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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A Game Theory Approach to Feature Selection for Text Classi cation</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Giorgio Maria Di Nunzio</string-name>
          <email>giorgiomaria.dinunzio@unipd.it</email>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Nicola Orio</string-name>
          <email>nicola.orio@unipd.it</email>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Dept. of Cultural Heritage:</institution>
          <addr-line>Archaeology and History of Art, Cinema and Music</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Dept. of Information Engineering</institution>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>University of Padua</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper presents an initial study on how game theory can be applied to select positive and negative features for a text classi cation task. The proposed approach builds upon previous work where the players are the positive and negative categories, while the strategies are the choices of selecting a given feature as positive or negative. We explore how the payo matrix can be described in a more general way and analyze how the choice of a given payo matrix in uences the e ectiveness of a text classi cation engine.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        The automatic classi cation of textual documents [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] is a process that requires
the choice of a set of representative features in order to tell whether a
document belong to a particular topic or not. For text classi cation, a
straightforward and easy solution is to use the entire set of words present in all the
documents of the dataset. However, there are situations where the choice of
a subset of words, rather than the entire vocabulary, leads to signi cant
performance improvement [
        <xref ref-type="bibr" rid="ref2 ref3">2, 3</xref>
        ]. This choice is based on the output of functions
usually called feature selection metrics; these functions can can be roughly
divided in two sets: one-sided and two-sided metrics. One-sided metrics select the
features most indicative of membership for one class only (positive features),
while two-sided metrics consider the features most indicative of either
membership or non-membership (positive or negative features) for a class. `Positive' and
`negative' have two meanings in the context of text classi cation: i) a feature
can be positive or negative depending on whether it is indicative or not for a
class; ii) a class can be positive or negative. The second meaning is usually
related to a binary classi cation problem where, given a set of classes, the positive
class is the one we are interested in and the negative class is the union of all
the remaining classes. Positive features are intuitively the rst choice to describe
the documents of a class, but also negative features are important to improve
the quality of classi cation [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. In fact, \a judicious combination [of positive and
negative features] shows great potential and practical merits" for (probabilistic)
text classi ers [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
      <p>
        Following this idea, Azam and Yao [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] propose a game theory framework
for selecting features that are representative for both positive and negative
classes. According to their approach, the choice of including or discarding a
positive/negative feature can be modeled as a two-player game. Players are the
positive and negative categories, which indipendently choose whether to keep or
discard a given feature. As in any game, the payo of each player depends on the
combined choices of the two categories, which thus try to maximize their payo
for each feature eventually reaching the Nash equilibrium. In this paper, we
discuss a generalization of the game theory framework proposed by [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] and show an
interpretation, inspired by language models, that has an additional parameter
that can be optimized to achieve a better classi cation performance.
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>Mathematical Background</title>
      <p>In this section, we present the mathematical notation and the basic de nition of
game theory to describe the problem of feature selection. Given a set of classes
C = fc1; : : : ; ci; : : : ; cng and a set of documents D = fd1; : : : ; dj ; : : : ; dmg, we
indicate the positive class i with c+ = ci and the corresponding negative class
with c = C n ci. If documents are described by a vocabulary of words V =
fw1; : : : ; wk; : : : ; wvg, then the probability of word wk given the positive (or
negative) category is P (wkjc+) (or P (wkjc )).</p>
      <p>In game theory, a game G is a triple G = fP; S; F g, where P is the set of
players, S a set of strategies, and F a set of payo functions. In the context of
feature selection, we have two `players' P = fc+; c g, two 'strategies' S = fs1 :
keep; s2 : discardg, where s1 means the choice of keeping the feature and s2 to
discard it, and two sets of payo functions F = fuc+ ; uc g one for each player.
The payo set for the two players can be de ned as:
uc+ =
uc
=
u(s1+; s1 ); u(s1+; s2 ); u(s2+; s1 ); u(s2+; s2 )
u(s1 ; s1+); u(s1 ; s2+); u(s2 ; s1+); u(s2 ; s2+)
where, for example, u(s1 ; s2+) is the payo of the `negative' player that plays the
action `keep the feature' while the `positive' player played the action `discard
the feature'. The payo table used to play the game is shown in Table 1.</p>
      <p>The typical approach in non-cooperative game theory is to analyze the
payo function in order to nd strategies that form a Nash equlibrium, that is a
combination of choices where no player can improve its payo by changing its
strategy unilaterally. For instance, given Table 1, the combined strategy (s1+; s1 )
(both players keeping the feature) is a Nash equilibrium only if player c+ will
have a smaller payo with the combined strategy (s2; s1) and player c will have
a smaller payo with the combined strategy (s1; s2). Even if it is not guaranteed
that each payo matrix has a Nash equilibrium with only deterministic choices
(called pure strategies), in this initial contribution we will not discuss the case
of a Nash equilibrium with probabilistic choices (called mixed strategies).</p>
      <p>
        In [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], the utility of players in the payo matrix is computed in two ways
according to the particular situation: i) when the action is `keep the feature'
+ s1 2112 PP((wwjjjjcc+))s+1+PP((wwjjjjcc+)) ,
s2
      </p>
      <p>P (wjjc+); P (wjjc )</p>
      <p>s2</p>
      <p>P (wjjc+); P (wjjc )
12 P (wjjc+) + P (wjjc ) ,
12 P (wjjc ) + P (wjjc+)
or `discard the feature' for both players, the utility is the average between the
probability of nding (or not nding) the word wj in the positive and negative
class and it is equal for both players; ii) when only one player decides to `keep the
feature' (or `discard the feature') the utility for that player is just the probability
of the word given the class. In Table 2, we show the utilities for each pair of
strategies in for the game of feature selection.
3</p>
    </sec>
    <sec id="sec-3">
      <title>Our proposal</title>
      <p>
        Starting from the utilities de ned in Table 2, we propose a more general
interpretation for computing the payo matrix based on the idea of language models
to interpolate the probability of the word in the class and in the collection with
a parameter [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] that, in our case, can be optimized for each pair of actions of
the two players.
      </p>
      <p>
        For example, if we use to weight the action of one player and (1 ) the
action of the other player we can de ne the utility of `keeping the feature' for
the positive category and `discard the feature' for the negative category as:
u(s1+; s2 ) =
u(s2 ; s1+) =
1+2 P (wj jc+) + (1
2 1+ P (wj jc ) + (1
1+2 )P (wj jc )
2 1+ )P (wj jc+)
where 1+2 and 2 1+ are two di erent parameters for the two actions that,
in [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], are equal to one 1+2 = 2 1+ = 1. Similarly, when the actions are
concordant, for example both players keep the feature, we have:
u(s1+; s1 ) =
u(s1 ; s1+) =
1+1 P (wj jc+) + (1
1 1+ P (wj jc+) + (1
1+1 )P (wj jc )
1 1+ )P (wj jc )
In order to reproduce the approach presented in [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], the parameters should be
equal to 21 , 1+1 = 1 1+ = 12 . In Table 3, we show the payo matrix with the
interpolated probabilities for all the possible actions.
(1)
(2)
(3)
(4)
c
      </p>
      <p>s1
+ s1 1+1 P (wjjc+) + (1</p>
      <p>1 1+ P (wjjc ) + (1
s2 2+1 P (wjjc+) + (1
1 2+ P (wjjc ) + (1</p>
    </sec>
    <sec id="sec-4">
      <title>Preliminary Analysis and Future Work</title>
      <p>
        In our initial analysis, we used the toy example shown in [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] to understand
how di erent values of the parameters can shift the Nash equilibrium from one
strategy to another. This can be easily demonstrated for some of the words
in that experiment, but it is less clear whether this is possible in situations
where the same feature has almost the same probability of appearing in both
classes. However, the analysis of this simple example may lead to super cial
conclusions since the numbers used in that experiment do not re ect values of
the probabilities computed for a real text collections (where the magnitude of
the values of probabilities is very rarely above 10 1). For this reason, our study
will focus on the next steps:
{ use standard text collections (i.e. Reuters 21578, 20 Newsgroups, Reuters
RCV1) to study whether it is possible to shift Nash equilibrium by changing
the values of the paramters lambda;
{ nd optimal lambdas by means of k-fold cross-validation approaches and
test whether this values of the parameters can improve text classi cation
performances signi cantly;
{ study whether a Nash equilibrium with mixed strategies is possible (and
e ective in terms of classi cation performance) on real datasets.
      </p>
    </sec>
  </body>
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