<?xml version="1.0" encoding="UTF-8"?><!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Publishing DTD v1.2 20190208//EN" "http://jats.nlm.nih.gov/publishing/1.2/JATS-journalpublishing1.dtd"><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" article-type="other" dtd-version="1.2" xml:lang="en">
    <front>
        <journal-meta>
            <journal-id journal-id-type="pmc">F1000Research</journal-id>
            <journal-title-group>
                <journal-title>F1000Research</journal-title>
            </journal-title-group>
            <issn pub-type="epub">2046-1402</issn>
            <publisher>
                <publisher-name>F1000 Research Limited</publisher-name>
                <publisher-loc>London, UK</publisher-loc>
            </publisher>
        </journal-meta>
        <article-meta>
            <article-id pub-id-type="doi">10.12688/f1000research.10114.1</article-id>
            <article-categories>
                <subj-group subj-group-type="heading">
                    <subject>Research Note</subject>
                </subj-group>
                <subj-group>
                    <subject>Articles</subject>
                    <subj-group>
                        <subject>Bioinformatics</subject>
                    </subj-group>
                </subj-group>
            </article-categories>
            <title-group>
                <article-title>Optimal threshold estimation for binary classifiers using game theory</article-title>
                <fn-group content-type="pub-status">
                    <fn>
                        <p>[version 1; peer review: 2 approved]</p>
                    </fn>
                </fn-group>
            </title-group>
            <contrib-group>
                <contrib contrib-type="author" corresp="yes">
                    <name>
                        <surname>Sanchez</surname>
                        <given-names>Ignacio Enrique</given-names>
                    </name>
                    <xref ref-type="corresp" rid="c1">a</xref>
                    <xref ref-type="aff" rid="a1">1</xref>
                </contrib>
                <aff id="a1">
                    <label>1</label>Protein Physiology Laboratory, University of Buenos Aires, Buenos Aires, Argentina</aff>
            </contrib-group>
            <author-notes>
                <corresp id="c1">
                    <label>a</label>
                    <email xlink:href="mailto:isanchez@qb.fcen.uba.ar">isanchez@qb.fcen.uba.ar</email>
                </corresp>
                <fn fn-type="conflict">
                    <p>
                        <bold>Competing interests: </bold>No competing interests were disclosed.</p>
                </fn>
            </author-notes>
            <pub-date pub-type="epub">
                <day>25</day>
                <month>11</month>
                <year>2016</year>
            </pub-date>
            <pub-date pub-type="collection">
                <year>2016</year>
            </pub-date>
            <volume>5</volume>
            <elocation-id>ISCB Comm J-2762</elocation-id>
            <history>
                <date date-type="accepted">
                    <day>9</day>
                    <month>11</month>
                    <year>2016</year>
                </date>
            </history>
            <permissions>
                <copyright-statement>Copyright: &#x00a9; 2016 Sanchez IE</copyright-statement>
                <copyright-year>2016</copyright-year>
                <license xlink:href="https://creativecommons.org/licenses/by/4.0/">
                    <license-p>This is an open access article distributed under the terms of the Creative Commons Attribution Licence, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.</license-p>
                </license>
            </permissions>
            <self-uri content-type="pdf" xlink:href="https://f1000research.com/articles/5-2762/pdf"/>
            <abstract>
                <p>Many bioinformatics algorithms can be understood as binary classifiers. They are usually trained by maximizing the area under the receiver operating characteristic (
                    <italic toggle="yes">ROC</italic>) curve. On the other hand, choosing the best threshold for practical use is a complex task, due to uncertain and context-dependent skews in the abundance of positives in nature and in the yields/costs for correct/incorrect classification. We argue that considering a classifier as a player in a zero-sum game allows us to use the minimax principle from game theory to determine the optimal operating point. The proposed classifier threshold corresponds to the intersection between the 
                    <italic toggle="yes">ROC</italic> curve and the descending diagonal in 
                    <italic toggle="yes">ROC</italic> space and yields a minimax accuracy of 1-
                    <italic toggle="yes">FPR</italic>. Our proposal can be readily implemented in practice, and reveals that the empirical condition for threshold estimation of &#x201c;specificity equals sensitivity&#x201d; maximizes robustness against uncertainties in the abundance of positives in nature and classification costs.</p>
            </abstract>
            <kwd-group kwd-group-type="author">
                <kwd>Binary classifier</kwd>
                <kwd>ROC curve</kwd>
                <kwd>accuracy</kwd>
                <kwd>optimal threshold</kwd>
                <kwd>optimal cutoff</kwd>
                <kwd>class imbalance</kwd>
                <kwd>game theory</kwd>
                <kwd>minimax principle.</kwd>
            </kwd-group>
            <funding-group>
                <funding-statement>ANPCyT [PICT 2012-2550]. IES is a CONICET career investigator.</funding-statement>
            </funding-group>
        </article-meta>
    </front>
    <body>
        <sec sec-type="intro">
            <title>Introduction</title>
            <p>Many bioinformatics algorithms can be understood as binary classifiers, as they are used to investigate whether a query entity belongs to a certain class
                <sup>
                    <xref ref-type="bibr" rid="ref-1">1</xref>
                </sup>. Score-based binary classifiers assign a number to the query. If this score surpasses a threshold, the query is assigned to the class under consideration. A minority of users are able to choose a threshold using their understanding of the algorithm, while the majority uses the default threshold.</p>
            <p>Binary classifiers are often trained and compared under a unified framework, the receiver operating characteristic (
                <italic toggle="yes">ROC</italic>) curve
                <sup>
                    <xref ref-type="bibr" rid="ref-2">2</xref>
                </sup>. Briefly, classifier output is first compared to a training set at all possible classification thresholds, yielding the confusion matrix with the number of true positives (
                <italic toggle="yes">TP</italic>), false positives (
                <italic toggle="yes">FP</italic>), true negatives (
                <italic toggle="yes">TN</italic>) and false negatives (
                <italic toggle="yes">FN</italic>) (
                <xref ref-type="table" rid="T1">Table 1</xref>). The 
                <italic toggle="yes">ROC</italic> curve plots the true positive rate (
                <italic toggle="yes">TPR</italic> = 
                <italic toggle="yes">TP</italic>/(
                <italic toggle="yes">TP</italic> + 
                <italic toggle="yes">FN</italic>)), also called sensitivity,) against the false positive rate (
                <italic toggle="yes">FPR</italic> = 
                <italic toggle="yes">FP</italic>/(
                <italic toggle="yes">FP</italic> + 
                <italic toggle="yes">TN</italic>)) , which equals 1-specificity) (
                <xref ref-type="fig" rid="f1">Figure 1</xref>, continuous line). Classifier training often aims at maximizing the area under the 
                <italic toggle="yes">ROC</italic> curve, which amounts to maximizing the probability that a randomly chosen positive is ranked before a randomly chosen negative
                <sup>
                    <xref ref-type="bibr" rid="ref-2">2</xref>
                </sup>. This summary statistic measures performance without committing to a threshold.</p>
            <table-wrap id="T1" orientation="portrait" position="anchor">
                <label>Table 1. </label>
                <caption>
                    <title>Confusion matrix for training of a binary classifier.</title>
                    <p>TP: Number of true positives. FP: Number of false positives. FN: Number of false negatives. TN: Number of true negatives.</p>
                </caption>
                <table content-type="article-table" frame="hsides">
                    <thead>
                        <tr>
                            <th align="center" colspan="1" rowspan="1"/>
                            <th align="center" colspan="1" rowspan="1"/>
                            <th align="center" colspan="2" rowspan="1">Training set</th>
                        </tr>
                        <tr>
                            <th align="center" colspan="1" rowspan="1"/>
                            <th align="center" colspan="1" rowspan="1"/>
                            <th align="center" colspan="1" rowspan="1">
                                <bold>p</bold>
                            </th>
                            <th align="center" colspan="1" rowspan="1">
                                <bold>n</bold>
                            </th>
                        </tr>
                    </thead>
                    <tbody>
                        <tr>
                            <td align="center" colspan="1" rowspan="2">
                                <bold>Classifier output</bold>
                            </td>
                            <td align="center" colspan="1" rowspan="1">
                                <bold>p&#x2019;</bold>
                            </td>
                            <td align="center" colspan="1" rowspan="1">
                                <italic toggle="yes">TP</italic>
                            </td>
                            <td align="center" colspan="1" rowspan="1">
                                <italic toggle="yes">FP</italic>
                            </td>
                        </tr>
                        <tr>
                            <td align="center" colspan="1" rowspan="1">
                                <bold>n&#x2019;</bold>
                            </td>
                            <td align="center" colspan="1" rowspan="1">
                                <italic toggle="yes">FN</italic>
                            </td>
                            <td align="center" colspan="1" rowspan="1">
                                <italic toggle="yes">TN</italic>
                            </td>
                        </tr>
                    </tbody>
                </table>
            </table-wrap>
            <fig fig-type="figure" id="f1" orientation="portrait" position="float">
                <label>Figure 1. </label>
                <caption>
                    <title>Optimal threshold estimation in 
                        <italic toggle="yes">ROC</italic> space for a binary classifier using game theory.</title>
                    <p>The descending diagonal 
                        <italic toggle="yes">TPR</italic> = 1 &#x2013; 
                        <italic toggle="yes">FPR</italic> (dashed line) minimizes classifier performance with respect to 
                        <italic toggle="yes">q
                            <sub>P</sub>
                        </italic>. The intersection between the receiver operating characteristic (
                        <italic toggle="yes">ROC</italic>) curve (continuous line) and this diagonal maximizes this minimal, worst-case utility and determines the optimal operating point according to the 
                        <italic toggle="yes">minimax</italic> principle (empty circle).</p>
                </caption>
                <graphic orientation="portrait" position="float" xlink:href="https://f1000research-files.f1000.com/manuscripts/10895/67f130e7-cd88-4a03-a855-77b060b46464_figure1.gif"/>
            </fig>
            <p>Practical application of a classifier requires using a threshold-dependent performance measure to choose the operating point
                <sup>
                    <xref ref-type="bibr" rid="ref-1">1</xref>,
                    <xref ref-type="bibr" rid="ref-3">3</xref>
                </sup>. This is in practice a complex task because the application domain may be skewed in two ways
                <sup>
                    <xref ref-type="bibr" rid="ref-4">4</xref>
                </sup>. First, for many relevant bioinformatics problems the prevalence of positives in nature 
                <italic toggle="yes">q
                    <sub>P</sub>
                </italic> = (
                <italic toggle="yes">TP</italic> + 
                <italic toggle="yes">FN</italic>)/(
                <italic toggle="yes">TP</italic> + 
                <italic toggle="yes">TN</italic> + 
                <italic toggle="yes">FP</italic> + 
                <italic toggle="yes">FN</italic>) does not necessarily match the training set 
                <italic toggle="yes">q
                    <sub>P</sub>
                </italic> and is hard to estimate
                <sup>
                    <xref ref-type="bibr" rid="ref-2">2</xref>,
                    <xref ref-type="bibr" rid="ref-5">5</xref>
                </sup>. Second, the yields (or costs) for correct and incorrect classification of positives and negatives in the machine learning paradigm (
                <italic toggle="yes">Y
                    <sub>TP</sub>
                </italic>, 
                <italic toggle="yes">Y
                    <sub>TN</sub>
                </italic>, 
                <italic toggle="yes">Y
                    <sub>FP</sub>
                </italic>, 
                <italic toggle="yes">Y
                    <sub>FN</sub>
                </italic>) may be different from each other and highly context-dependent
                <sup>
                    <xref ref-type="bibr" rid="ref-1">1</xref>,
                    <xref ref-type="bibr" rid="ref-3">3</xref>
                </sup>. Points in the 
                <italic toggle="yes">ROC</italic> plane with equal performance are connected by iso-yield lines with a slope, the skew ratio, which is the product of the class skew and the yield skew
                <sup>
                    <xref ref-type="bibr" rid="ref-4">4</xref>
                </sup>: 
                <disp-formula id="e1">
                    <mml:math display="block" id="math1">
                        <mml:mrow>
                            <mml:mi>S</mml:mi>
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                            <mml:mi>W</mml:mi>
                            <mml:mtext>&#x2009;</mml:mtext>
                            <mml:mi>R</mml:mi>
                            <mml:mi>A</mml:mi>
                            <mml:mi>T</mml:mi>
                            <mml:mi>I</mml:mi>
                            <mml:mi>O</mml:mi>
                            <mml:mo>=</mml:mo>
                            <mml:mfrac>
                                <mml:mrow>
                                    <mml:msub>
                                        <mml:mi>q</mml:mi>
                                        <mml:mi>N</mml:mi>
                                    </mml:msub>
                                    <mml:mo>.</mml:mo>
                                    <mml:mo stretchy="false">(</mml:mo>
                                    <mml:msub>
                                        <mml:mi>Y</mml:mi>
                                        <mml:mrow>
                                            <mml:mi>F</mml:mi>
                                            <mml:mi>P</mml:mi>
                                        </mml:mrow>
                                    </mml:msub>
                                    <mml:mo>+</mml:mo>
                                    <mml:msub>
                                        <mml:mi>Y</mml:mi>
                                        <mml:mrow>
                                            <mml:mi>T</mml:mi>
                                            <mml:mi>N</mml:mi>
                                        </mml:mrow>
                                    </mml:msub>
                                    <mml:mo stretchy="false">)</mml:mo>
                                </mml:mrow>
                                <mml:mrow>
                                    <mml:msub>
                                        <mml:mi>q</mml:mi>
                                        <mml:mi>P</mml:mi>
                                    </mml:msub>
                                    <mml:mo>.</mml:mo>
                                    <mml:mo stretchy="false">(</mml:mo>
                                    <mml:msub>
                                        <mml:mi>Y</mml:mi>
                                        <mml:mrow>
                                            <mml:mi>T</mml:mi>
                                            <mml:mi>P</mml:mi>
                                        </mml:mrow>
                                    </mml:msub>
                                    <mml:mo>+</mml:mo>
                                    <mml:msub>
                                        <mml:mi>Y</mml:mi>
                                        <mml:mrow>
                                            <mml:mi>F</mml:mi>
                                            <mml:mi>N</mml:mi>
                                        </mml:mrow>
                                    </mml:msub>
                                    <mml:mo stretchy="false">)</mml:mo>
                                </mml:mrow>
                            </mml:mfrac>
                            <mml:mspace width="3em"/>
                            <mml:mo stretchy="false">(</mml:mo>
                            <mml:mn>1</mml:mn>
                            <mml:mo stretchy="false">)</mml:mo>
                        </mml:mrow>
                    </mml:math>
                </disp-formula>
            </p>
            <p>The skew ratio expresses the relative importance of negatives and positives, regardless of the source of the skew
                <sup>
                    <xref ref-type="bibr" rid="ref-4">4</xref>
                </sup>. Multiple threshold-dependent performance measures have been proposed and discussed in terms of skew sensitivity
                <sup>
                    <xref ref-type="bibr" rid="ref-3">3</xref>,
                    <xref ref-type="bibr" rid="ref-4">4</xref>
                </sup>, but often not justified from first principles.</p>
        </sec>
        <sec>
            <title>Theory</title>
            <p>Game theory allows us to consider a binary classifier as a zero-sum game between nature and the classifier
                <sup>
                    <xref ref-type="bibr" rid="ref-6">6</xref>
                </sup>. In this game, nature is a player that uses a mixed strategy, with probabilities 
                <italic toggle="yes">q
                    <sub>P</sub>
                </italic> and 
                <italic toggle="yes">q
                    <sub>N</sub>
                </italic>=1-
                <italic toggle="yes">q
                    <sub>P</sub>
                </italic> for positives and negatives, respectively. The algorithm is the second player, and each threshold value corresponds to a mixed strategy with probabilities 
                <italic toggle="yes">p
                    <sub>P</sub>
                </italic> and 
                <italic toggle="yes">p
                    <sub>N</sub>
                </italic> for positives and negatives. Two of the four outcomes of the game, 
                <italic toggle="yes">TP</italic> and 
                <italic toggle="yes">TN</italic>, favor the classifier, while the remaining two, 
                <italic toggle="yes">FP</italic> and 
                <italic toggle="yes">FN</italic>, favor nature. The game payoff matrix (
                <xref ref-type="table" rid="T2">Table 2</xref>) displays the four possible outcomes and the corresponding classifier utilities 
                <italic toggle="yes">a</italic>, 
                <italic toggle="yes">b</italic>, 
                <italic toggle="yes">c</italic> and 
                <italic toggle="yes">d</italic>. The 
                <italic toggle="yes">Utility</italic> of the classifier within the game is: 
                <disp-formula id="e2">
                    <mml:math display="block" id="math2">
                        <mml:mrow>
                            <mml:mi>U</mml:mi>
                            <mml:mi>T</mml:mi>
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                            <mml:mi>L</mml:mi>
                            <mml:mi>I</mml:mi>
                            <mml:mi>T</mml:mi>
                            <mml:mi>Y</mml:mi>
                            <mml:mo>=</mml:mo>
                            <mml:mfrac>
                                <mml:mrow>
                                    <mml:mi>a</mml:mi>
                                    <mml:mo>.</mml:mo>
                                    <mml:mi>T</mml:mi>
                                    <mml:mi>P</mml:mi>
                                    <mml:mo>+</mml:mo>
                                    <mml:mi>d</mml:mi>
                                    <mml:mo>.</mml:mo>
                                    <mml:mi>T</mml:mi>
                                    <mml:mi>N</mml:mi>
                                    <mml:mo>+</mml:mo>
                                    <mml:mi>b</mml:mi>
                                    <mml:mo>.</mml:mo>
                                    <mml:mi>F</mml:mi>
                                    <mml:mi>P</mml:mi>
                                    <mml:mo>+</mml:mo>
                                    <mml:mi>c</mml:mi>
                                    <mml:mo>.</mml:mo>
                                    <mml:mi>F</mml:mi>
                                    <mml:mi>N</mml:mi>
                                </mml:mrow>
                                <mml:mrow>
                                    <mml:mi>T</mml:mi>
                                    <mml:mi>P</mml:mi>
                                    <mml:mo>+</mml:mo>
                                    <mml:mi>T</mml:mi>
                                    <mml:mi>N</mml:mi>
                                    <mml:mo>+</mml:mo>
                                    <mml:mi>F</mml:mi>
                                    <mml:mi>P</mml:mi>
                                    <mml:mo>+</mml:mo>
                                    <mml:mi>F</mml:mi>
                                    <mml:mi>N</mml:mi>
                                </mml:mrow>
                            </mml:mfrac>
                            <mml:mspace width="3em"/>
                            <mml:mo stretchy="false">(</mml:mo>
                            <mml:mn>2</mml:mn>
                            <mml:mo stretchy="false">)</mml:mo>
                        </mml:mrow>
                    </mml:math>
                </disp-formula>
            </p>
            <table-wrap id="T2" orientation="portrait" position="anchor">
                <label>Table 2. </label>
                <caption>
                    <title>Payoff matrix for a zero-sum game between nature and a binary classifier.</title>
                    <p>
                        <italic toggle="yes">a</italic>: Player I utility for a true positive. 
                        <italic toggle="yes">b</italic>: Player I utility for a false positive. 
                        <italic toggle="yes">c</italic>: Player I utility for a false negative. 
                        <italic toggle="yes">d</italic>: Player I utility for a true negative.</p>
                </caption>
                <table content-type="article-table" frame="hsides">
                    <thead>
                        <tr>
                            <th align="center" colspan="1" rowspan="1"/>
                            <th align="center" colspan="1" rowspan="1"/>
                            <th align="center" colspan="2" rowspan="1">
                                <bold>Player II: Nature</bold>
                            </th>
                        </tr>
                        <tr>
                            <th align="center" colspan="1" rowspan="1"/>
                            <th align="center" colspan="1" rowspan="1"/>
                            <th align="center" colspan="1" rowspan="1">
                                <bold>p</bold>
                            </th>
                            <th align="center" colspan="1" rowspan="1">
                                <bold>n</bold>
                            </th>
                        </tr>
                    </thead>
                    <tbody>
                        <tr>
                            <td align="center" colspan="1" rowspan="2">
                                <bold>Player I: Classifier</bold>
                            </td>
                            <td align="center" colspan="1" rowspan="1">
                                <bold>p&#x2019;</bold>
                            </td>
                            <td align="center" colspan="1" rowspan="1">
                                <italic toggle="yes">a</italic>
                            </td>
                            <td align="center" colspan="1" rowspan="1">
                                <italic toggle="yes">b</italic>
                            </td>
                        </tr>
                        <tr>
                            <td align="center" colspan="1" rowspan="1">
                                <bold>n&#x2019;</bold>
                            </td>
                            <td align="center" colspan="1" rowspan="1">
                                <italic toggle="yes">c</italic>
                            </td>
                            <td align="center" colspan="1" rowspan="1">
                                <italic toggle="yes">d</italic>
                            </td>
                        </tr>
                    </tbody>
                </table>
            </table-wrap>
            <p>The payoff matrix for this zero-sum game corresponds directly to the confusion matrix for the classifier, and the game utilities 
                <italic toggle="yes">a</italic>, 
                <italic toggle="yes">b</italic>, 
                <italic toggle="yes">c</italic>, 
                <italic toggle="yes">d</italic> correspond to the machine learning yields 
                <italic toggle="yes">Y
                    <sub>TP</sub>
                </italic>, 
                <italic toggle="yes">Y
                    <sub>FP</sub>
                </italic>, 
                <italic toggle="yes">Y
                    <sub>FN</sub>
                </italic>, 
                <italic toggle="yes">Y
                    <sub>TN</sub>
                </italic>, respectively (
                <xref ref-type="table" rid="T1">Table 1</xref>). Without loss of generality
                <sup>
                    <xref ref-type="bibr" rid="ref-4">4</xref>
                </sup>, we can study the case 
                <italic toggle="yes">a=d=1</italic> and 
                <italic toggle="yes">b=c=0</italic>. Classifier 
                <italic toggle="yes">Utility</italic> within the game then reduces to the 
                <italic toggle="yes">Accuracy</italic> or fraction of correct predictions
                <sup>
                    <xref ref-type="bibr" rid="ref-2">2</xref>&#x2013;
                    <xref ref-type="bibr" rid="ref-4">4</xref>
                </sup>. In sum, maximizing the 
                <italic toggle="yes">Utility</italic> of a binary classifier in a zero-sum game against nature is equivalent to maximizing its 
                <italic toggle="yes">Accuracy</italic>, a common threshold-dependent performance measure.</p>
            <p>We can now use the 
                <italic toggle="yes">minimax</italic> principle from game theory
                <sup>
                    <xref ref-type="bibr" rid="ref-6">6</xref>
                </sup> to choose the operating point for the classifier. This principle maximizes utility for a player within a game using a pessimistic approach. For each possible action a player can take, we calculate a worst-case utility by assuming that the other player will take the action that gives them the highest utility (and the player of interest the lowest). The player of interest should take the action that maximizes this minimal, worst-case utility. Thus, the 
                <italic toggle="yes">minimax</italic> utility of a player is the largest value that the player can be sure to get regardless of the actions of the other player.</p>
            <p>In our classifier 
                <italic toggle="yes">versus</italic> nature game, 
                <italic toggle="yes">Utility/Accuracy</italic> of the classifier is skew-sensitive, depending on 
                <italic toggle="yes">q
                    <sub>P</sub>
                </italic> for a given threshold
                <sup>
                    <xref ref-type="bibr" rid="ref-3">3</xref>,
                    <xref ref-type="bibr" rid="ref-4">4</xref>
                </sup>: 
                <disp-formula id="e3">
                    <mml:math display="block" id="math3">
                        <mml:mrow>
                            <mml:mi>U</mml:mi>
                            <mml:mi>T</mml:mi>
                            <mml:mi>I</mml:mi>
                            <mml:mi>L</mml:mi>
                            <mml:mi>I</mml:mi>
                            <mml:mi>T</mml:mi>
                            <mml:mi>Y</mml:mi>
                            <mml:mo>=</mml:mo>
                            <mml:mn>1</mml:mn>
                            <mml:mo>&#x2212;</mml:mo>
                            <mml:mi>F</mml:mi>
                            <mml:mi>P</mml:mi>
                            <mml:mi>R</mml:mi>
                            <mml:mo>+</mml:mo>
                            <mml:msub>
                                <mml:mi>q</mml:mi>
                                <mml:mi>P</mml:mi>
                            </mml:msub>
                            <mml:mo>.</mml:mo>
                            <mml:mo stretchy="false">(</mml:mo>
                            <mml:mi>F</mml:mi>
                            <mml:mi>P</mml:mi>
                            <mml:mi>R</mml:mi>
                            <mml:mo>+</mml:mo>
                            <mml:mi>T</mml:mi>
                            <mml:mi>P</mml:mi>
                            <mml:mi>R</mml:mi>
                            <mml:mo>&#x2212;</mml:mo>
                            <mml:mn>1</mml:mn>
                            <mml:mo stretchy="false">)</mml:mo>
                            <mml:mspace width="3em"/>
                            <mml:mo stretchy="false">(</mml:mo>
                            <mml:mn>3</mml:mn>
                            <mml:mo stretchy="false">)</mml:mo>
                        </mml:mrow>
                    </mml:math>
                </disp-formula>
            </p>
            <p>The derivative of the 
                <italic toggle="yes">Utility</italic> with respect to 
                <italic toggle="yes">q
                    <sub>P</sub>
                </italic> is zero along the 
                <italic toggle="yes">TPR</italic> = 1 &#x2212; 
                <italic toggle="yes">FPR</italic> line in 
                <italic toggle="yes">ROC</italic> space (
                <xref ref-type="fig" rid="f1">Figure 1</xref>, dashed line). The derivative is negative below this line and positive above it, indicating that points along this line are minima of the 
                <italic toggle="yes">Utility</italic> function with respect to the strategy 
                <italic toggle="yes">q
                    <sub>P</sub>
                </italic> of the nature player. According to the 
                <italic toggle="yes">minimax</italic> principle, the classifier player should operate at the point along the 
                <italic toggle="yes">TPR</italic> = 1 &#x2212; 
                <italic toggle="yes">FPR</italic> line that maximizes 
                <italic toggle="yes">Utility</italic>. In ROC space, this condition corresponds to the intersection between the 
                <italic toggle="yes">ROC</italic> curve and the descending diagonal (
                <xref ref-type="fig" rid="f1">Figure 1</xref>, empty circle) and yields a 
                <italic toggle="yes">minimax</italic> value of 1 &#x2212; 
                <italic toggle="yes">FPR</italic> for the 
                <italic toggle="yes">Utility</italic>. It is worth noting that this analysis regarding class skew is also valid for yield/cost skew
                <sup>
                    <xref ref-type="bibr" rid="ref-4">4</xref>
                </sup>.</p>
        </sec>
        <sec sec-type="discussion">
            <title>Discussion</title>
            <p>We showed that binary classifiers may be analyzed in terms of game theory. From the 
                <italic toggle="yes">minimax</italic> principle, we propose a criterion to choose an operating point for the classifier that maximizes robustness against uncertainties in the skew ratio, i.e., in the prevalence of positives in nature and in yield skew, i.e., the yields/costs for true positives, true negatives, false positives and false negatives. This can be of practical value, since these uncertainties are widespread in bioinformatics and clinical applications.</p>
            <p>In machine learning theory, 
                <italic toggle="yes">TPR</italic> = 1 &#x2212; 
                <italic toggle="yes">FPR</italic> is the line of skew-indiference for 
                <italic toggle="yes">Accuracy</italic> as a performance metric
                <sup>
                    <xref ref-type="bibr" rid="ref-4">4</xref>
                </sup>. This is in agreement with the skew-indifference condition imposed by the 
                <italic toggle="yes">minimax</italic> principle from game theory. However, to our knowledge, skew-indifference has not been exploited for optimal threshold estimation. Furthermore, the operating point of a classifier is often chosen by balancing sensitivity and specificity, without reference to the rationale behind
                <sup>
                    <xref ref-type="bibr" rid="ref-7">7</xref>
                </sup>. Our game theory analysis shows that this empirical practice can be understood as a maximization of classifier robustness.</p>
        </sec>
    </body>
    <back>
        <ack>
            <title>Acknowledgements</title>
            <p>I would like to thank Juan Pablo Pinasco and Francisco Melo for discussion.</p>
        </ack>
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    <sub-article article-type="reviewer-report" id="report17994">
        <front-stub>
            <article-id pub-id-type="doi">10.5256/f1000research.10895.r17994</article-id>
            <title-group>
                <article-title>Reviewer response for version 1</article-title>
            </title-group>
            <contrib-group>
                <contrib contrib-type="author">
                    <name>
                        <surname>Diambra</surname>
                        <given-names>Luis</given-names>
                    </name>
                    <xref ref-type="aff" rid="r17994a1">1</xref>
                    <role>Referee</role>
                    <uri content-type="orcid">https://orcid.org/0000-0001-8052-4880</uri>
                </contrib>
                <aff id="r17994a1">
                    <label>1</label>Centro Regional de Estudios Gen&#x00f3;micos, Universidad Nacional de La Plata (UNLP-CONICET), La Plata, Argentina</aff>
            </contrib-group>
            <author-notes>
                <fn fn-type="conflict">
                    <p>
                        <bold>Competing interests: </bold>No competing interests were disclosed.</p>
                </fn>
            </author-notes>
            <pub-date pub-type="epub">
                <day>7</day>
                <month>12</month>
                <year>2016</year>
            </pub-date>
            <permissions>
                <copyright-statement>Copyright: &#x00a9; 2016 Diambra L</copyright-statement>
                <copyright-year>2016</copyright-year>
                <license xlink:href="https://creativecommons.org/licenses/by/4.0/">
                    <license-p>This is an open access peer review report distributed under the terms of the Creative Commons Attribution Licence, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.</license-p>
                </license>
            </permissions>
            <related-article ext-link-type="doi" id="relatedArticleReport17994" related-article-type="peer-reviewed-article" xlink:href="10.12688/f1000research.10114.1"/>
            <custom-meta-group>
                <custom-meta>
                    <meta-name>recommendation</meta-name>
                    <meta-value>approve</meta-value>
                </custom-meta>
            </custom-meta-group>
        </front-stub>
        <body>
            <p>The author presents a criterion to choose the operating point for a binary&#x00a0;classifier. This criterion is analyzed in term of the game theory. By using&#x00a0;the mininax principle author proposes to use as classifier threshold the&#x00a0;intersection between the ROC curve and the descending diagonal in ROC space.&#x00a0;This operating point for the classifier could maximizes the robustness&#x00a0;against some bias in the training set. I found some novelty in the fact to&#x00a0;consider such bias for an optimal threshold estimation. The paper is well&#x00a0;written and organized but I think also that it could be improved by incorporating&#x00a0;some general considerations that helping readers to a better understanding&#x00a0;of the problem and the present proposition [1,2].</p>
            <p> </p>
            <p> In the binary classification problem one is trying to deduce the answers&#x00a0;to new questions, rather than just recall the answers to old ones.&#x00a0;In order to do that we need to train the classifier from question-answer&#x00a0;pairs (the training set). This is called supervised learning, because it&#x00a0;requires a teacher, knowing the rule, which gives the correct answer to the&#x00a0;example questions. In the case here, the author consider score-based binary&#x00a0;classifiers, which does not need such learning stage. Could the author put&#x00a0;the problem in the context supervised vs. no-supervised?</p>
            <p> </p>
            <p> In the supervised learning context the classifier threshold is a parameter&#x00a0;that is found during the learning stage. Training the classifier maximizing&#x00a0;the area under ROC curve is an strategy for the classifier learn the training&#x00a0;set. Consequently, the proposed strategy could be considered as a "learning&#x00a0;rule". However, the performance over new examples is not guaranteed. Other&#x00a0;point which can improve the manuscript would be to consider the ability of&#x00a0;generalization of the proposed strategy. Could the author add a discussion&#x00a0;in this sense?</p>
            <p> </p>
            <p> I believe that this manuscript is of an acceptable scientific standard, and&#x00a0;that it will be of interest to a wide audience; however, the manuscript could be revised, as outlined above.</p>
            <p>Reviewer Expertise:</p>
            <p>NA</p>
            <p>I confirm that I have read this submission and believe that I have an appropriate level of expertise to confirm that it is of an acceptable scientific standard.</p>
        </body>
        <back>
            <ref-list>
                <title>References</title>
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                    <label>2</label>
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                        <article-title>Information theory approach to learning of the perceptron rule.</article-title>
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    </sub-article>
    <sub-article article-type="reviewer-report" id="report17996">
        <front-stub>
            <article-id pub-id-type="doi">10.5256/f1000research.10895.r17996</article-id>
            <title-group>
                <article-title>Reviewer response for version 1</article-title>
            </title-group>
            <contrib-group>
                <contrib contrib-type="author">
                    <name>
                        <surname>Meysman</surname>
                        <given-names>Pieter</given-names>
                    </name>
                    <xref ref-type="aff" rid="r17996a1">1</xref>
                    <role>Referee</role>
                    <uri content-type="orcid">https://orcid.org/0000-0001-5903-633X</uri>
                </contrib>
                <aff id="r17996a1">
                    <label>1</label>Department of Mathematics and Computer Science, University of Antwerp, Edegem, Belgium</aff>
            </contrib-group>
            <author-notes>
                <fn fn-type="conflict">
                    <p>
                        <bold>Competing interests: </bold>No competing interests were disclosed.</p>
                </fn>
            </author-notes>
            <pub-date pub-type="epub">
                <day>6</day>
                <month>12</month>
                <year>2016</year>
            </pub-date>
            <permissions>
                <copyright-statement>Copyright: &#x00a9; 2016 Meysman P</copyright-statement>
                <copyright-year>2016</copyright-year>
                <license xlink:href="https://creativecommons.org/licenses/by/4.0/">
                    <license-p>This is an open access peer review report distributed under the terms of the Creative Commons Attribution Licence, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.</license-p>
                </license>
            </permissions>
            <related-article ext-link-type="doi" id="relatedArticleReport17996" related-article-type="peer-reviewed-article" xlink:href="10.12688/f1000research.10114.1"/>
            <custom-meta-group>
                <custom-meta>
                    <meta-name>recommendation</meta-name>
                    <meta-value>approve</meta-value>
                </custom-meta>
            </custom-meta-group>
        </front-stub>
        <body>
            <p>The article by Ignacio Enrique Sanchez concerns a common problem in machine learning, namely the selection of the optimal classification threshold, and provides a mathematical solution based on the principles of game theory. The main concern of the article deals with the unknown distribution of positive and negative samples in the &#x2018;real world&#x2019; or &#x2019;nature', thus beyond the provided training data set. The provided derivation is very elegant, and luckily for those researchers in the field the solutions turns out to be to select a threshold where sensitivity and specificity are equal in the training data set.</p>
            <p> </p>
            <p> The biggest concern from the perspective of game theory is that &#x2019;nature&#x2019; is not a conscious agent, and thus will not mischievously choose a positive/negative fraction where the classifier will perform the worst. However as stated in the article, this is to simulate the worst case scenario. However this also means that the threshold calculation may only be optimal in this worst case scenario, but suboptimal in all other cases. It is therefore still not the final word in threshold optimisation, and still leaves machine learning researchers the flexibility to choose other thresholds.</p>
            <p> </p>
            <p> However I do have a minor comment on the derivation, that I expect can be addressed with small clarifications to the text: 
                <list list-type="order">
                    <list-item>
                        <p>The 
                            <italic>Accuracy</italic> equals the 
                            <italic>Utility</italic> as defined by the payoff matrix in the specific case a=d=1 and b=c=0, which is stated without a loss in generality. However in my understanding, this step makes the assumption that the cost for a false negative and the cost for a false positive is equal, which may not be the case for all classifiers. Thus it is unclear if this specific case can be transposed to all classifiers in general.</p>
                    </list-item>
                </list>
            </p>
            <p>Reviewer Expertise:</p>
            <p>NA</p>
            <p>I confirm that I have read this submission and believe that I have an appropriate level of expertise to confirm that it is of an acceptable scientific standard.</p>
        </body>
    </sub-article>
</article>
