Game-Theoretic Rough Sets
Transcript of Game-Theoretic Rough Sets
Game-Theoretic Rough Sets
Joseph P. Herbert and JingTao Yao
Department of Computer Science
University or Regina
CANADA S4S 0A2
http://www.cs.uregina.ca/~jtyao
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Introduction
• Calculating the regions in the rough set
approximation space is a key issue in rough set
data analysis.
• Large boundary region is one of the barriers
for rough applications.
• The probabilistic rough set model was created
to provide a means to better define the regions.
• Finding correct values for region thresholds
remains a major challenge.
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Challenges of Probabilistic Models
• Two major challenges for providing a
complete probabilistic model:
– Model the effects of the thresholds on
classification ability.
– Purely data-driven thresholds.
• The first challenge is the focus of this
research and perhaps will lead to new
insights when facing the second challenge.
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The Approach
• Game theory is a mathematical-based infrastructure to govern competition in games between two or more parties.
• It can be used to analyze the effects that different threshold values have on classification ability.
• It may also gives us a fresh perspective on rough set analysis by:
– Giving us the ability to observe the trade-off between accuracy and precision.
– Giving us a means of finding the relationships between this trade-off and threshold values.
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Game Theory
• Each player has a set of actions (strategies) with
expected payoffs (benefits) as a result of taking that
action. A payoff function determines the utility of
a chosen action and returns a payoff value.
• All players are assumed to be rational.
– Rational players choose strategies that improve their
position in the game.
– Rational players choose strategies that maximize their
ability to win while minimizing the other players’ ability
to do the same.
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Payoff Tables
• Games are formulated into payoff tables, showing players
involved, possible strategies, and expected payoffs.
Player 2
S2,1 … S2,n
Player 1
S1,1 p1,1, p2,1 … p1,1, p2,n
… … … …
S1,n p1,n, p2,1 … p1,n, p2,n
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Prisoners’ Dilemma Example
• Two prisoners are held by police under suspicion of burglary.
• They are questioned separately by the police.
• The prisoners have two actions: confess and implicate the
other, or don’t confess (remain silent).
• Depending on each prisoners chosen action, each will serve a
certain period of time in jail.
• A set of players:
• A set of actions:
prisoner2prisoner1,O
confesstdon'confess,S
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Prisoners’ Dilemma
• Payoff Table:
prisoner 2
Confess Don’t Confess
prisoner 1
Confessp1 serves 10 years,
p2 serves 10 years
p1 serves 0 years,
p2 serves 20 years
Don’t
Confess
p1 serves 20 years,
p2 serves 0 years
p1 serves 1 years,
p2 serves 1 years
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Rough Sets
• Sets derived from imperfect, imprecise, and
incomplete data may not be able to be
precisely defined.
• Sets have to be approximated
– Using describable concepts to approximate
known concept
– 1.76 cm => 1.7, 1.8
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Visualizing Rough Sets
Let T = (U, A), , UX AB
AxxAaprB)(
• Upper Approximation: +
AxxAaprB
)(
• Boundary Region:
)()( AaprAaprABNDB
• Negative Region:
• Lower Approximation:
)( AaprUANEGB
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Probabilistic Model
• Inclusion into regions are given by
probability thresholds:
– If , decide
– If , decide
– If and ,
decide
| [ ]P A x | [ ]P A x
][| xAP
][| xAP
)( APOS
)( ANEG
)( ABND
)( APOS
)( ANEG
)( ABND
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Decision-Theoretic Rough Sets (DTRS)
• Rough set theory may not be suitable when the boundary
region is too large.
• DTRS, proposed by Y.Y Yao in 1990, is a robust
approach to the probabilistic model for two reasons:
– Uses easily understandable notions of risk or cost to determine
threshold values.
– Many application domains could make use of these concrete
notions in order to satisfy decision needs.
• Calculated cost (risk) using the Bayesian decision
procedure provides minimum cost α, β threshold values
for region division.
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Classification with DTRS
• Let be the conditional probability of an object
being in state give the description .
• Classification is performed through a set of actions:
where , , and represent the three actions to
classify objects into the positive, negative, and boundary
regions respectively.
• Objects are classified into a set of states. In this case,
either the set or its complement .
)|( xj
wP x
jw x
BNP
aaa ,,
pa
Na B
a
AC
A
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Cost of Classification
• A loss is incurred when taking a classification action.
• Let denote the loss incurred for taking action
when an object is in , and let denote the loss
incurred by taking the same action when the object belongs
to .
• They are provided by the user based on their beliefs
regarding the consequences of a classification action.
Aai
|
C
iAa |
ia
A
CA
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Loss Functions
• These losses from classification actions are given
by loss functions.
• Functions and can be considered as the
costs for false-positives and false-negatives.
Function Description Function Description Function Description
Classify into positive
region, object
belongs to .
Classify into negative
region, object
belongs to .
Classify into boundary
region, object belongs
to .
Classify into positive
region, object
belongs to .
Classify into negative
region, object
belongs to .
Classify into boundary
region, object belongs
to .
PP
PN
NP
NN
BP
BN
A A A
CA
CA
CA
PN
NP
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Expected Loss• We have expected loss values for each action:
– : Classifying an object into the positive region.
– : Classifying an object into the negative region.
– : Classifying an object into the boundary region.
• They can be expressed as:
–
–
–
• By finding the lowest expected cost, we can determine which action to perform.
NR
BR
PR
xAPxAPxaRRC
PNPPPP|||
xAPxAPxaRRC
NNNPNN|||
xAPxAPxaRRC
BNBPBB|||
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Threshold Calculation
• If the following hold:
we can calculate the , , and thresholds:
PNBNNNNPBPPP ,
,
PNPPBNBP
BNPN
,
BNBPNNNP
NNBN
.
PNPPNNNP
NNPN
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Decision Rules
• The inequalities help us derive decision rules:
– (PP) : If and , decide
– (NP) : If and , decide
– (BP) : If and , decide
• The Bayesian decision procedure leads to minimum risk
decision rules:
– (PN) : If and , decide
– (NN) : If and , decide
– (BN) : If and , decide
][| xAP ][| xAP
][| xAP ][| xAP
][| xAP ][| xAP
)( APOS
)( ANEG
)( ABND
)( APOS
)( ANEG
)( ABND
NPRR
PNRR
BPRR
BNRR
PBRR NB
RR
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A Simple DTRS Program
• DTRS Demonstration
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RSA from a Game Theory Perspective
• Use game theory to analyze the effects that different
threshold values have on classification ability.
– Connect the user’s notions of cost to the classification
ability of rough sets.
– This connection determines the consequences of a
fluctuation in expected cost.
• Game theory provides a means for the user to change
their beliefs regarding the types of decisions they can
make.
– Rather than changing probabilities to improve
classification, they are provided suggested strategies for
changing the cost of a classification action.
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The Formulation Process
1. Game formulation.
• Defines the game.
2. Strategy formulation.
• Defines possible actions.
3. Payoff measurement.
• How effective are these actions?
4. Competition Implementation.
• Create payoff tables.
5. Result Acquisition.
• Result interpretation.
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1. Game Formulation
• A single game is defined as:
• We define the connections between the following:
– A set of players, O : a set of classification measures.
– A set of strategies, S : a set of risk modifications.
– Action payoffs, F : new classification measure values.
• Improved classification is the goal, therefore, each player
will represent a measure trying achieve a maximum value.
FSOG ,,
,O
: Approximation accuracy
: Approximation precision
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Measures• Approximation accuracy
| ( ) |
| ( ) |
apr A
apr A
| ( ) |
| |
apr A
A
| |
| ( ) |
A
apr A
• Approximation precision
Deterministic: Non-deterministic:
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Strategies• Each measure is competing with the other to win the “game”
(tradeoff). The goal of the game is to improve classification ability.
• Each player (measure) has a set of strategies it can use to achieve better payoff.
• Individual strategies for a player i, when performed, are called actions:
• In essence, the strategy for a measure should only consist of actions that improve the measure’s value, i.e., acquire a maximal value for approximation accuracy as possible.
mi
aaS ,,1
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Payoffs
• Each action performed results in a payoff.
• Over successive turns, each player wishes to increase
payoff, i.e., for accuracy: where is the payoff
(accuracy value) after the first action is performed and
is the payoff after the second action is performed
• To achieve payoff increases, we need a formulation of the
strategies that directly effect the classification ability.
1a
2a
21 aa
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2. Strategy Formulation
• Actions need to have direct influence on accuracy and
precision.
• To increase accuracy:
– Make as large as possible.
– Maintain the size of .
• To increase precision:
– Make as large as possible.
Aapr
Aapr
Aapr
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Strategy Formulation
• Recalling rules (PN, NN, BN), in order to increase
the size of the lower approximation (positive
region), we need to decrease the expected loss
.
• To do this, we need to decrease one or both of the
loss functions and
PR
xAPxAPxaRRC
PNPPPP|||
PP
PN
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Determining Valid Strategies
• We begin to see that by modifying loss functions,
we change the expected cost of an action.
• This, in turn, has an effect on the lower and upper
approximations. These approximations determine
the values of accuracy and precision.
• In total, three actions can be used for improving
approximation accuracy in the game theory
formulation.
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Determining Valid Strategies
Action (Strategy) Goal Method Result
DecreaseDecrease
orLarger POS region
IncreaseIncrease
orSmaller NEG region
IncreaseIncrease
orSmaller BND region
1a
3a
2a
NR
BR
PR PP
PN
NP
NN
BP
BN
N
R
B
R
P
R
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POS
BND
NEG
POS
BND
NEG
POS
BND
NEG
POS
BND
NEG
Action -RP
Action +RN
Action +RB …
…
…
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3. Payoff Measurement• A payoff function measures the effectiveness of an action j
performed by a player i:
• Since each player has three actions they can perform, the
payoffs for and are:
• For example, player (accuracy) choosing action would
get the following:
jji
a,
3,12,11,11
,, P
3,32,21,22
,, P
ja
jj
a,1
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Payoff Measurement• The payoff functions imply that there relationships
between the measures selected as players, the action they perform, and the probabilities used for region classification.
• These properties can be used to formulate guidelines regarding the amount of flexibility the user’s loss functions may have in order to maintain a certain level of consistency in the data analysis.
• Both the payoffs and the actions performing them are conveyed in a payoff table.
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4. Competition Implementation• A payoff table expresses players, strategies, and payoffs into
intuitive tabular form.
• Each cell of the payoff table consists of a payoff pair:
.
• In order to find an optimal solution to a game, we determine whether
there is equilibrium within the table.
• is an equilibrium if for any action where ,
and .
ji ,2,1,
*
,2
*
,1,
ji
ka jik ,
ki ,1
*
,1 kj ,2
*
,2
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Payoff Table
• Payoff table for our formulation:
– Two players: and
– Three actions / player: , , and
– Nine payoff pairs:
NR B
RP
R
NR
BR
PR
NR
BR
PR
1,11,1,
1,33,1,
3,11,3,
3,22,3,
3,33,3,
2,11,2,
2,22,2,
2,33,2,
1,22,1,
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5. Results Acquisition• The final step is to interpret the results from the observations made on the
execution of the game.
• We can calculate how much the loss function needs to be modified in order acquire the level of accuracy or precision indicated with the payoff table.
• The new values for the loss functions must still satisfy the inequalities discussed earlier:
• Action can be reduced any amount and rule (PN) will be satisfied, however, rules (NN) and (BN) must also be satisfied, so there is some tolerance in the amount of change that can take place:
– (PN) : If and , decide
– (NN) : If and , decide
– (BN) : If and , decide
PR
PNBNNNNPBPPP ,
)( APOS
)( ANEG
)( ABND
NPRR
PNRR
BPRR
BNRR
PBRR
NBRR
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Loss Function Tolerance
• The new value for expected cost, denoted must
satisfy:
• This results in an allowable change of to and
to .
• The following tolerance values indicate how much a user
may change their loss functions:
*
PR
PBPPNP
RRRRRR **
,
PP
PN
PPt
PNt
PN
BNPN
PN
PP
PPBP
PPtt
minmax,
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Example• Let the following be a series of loss functions for correct
classifications, boundary classifications, and incorrect
classifications respectively:
• The inequalities hold. We acquire the following:
• We can increase by 50% and increase by 25% and
maintain the same classification ability.
• These tolerance values can be used to determine the new values of
expected cost.
8,6,4 NPPNBNBPNNPP
4
1
8
68,
2
1
4
46 minmax
PNPPtt
PP
PN
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Concluding Remarks• We provide a preliminary study on using game theory for
determining the relationships between loss functions, expected loss, threshold values, and classification ability.
• Loss function modification is now guided by the competitive process between classification measures.
• Through the formulation of expected loss, strategies we choose have a direct effect on rough set analysis.
• Tolerance values are given to the user where they are used to determine how much a chosen expected cost action should change.
• Game theory can be a powerful method for governing rough set analysis when adjustable criteria, such as loss functions, are used to influence classification ability.
• A learning method governed by game theory is in development to calculate threshold values from the actual data.
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Game-theoretic Rough Sets
• Combining game theory with rough set theory.
• Game theory for threshold completion in
probabilistic rough sets.
• Risk determination for DTRS with game theory
Game-Theoretic Rough Sets
Joseph P. Herbert and JingTao Yao
Department of Computer Science
University or Regina
CANADA S4S 0A2
http://www.cs.uregina.ca/~jtyao
J T Yao Game-Theoretic Rough Sets 45
Where is Regina?