 \section{Introduction}
76 The field of Computer Go usually focuses on the problem
77 of creating a~program to play the game, finding the best move from a~given
78 board position \cite{GellySilver2008}. We focus on analyzing existing game
79 records with the aim of helping humans to play and understand the game better
80 instead.
82 Go is a~two-player full-information board game played
83 on a~square grid (usually $19\times19$ lines) with black and white
84 stones; the goal of the game is to surround the most territory and
85 capture enemy stones. We assume basic familiarity with the game.
87 Since the game has a worldwide popularity, large collections
88 of Go game records have been compiled, covering both amateur and professional games,
89 e.g. \citep{KGS,GoGoD}.
90 So far, not much has been done to analyze these records using computers.
91 There are programs that serve as tools to study the opening phase of the game
92 by giving simple statistics of next move candidates based on professional
93 games~\citep{Kombilo,MoyoGo}.
94 The professional games have also been used in computer Go;
95 patterns from the professional games
96 are used as a heuristic to improve the tree
97 search, e.g.~\citep{PatElo}. Apart from these, we are not aware of
98 any principially different usage.
100 Following up our initial research \citep{GoStyleArxiv},
101 we present a deeper approach. We extract different
102 kinds of information from the records to create a complex
103 evaluation of the game sample. The \emph{evaluation} is a vector
104 composed of independent features -- each of the features
105 captures different aspect of the sample. For example,
106 we use statistics of most frequent
107 local patterns played, statistics of high and low plays
108 in different game stages, etc.
110 Using machine learning, the evaluation of the sample
111 can be used to predict relevant variables. In this work
112 for instance,
113 the sample consists of games of a player
114 and we predict his strength or playing style.
116 This paper is organized as follows. Section~\ref{sec:feat}
117 presents the features comprising the evaluation.
118 Section~\ref{sec:mach} gives details about the machine
119 learning method we have used.
120 In Section~\ref{sec:expe} we give details about our
121 datasets -- for prediction of strength and style -- and
122 show how precisely can the prediction be conducted.
123 Section~\ref{sec:disc} discusses applications and future work.
125 \section{Feature Extraction}
126 \label{sec:feat}
127 This section presents the methods for extracting the evaluation
128 vector (we call it $ev$) from a set of games. Because we should
129 distinguish between both players in any particular game,
130 each game in the
131 set is accompanied by the color which specifies our player of
132 interest. The sample is therefore is regarded as a \emph{set
133 of colored games}, $GC = \{ (game_1, color_1), ...\}$. For example,
134 the $color_1$ specifies the player of interest in $game_1$.
136 The evaluation vector $ev$ is composed by concatenating several
137 sub-vectors we call \emph{features} -- examples include the
138 aforementioned local patterns or statistics of sente and gote
139 sequences. These will be detailed in the rest of this section.
140 Some of the explanations are simplified to fit the size of
141 the paper, please see \citep{Moudrik13} for precise details and algorithms.
143 \subsection{Raw Game Processing}
144 Firstly, we need to specify how do we process the games.\footnote{
145 We use the standard \emph{.sgf} file format as input, \cite{SGF}.
147 We have used the Pachi Go
148 Engine~\citep{Pachi} which -- apart
149 from being quite a good performing Go Bot -- allows to extract
150 raw information from each game on a per-move basis.
151 For each move,
152 Pachi outputs a list of key-value pairs regarding the current move:
154 \begin{itemize}
155 \item \textbf{atari flag} --- whether the move put enemy stones in atari,
156 \item \textbf{atari escape flag} --- whether the move saved own stones from atari,
157 \item \textbf{capture} --- number of enemy stones the move captured,
158 \item \textbf{contiguity to last move} --- the gridcular
159 distance\footnotemark[2] from the last move,
160 \item \textbf{board edge distance} --- the distance from
161 the nearest edge of the board,
162 \item \textbf{spatial pattern} --- configuration of stones around the played move.
163 \end{itemize}
165 We use this information to compute the higher level features given below.
166 The spatial pattern pictures positions of stones around the current move up to
167 a certain distance.\footnote{
168 \label{grid}
169 The distance is given by the {\em gridcular} metric
170 $d(x,y) = |\delta x| + |\delta y| + \max(|\delta x|, |\delta y|)$, which produces
171 a circle-like structure on the Go board square grid \cite{SpatPat}.
172 Spatial patterns of sizes 2 to 6 are regarded.
175 \subsection{Patterns}
176 The first feature collects a statistics of $N = 400$ most frequently ocurring
177 spatial patterns (together with both atari flags). The list of the $N$ most frequently
178 played patterns is computed beforehand from the whole database of games. The patterns
179 are normalized to be black to play and to be invariant under rotation and mirroring.
181 Given a set of colored games $GC$ we then count how many times was each of the $N$
182 patterns played -- thus obtaining a vector $c$ of counts ($|c| = 400$).
183 With simple occurences count however, particular counts $c_i$ increase proportionally to
184 number of games in $GC$. To maintain invariancy under the number of games in the sample,
185 a normalization is needed. We do this by dividing the $c$ by $|GC|$, though other schemes
186 are possible, see \citep{Moudrik13}.
188 \subsection{$\omega$-local Sente and Gote Sequences}
189 Because the concept of sente and gote is very important in real games, we devised
190 a statistics which tries to capture distribution of sente and gote plays in the games
191 from the sample. Because deciding what moves are sente or gote can be hard even
192 for human players, we restricted ourselves to what we call $\omega$-local (sente
193 and gote) sequences. The simplification has a clear assumption -- the responses to
194 a sente move are always local. We say, that a move is $\omega$-local (with respect
195 to the previous move) if its gridcular distance from previous move
196 is smaller than a fixed number $\omega$; in this work, we used $\omega=10$.
197 Of course, this assumption might not always hold, but
198 the feature proves to be useful nonetheless.
200 We than partition each game into $\omega$-local sequences (that is, each move in the
201 sequence is $\omega$-local with respect to its directly previous move) and observe
202 whether the player who started the sequence is different from the player who ended it.
203 If it is so, the $\omega$-local sequence is said to be sente for player who started it
204 because he gets to play somewhere else first (tenuki). Similarly if the player who
205 started the sequence had to respond at last we say that the sequence is gote for him.
206 Based on this partitioning, we can count the average number of sente and gote
207 sequences per game from the sample $GC$. These two numbers, along with their difference,
208 form the second feature.
210 \subsection{Border Distance}
211 The third feature is a two dimensional histogram, counting the average number of moves
212 in the sample played low or high in different game stages. The original idea was to help
213 to distinguish between territorial and influence based moves in the opening.
215 The first dimension is specified by
216 the move's border distance, the second one by the number of the current move. The size of each
217 dimension is given by intervals dividing the domains.
218 We use
219 $$ByMoves = \{ \langle1, 10\rangle, \langle 11, 64\rangle, \langle 65,200\rangle, \langle 201, \infty)\}$$
220 for the move coordinate -- the motivation is to (very roughly) distinguish
221 between opening (say first ten moves), early middle game (moves 11-64), middle game
222 and endgame.
223 The border distance dimension is given by
224 $$ByDist = \{ \langle1, 2\rangle, \langle 3 \rangle, \langle4\rangle, \langle 5, \infty)\}$$
225 (distinguishing between first 2 lines, 3rd line of territory, 4th line of influence and
226 higher plays for the rest).
228 If we use the $ByMoves$ and $ByDist$ intervals to divide the domains, we obtain a histogram
229 of total $|ByMoves| * |ByDist| = 16$ fields. For each move in the games $GC$,
230 we increase the count in the
231 appropriate histogram field. In the end, the whole histogram is normalized
232 to establish invariancy under the number of games scanned by dividing the
233 histogram elements by $|GC|$. These 16 numbers form the third feature.
235 \subsection{Captured Stones}
236 Apart from the border distance feature, we realized a two-dimensional histogram
237 which counts numbers of captured stones in different game stages. The motivation is
238 simple -- especially beginners tend to capture stones because ``they could'' instead of
239 because it is the ''best move''. For example, such capture might
240 be a grave mistake in the opening.
242 As before, one of the dimensions is given by intervals
243 $$ByMoves = \{ \langle1, 60\rangle, \langle 61, 240\rangle, \langle 241, \infty)\}$$
244 which try to specify the game stages (roughly opening, middle game, endgame).
245 The second dimension has a fixed size of three bins. Along the number of captives
246 of the player of interest (the first bin), we also count the number of his
247 opponent's captives (the second bin) and a difference between the two numbers
248 (the third bin). Together, we obtain a histogram of $|ByMoves| * 3 = 9$ elements.
250 Again, the colored games $GC$ are processed move by move by increasing
251 the counts of captivated stones (or 0) in the appropriate field.
252 The 9 numbers (again normalized by dividing by $|GC|$) are the output of the fourth
253 feature.
255 \subsection{Win/Loss Statistics}
256 Finally, we came up with a simple feature which makes statistics of
257 wins and losses and whether they were by points or by resignation\footnote{
258 We disregard forfeited, unfinished or jigo games in this feature
259 because the frequency of these events is so small it would
260 require a very large dataset to utilize them reliably.
262 For example, quite a lot of weak players continue playing already lost games
263 until the end, mainly because their counting is not very good (they do not
264 know there is no way to win), while professionals do not hesitate to resign
265 if they think that nothing can be done.
267 For the colored games of $GC$ we count how many times did the player of interest:
268 \begin{itemize}
269 \item win standardly,
270 \item win by resignation,
271 \item lost standardly,
272 \item and lost by resignation.
273 \end{itemize}
274 Again, we divide these four numbers by $|GC|$ to maintain the invariancy under number of games
275 in $GC$. Furthermore, for the games won or lost standardly we count:
276 \begin{itemize}
277 \item average number of points the player won by for won games,
278 \item average number of points he lost by for lost games.
279 \end{itemize}
280 The six numbers form the last feature.
282 \section{Machine Learning}
283 \label{sec:mach}
284 So far, we have learned how we can turn a set of coloured games $GC$ into
285 an evaluation. Now, we are going to study how to utilize the evaulation.
286 If we are to predict various player attributes, we need some input data
287 to learn from. Suppose we have a dataset $D$ consisting
288 of pairs $D=\{ (GC_i, y_i),...\}$, where $GC_i$
289 corresponds to a set of colored games of $i$-th player and $y_i$ is the
290 target attribute. The $y_i$ might be fairly arbitrary, as long as it has
291 \emph{some} relation to the $GC_i$. For example, $y_i$ might be $i$'s strength.
293 Now, lets denote our evaluation process we presented before as $eval$ and
294 let $ev_i$ be evaluation of $i$-th player, $ev_i = eval(GC_i)$. Then,
295 we can transform $D$ into $D_{ev} = \{(ev_i, y_i),. \}$, which forms
296 our training data.
297 The task of our machine learning algorithm is to generalize the knowledge
298 from the dataset $D_{ev}$ to predict correct $y_X$ even to previously unseen $GC_X$.
299 In the case of strength, we might therefore be able to predict strength $y_X$
300 of an unknown player $X$ given a set of his games $GC_X$ (from which we can
301 compute the evaluation $ev_X$).
303 In this work, we have used a bagged artificial neural network
304 to learn the dependency.
305 Neural networks are a standard technique in machine learning. The network is
306 composed of simple computational units which are organized in a layered topology.
307 Please see the monograph by \citet{haykin_nn} to learn more.
308 We have used a simple feedforward neural network with 20 hidden units, trained
309 using the RPROP algorithm \citep{Riedmiller1993}, for at most 100 iterations.
311 The bagging \citep{breimanbag96} is a method which combines an ensemble of
312 $N$ models (trained on differently sampled data) to improve their
313 performance and robustness. In this work, we used a bag of $N=20$ neural networks
314 (previous paragraph). Please refer to the paper to learn more about bagging.
316 \subsection{Measuring the Performance}
317 Given a dataset $D_{ev}$, it would be nice to estimate performance of a given machine
318 learning algorithm (in our case the bagged neural network). A performance measure
319 allows to compare different algorithms and give estimates of method precision for
320 unseen inputs. A standard way to do this is to divide the $D_{ev}$ into training
321 and testing parts and compute the error of the method on the testing part.
323 A commonly used measure is the mean square error ($MSE$) which estimates variance of
324 the error distribution. We use its square root ($RMSE$) which is an estimate of
325 standard deviation of the predictions.
327 $$ RMSE = \sqrt{\frac{1}{|Ts|} \sum_{(ev, y) \in Ts}{ (predict(ev) - y)^2}} $$
329 Where the machine learning model $predict$ is trained on the
330 training data $Tr$ and $Ts$ denotes the testing data.
331 Now we will describe how do we split the data into testing and training for the
332 error estimation to be robust.
334 \subsubsection*{Cross-Validation}
336 Cross-validation is a standard statistical technique for robust estimation of parameters.
337 The idea is to split the data into $k$ disjunct subsets (called \emph{folds}), and then
338 iteratively compose the training and testing sets and measure errors.
339 %In each of the $k$ iterations, $k$-th fold is chosen as the testing data, and
340 %all the remaining $k-1$ folds form the training data. The division into the folds is
341 %done randomly, and so that the folds have approximately the
342 %same size.
343 Refer to~\citep{crossval} to learn more. In this work, we have used 5-fold
344 cross validation.
346 \section{Experiments and Results}
347 \label{sec:expe}
349 \subsection{Strength}
350 One of two major domains we have tested our framework on is the prediction of player
351 strengths.
352 \subsubsection*{Dataset}
353 We have collected a large sample of games from the publicly available
354 archives of the Kiseido Go server~\citep{KGSArchives}.
355 The sample consists of over 100 000 records of games in the \emph{.sgf} format~\citep{SGF}.
357 For each rank $r$ in the range of 6-dan to 20-kyu, we gathered a
358 list of players $P_r$ of the particular rank. To avoid biases caused by
359 different strategies, the sample only consists of games played on $19 \times 19$ goban without
360 handicap stones.
361 The set of colored games $GC_p$ for a~player $p \in P_r$ consists of the games player $p$
362 played when he had the rank $r$. We only use the $GC_p$ if the number of
363 games is not smaller than 10 games; if the sample is larger than 50 games, we
364 randomly choose a subset of the sample (the size of subset is uniformly randomly
365 chosen from interval $\langle 10, 50\rangle$).\footnote{
366 By cutting the number of games to a fixed number (say 50) for large
367 samples, we would create an artificial disproportion in sizes of $GC_p$,
368 which could introduce bias into the process.
371 For each of the 26 ranks, we gathered 120 such $GC_p$.
372 The target variable $y$ to learn from directly corresponds to the ranks:
373 $y=20$ for rank of 20-kyu, $y=1$ for 1-kyu, $y=0$ for 1-dan, $y=-5$
374 for 6-dan, other values similarly. (With increasing strength, the $y$
375 decreases.)
377 \subsubsection*{Results}
379 The performance of the prediction of strength is given in Table~\ref{tab:str_reg_res}.
380 The table compares the performance of the Bagged neural network (Section~\ref{sec:mach}),
381 with simple reference method of Mean regression, which works by constantly
382 predicting average of the strengths in the dataset regardless of the evaluation vector.
384 The results show that the prediction of strength has standard deviation $\sigma$
385 (estimated by the $RMSE$ error)
386 of approximately $2.7$ rank. Under the assumption of normality
387 of errors, we can say that 68\% of predictions fall within distance of
388 $\sigma$ from the real strength and 95\% of predictions are within $2\sigma$.
390 \begin{table}
391 \begin{center}
392 \begin{tabular}{|c|c|c|}
393 \hline
394 \textbf{Machine learning method} & $\mathbf{RMSE}$ error\\
396 \hline
397 Mean regression & 7.507 \\ \hline
398 Bagged NN & 2.712 \\
400 \hline
401 \end{tabular}
402 \end{center}
403 \caption{
404 $RMSE$ performance of the strength prediction. The mean regression is
405 a reference model which predicts constant value (average of the
406 strengths in the dataset) regardless of the set of games. The results
407 are computed by 5-fold cross-validation.
409 \label{tab:str_reg_res}
410 \end{table}
412 \subsection{Style}
414 The second domain is the prediction of different aspects of player styles.
416 \subsubsection*{Dataset}
417 The collection of games in this dataset comes from the Games of Go on Disk database by \citet{GoGoD}.
418 This database contains more than 70 000 games, spanning from the ancient times
419 to the present.
421 We chose a small subset of well known players (mainly from the 20th century) and
422 asked some experts (professional and strong amateur players)
423 to evaluate these players using a questionnaire. The experts (Alexander
424 Dinerchtein 3-pro, Motoki Noguchi 7-dan,
425 Vladim\'{i}r Dan\v{e}k 5-dan and V\'{i}t Brunner 4-dan)
426 were asked to value the players on four scales, each ranging from 1 to 10.
428 %\begin{table}[h!]
429 \begin{center}
430 %\caption{Styles}
431 \begin{tabular}{|c|c|c|}
432 \hline
433 \textbf{Style} & \textbf{1} & \textbf{10}\\ \hline
434 Territoriality & Moyo & Territory \\
435 Orthodoxity & Classic & Novel \\
436 Aggressivity& Calm & Fighting \\
437 Thickness & Safe & Shinogi \\ \hline
438 \end{tabular}
439 \end{center}
440 %\caption[Definition of the style scales]{
441 %The definition of the style scales.
443 %\label{tab:style_def}
444 %\end{table}
446 The scales try to reflect
447 some of the traditionally perceived playing styles.\footnote{
448 Refer to~\citet{GoGoD:styles}, or~\citet{senseis:styles} to grasp the concept deeper.
450 For example, the first scale (\emph{territoriality})
451 stresses whether a player prefers safe, yet inherently smaller territory (number 10 on the scale),
452 or roughly sketched large territory (\emph{moyo}, 1 on the scale), which is however insecure.
455 For each of the selected professionals, we took 192 of his games from the GoGoD database
456 at random. We divided these games (at random) into 12 colored sets $GC$ of 16 games.
457 The target variable (for each of the four styles) $y$ is given by average of the answers of
458 the experts. Results of the questionnaire are published online in~\citep{style_quest}.
460 \subsubsection*{Results}
462 The results of style prediction are given in Table~\ref{tab:sty_reg_res}.
463 Regarding that the style scales have range of 1 to 10, we consider the average
464 standard deviation from correct answers of 1.6 to be a good precision.
466 However we should note that the mean regression has very small $RMSE$
467 for the scale of thickness.
468 This stems from the fact, that the experts' answers from the questionnaire
469 have themselves very little variance --- our conclusion is that the scale of
470 thickness was not chosen well. Refer to~\citep{style_quest} for further discussion.
472 \begin{table}[h]
473 \begin{center}
474 \begin{tabular}{|c|c|c|c|c|}
475 \hline
477 \multicolumn{4}{|c|}{ $\mathbf{RMSE}$ error } \\
478 \hline
479 \textbf{Learner} & Territoriality & Orthodoxity & Aggressivity & Thickness \\
482 \hline
483 Mean regression & 2.403 & 2.421 & 2.179 & 1.682 \\
484 Bagged NN & 1.527 & 1.734 & 1.548 & 1.572 \\
485 \hline
486 \end{tabular}
487 \end{center}
488 \caption{
489 $RMSE$ performance for prediction of different styles. The mean regression is
490 a reference model which predicts constant value (average of the
491 values of each particular style) regardless of the set of games. The results
492 are computed by 5-fold cross-validation.
494 \label{tab:sty_reg_res}
495 \end{table}
498 \section{Discussion}
499 \label{sec:disc}
501 The results in both the domains showed, that our evaluations are useful in predicting
502 different kinds of player attributes. This might have a number of possible applications.
504 So far, we have utilized some of our findings in an online web
505 application\footnote{\url{http://gostyle.j2m.cz/webapp.html}}. Based on data submitted
506 by an user, it computes his evaluation and predicts his playing style
507 and recommends relevant professional players to review. Of course,
508 our methods for style estimation are trained on very strong players and they might
509 not thus be fully generalizable to ordinary players. Weak players might not have a consistent
510 style or the whole concept of style might not be even applicable for them. Estimating this
511 effect is however not easily possible, since we do not have data about weak players' styles.
512 Our webapp allows the user to submit his own opinion about his style, so we plan to
513 investigate this deeper in the future.
515 Other possible applications include helping the ranking algorithms to converge faster ---
516 usually, the ranking of a player is determined from his opponents' ranking by looking
517 at numbers of wins and losses (e.g. by computing an ELO rating). Our methods might improve this
518 by including the domain knowledge.
519 Similarly, a computer Go program can quickly classify the level of its
520 human opponent based on the evaluation from their previous games
521 and auto-adjust its difficulty settings accordingly
522 to provide more even games for beginners.
524 Also, it is possible to study dependencies between single elements of the evaluation vector
525 and the target variable $y$ directly. By pinpointing e.g. the patterns
526 that correlate most strongly with small strength (players who play them are weak), we can
527 warn the user not to play these. We have made some initial research into this in~\citep{Moudrik13},
528 we do not present these results here because of space constraints.
530 \section{Conclusion}
531 \label{sec:conc}
532 This article presents a method for evaluating a player based on a sample of his games.
533 These summary evaluations turn out to be useful in many cases --- they allow us to predict
534 different player attributes (such as strength, or playing style) with reasonable accuracy.
535 We hope, that the applications of these findings can help to improve both human and computer
536 understanding in the game of Go.
538 \section{Implementation}
539 \label{sec:impl}
541 The code used in this work
542 is released online as a part of GoStyle project~\citep{GoStyleWeb}.
543 The majority of the source code is implemented in
544 the Python programming language~\citep{Python27}.
546 The machine learnin part was realized using the
547 Orange Datamining suite~\citep{curk05}, with the exception of
548 the Fast Artificial Neural Network library FANN~\citep{Nissen2003}.
549 We used the Pachi Go engine~\citep{Pachi} for the raw game processing.
551 \bibliographystyle{abbrvnat}
552 \bibliography{clanek}
554 \end{document}