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Machine Learning and Data Mining For Sports Analytics: Ulf Brefeld Jesse Davis Jan Van Haaren Albrecht Zimmermann

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Ulf Brefeld · Jesse Davis ·

Jan Van Haaren ·


Albrecht Zimmermann (Eds.)

Communications in Computer and Information Science 2035

Machine Learning and Data


Mining for Sports Analytics
10th International Workshop, MLSA 2023
Turin, Italy, September 18, 2023
Revised Selected Papers
Communications
in Computer and Information Science 2035

Editorial Board Members


Joaquim Filipe , Polytechnic Institute of Setúbal, Setúbal, Portugal
Ashish Ghosh , Indian Statistical Institute, Kolkata, India
Raquel Oliveira Prates , Federal University of Minas Gerais (UFMG),
Belo Horizonte, Brazil
Lizhu Zhou, Tsinghua University, Beijing, China
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Ulf Brefeld · Jesse Davis · Jan Van Haaren ·
Albrecht Zimmermann
Editors

Machine Learning and Data


Mining for Sports Analytics
10th International Workshop, MLSA 2023
Turin, Italy, September 18, 2023
Revised Selected Papers
Editors
Ulf Brefeld Jesse Davis
Leuphana Universität Lüneburg KU Leuven
Lüneburg, Germany Leuven, Belgium

Jan Van Haaren Albrecht Zimmermann


KU Leuven University of Caen Normandy
Leuven, Belgium Caen CEDEX 5, France

ISSN 1865-0929 ISSN 1865-0937 (electronic)


Communications in Computer and Information Science
ISBN 978-3-031-53832-2 ISBN 978-3-031-53833-9 (eBook)
https://doi.org/10.1007/978-3-031-53833-9

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Preface

The Machine Learning and Data Mining for Sports Analytics workshop aims to bring
together a diverse set of researchers working on Sports Analytics in a broad sense. In
particular, it aims to attract interest from researchers working on sports from outside
of machine learning and data mining. The 10th edition of the workshop was co-located
with the European Conference on Machine Learning and Principles and Practice of
Knowledge Discovery 2023.
Sports Analytics has been a steadily growing and rapidly evolving area over the last
decade, both in US professional sports leagues and in European football leagues. The
recent implementation of strict financial fair-play regulations in European football will
definitely increase the importance of Sports Analytics in the coming years. In addition,
there is the popularity of sports betting. The developed techniques are being used for
decision support in all aspects of professional sports, including but not limited to:
– Match strategy, tactics, and analysis
– Player acquisition, player valuation, and team spending
– Training regimens and focus
– Injury prediction and prevention
– Performance management and prediction
– Match outcome and league table prediction
– Tournament design and scheduling
– Betting odds calculation
The interest in the topic has grown so much that there is now an annual confer-
ence on Sports Analytics at the MIT Sloan School of Management, which has been
attended by representatives from over 70 professional sports teams in eminent leagues
such as Major League Baseball, National Basketball Association, National Football
League, National Hockey League, Major League Soccer, English Premier League, and
the German Bundesliga. Furthermore, sports data providers such as Statsbomb, Stats Per-
form, and Wyscout have started making performance data publicly available to stimulate
researchers who have the skills and vision to make a difference in the sports analytics
community. Moreover, the National Football League has been sponsoring a Big Data
Bowl where they release data and a concrete question to try to engage the analytics
community.
There has been growing interest in the Machine Learning and Data Mining commu-
nity about this topic, and the 2023 edition of MLSA built on the success of prior editions
at ECML PKDD 2013 and, ECML PKDD 2015 – ECML/PKDD 2022.
Both the community’s on-going interest in submitting to and participating in the
MLSA workshop series, and the fact that you are reading the fifth volume of MLSA
proceedings show that our workshop has become a vital venue for publishing and pre-
senting sports analytics results. In fact, as participants, many of whom had submitted
before, expressed during the workshop itself, venues for presenting machine learning
vi Preface

and data mining-based sports analytics work remain rare, motivating us to continue to
organize the workshop in future years.
In 2023, the workshop received a record 31 submissions of which 18 were selected
after a single-blind reviewing process involving at least three program committee mem-
bers per paper. One of the accepted papers was withdrawn from publication in the pro-
ceedings; two more were extended abstracts based on journal publications. In terms of
the sports represented, soccer was less dominant than in past years, and, notably, a paper
on sailing analysis was presented for the first time. Topics included tactical analysis,
outcome predictions, data acquisition, performance optimization, and player evaluation,
both physical and mental.
The workshop featured an invited presentation by Martin Rumo of OYM AG, Uni-
versity of Applied Sciences of Lucerne, and the Swiss Association of Computer Science
in Sport on “Sports Data Analytics: A Science and an Art”.
Further information about the workshop can be found on the workshop’s website at
https://dtai.cs.kuleuven.be/events/MLSA23/.

October 2023 Ulf Brefeld


Jesse Davis
Jan Van Haaren
Albrecht Zimmermann
Organization

Workshop Co-chairs

Ulf Brefeld Leuphana University Lüneburg, Germany


Jesse Davis KU Leuven, Belgium
Jan Van Haaren Club Brugge, Belgium & KU Leuven, Belgium
Albrecht Zimmermann Université de Caen Normandie, France

Program Committee

Gennady Andrienko Fraunhofer, Germany


Adrià Arbués Sangüesa Zelus Analytics, Spain
Gabriel Anzer Universität Tübingen, Germany
Harish S. Bhat University of California, Merced, USA
Lotte Bransen SciSports, The Netherlands
Arie-Willem de Leeuw Universiteit Leiden, Belgium
Kilian Hendrickx KU Leuven/Siemens Digital Industries Software,
Belgium
Mehdi Kaytoue Infologic, France
Leonid Kholkine University of Antwerp, Belgium
John Komar Nanyang Technological University, Singapore
Patrick Lambrix Linköping University, Sweden
Etienne Lehembre Université de Caen Normandie, France
Wannes Meert KU Leuven, Belgium
Alexis Mortelier Université de Caen Normandie, France
Konstantinos Pelechrinis University of Pittsburgh, USA
François Rioult GREYC CNRS UMR6072 - Université de Caen
Normandie, France
Pieter Robberechts KU Leuven, Belgium
Robert Seidl StatsPerform, Germany
Laszlo Toka Budapest University of Technology and
Economics, Hungary
Maaike Van Roy KU Leuven, Belgium
Nicolas Vergne Université de Rouen Normandie, France
Steven Verstockt University of Ghent, Belgium
Josh Weissbock Carleton University, Canada
Contents

Keynote

Sports Data Analytics: An Art and a Science . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3


Martin Rumo

Football/Soccer

ETSY: A Rule-Based Approach to Event and Tracking Data


SYnchronization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Maaike Van Roy, Lorenzo Cascioli, and Jesse Davis

Masked Autoencoder Pretraining for Event Classification in Elite Soccer . . . . . . 24


Yannick Rudolph and Ulf Brefeld

Quantification of Turnover Danger with xCounter . . . . . . . . . . . . . . . . . . . . . . . . . . 36


Henrik Biermann, Weiran Yang, Franz-Georg Wieland, Jens Timmer,
and Daniel Memmert

Pass Receiver and Outcome Prediction in Soccer Using Temporal Graph


Networks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Pegah Rahimian, Hyunsung Kim, Marc Schmid, and Laszlo Toka

Field Depth Matters: Comparing the Valuation of Passes in Football . . . . . . . . . . 64


Leo Martins de Sá-Freire and Pedro O. S. Vaz-de-Melo

Basketball

Momentum Matters: Investigating High-Pressure Situations in the NBA


Through Scoring Probability . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
Balazs Mihalyi, Gergely Biczók, and Laszlo Toka

Are Sports Awards About Sports? Using AI to Find the Answer . . . . . . . . . . . . . . 91


Anshumaan Shankar, Gowtham Veerabadran Rajasekaran,
Jacob Hendricks, Jared Andrew Schlak, Parichit Sharma,
Madhavan K. R., Hasan Kurban, and Mehmet M. Dalkilic
x Contents

The Big Three: A Practical Framework for Designing Decision Support


Systems in Sports and an Application for Basketball . . . . . . . . . . . . . . . . . . . . . . . . 103
Francisco Javier Sanguino Bautiste, Dustin Brunner, Jonathan Koch,
Timothé Laborie, Liule Yang, and Mennatallah El-Assady

Other Team Sports

What Data Should Be Collected for a Good Handball Expected


Goal model? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
Alexis Mortelier, François Rioult, and John Komar

Identifying Player Roles in Ice Hockey . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131


Rasmus Säfvenberg, Niklas Carlsson, and Patrick Lambrix

Elite Rugby League Players’ Signature Movement Patterns and Position


Prediction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
Victor Elijah Adeyemo, Anna Palczewska, Ben Jones, and Dan Weaving

Boat Speed Prediction in SailGP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155


Benedek Zentai and László Toka

Individual Sports

Exploring Table Tennis Analytics: Domination, Expected Score and Shot


Diversity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167
Gabin Calmet, Aymeric Eradès, and Romain Vuillemot

Performance Measurement 2.0: Towards a Data-Driven Cyclist


Specialization Evaluation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 179
Bram Janssens and Matthias Bogaert

Exploiting Clustering for Sports Data Analysis: A Study of Public


and Real-World Datasets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191
Vanessa Meyer, Ahmed Al-Ghezi, and Lena Wiese

Author Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 203


Keynote
Sports Data Analytics: An Art
and a Science

Martin Rumo(B)

University of Applied Sciences of Lucerne, Luzern, Switzerland


[email protected]

Abstract. This short paper highlights the role of sports data analyt-
ics in providing credible metrics for complex skills, aiding managers and
coaches in decision-making processes. While Sport Science has been suc-
cessful in contributing to exercise physiology and theories of training
adaptions, it is less successful in explaining success in complex sports
such as invasion sports. We propose a framework to deal with this com-
plexity and providing meaningful metrices for individual and team per-
formances. We demonstrate its utility by providing an example for indi-
vidual and an example for team performance.

Keywords: Sports Data Analytics · Analytics Translation · Skill


Representation

1 Definition of Sports and Its Consequencies for Sports


Data Analytics
Sports must involve competition with winners determined by clear rules, empha-
sizing victory as the primary goal [1]. A rule-based process determining binary
outcomes aligns with the principles of computer science. However, there are occa-
sions where we presume the winner did not earn the victory but rather achieved
it through luck. We define skill as the ability to do something well and we
define luck as success or failure apparently brought about by chance. So, our
perception of success in Sport is expressed by Eq. 1, with 0 ≤ x ≤ 1:

success = skill · x + luck · (1 − x) (1)


The ratio defined by x constitutes a distinctive attribute within a specific
sport. Notably, an large value of x is observable through a reduced rate of
regression to the mean in repeated competitions. This observation implies that in
sports characterized by a larger x proficient athletes demonstrate the ability to
consistently outperform their rivals, because their success relies less on chance.
Consequently, strategic decisions within these sports tend to emphasize training
methodologies and the application of sports science.
When x is small however, there is a faster regression to the mean and one
can observe that success in these more luck-based sports rely more on good
tactical decisions and coordinated team efforts.
c The Author(s), under exclusive license to Springer Nature Switzerland AG 2024
U. Brefeld et al. (Eds.): MLSA 2023, CCIS 2035, pp. 3–7, 2024.
https://doi.org/10.1007/978-3-031-53833-9_1
4 M. Rumo

1.1 It’s All About Skill

What distinguishes sports from games is that success in sport should by defi-
nition not rely on any “luck” element (i.e. dices, shuffling of cards) specifically
designed into the sport [1]. When we attribute success to chance, it might be
because the skills involved are not quite understood. Complex skills are difficult
to predict, and this difficulty often makes the situation seem more random to us.
Therefore we propose that the luck part of success is rather due to unknown
or not yet understood skills. Managers and Coaches try to understand skills in
order to develop them and use them as selection criteria. Sports Data Analytics
provides them with credible metrics for particulars skills in order to help them
in their decision process.

1.2 What Contributes to Complexity?


In team sports, complexity arises from the interaction between players [3]. The
dynamic interplay between teammates and opponents adds layers of complexity.
Additionally, sports where offensive and defensive phases are enforced by strict
rules on the number of possible scoring attempts, such as Baseball or American
Football to a certain extend, tend to lower complexity in contrast to sports
like Ice Hockey or European Football where both teams can enforce a phase
shifts, introducing strategic options. Moreover, the average number of plausible
points each team can score influences complexity, as scoring then can prompt
strategic shifts during the game. Overall, the level of complexity in team sports
is influenced by player interactions, rule structures, and strategic adaptations
based on scoring dynamics.

2 How Do We Develop Meaningful Skill Metrics


in Complex Sports?

Apart from basic physical requirements for football players, sport science still has
little impact on practice in the day-to-day activity of football organisations [2].
We argue that this is mainly because the data do not adequately represent the
technical and tactical concepts used in the reasoning of coaches and managers.
In order to fill this semantic gap, we propose a process of reducing complexity
along the concepts around skill and performance in specific sport related tasks
[4]. In a sport science approach skills are usually broken down into basic skills
that can be tested in a more standardized way. As an example, agility is seen as
a combination of Change of Direction (COD) speed and the capability to quickly
react to stimulus. Both can be tested separately. But for the coach, agility is a
the capacity to solve a task, which is creating space in on-ball actions through
quick and short accelerations. We propose that for the coach or manager it is
more valuable to be able to evaluate to what extent a player is able to solve a
task relevant for in-game performance.
Sports Data Analytics: An Art and a Science 5

2.1 How We Deal with Complexity?

Humans create concepts that chunk and generalize observations in order to


understand complex processes. Data are raw facts about observations. In order
to make data useful for a decision maker we need to align them with the shared
concepts of the decision maker (e.g. coaches, managers and others.). Therefore,
we propose the framework depicted in Fig. 1 for extracting information about
in-game performance that is meaningful to coaches and managers. In the follow-
ing sections, we will demonstrate its use for the concept of offensive agility as
an individual skill and coordinated actions to regain possession of the ball as a
team level skill.

Fig. 1. Framework to create more meaningful data through Analytics Translation

2.2 Skills on the Individual Level

As mentioned in Sect. 2, agility is a complex skill that requires the optimal


interplay of fast and accurate decision making, reactive strength and effective
biomechanics. But on the pitch agility is required to complete specific tactical
tasks, such as creating enough space for on-ball actions in offensive play. We pro-
pose to measure agility as the capacity to create oneself space for on-ball actions
in game situation using tracking data. In Fig. 2, we show how the mentioned
framework can be used for it.
6 M. Rumo

Fig. 2. Agility as the capacity to create space for on-ball actions

2.3 Skills on the Team Level


This framework further allows to model team coordination as systemic structure,
that can be reduced to patterns of events, thus making it possible to create
metrics for team coordination. In this example, we examine the shared concept of
how a team can actively regain possession of the ball through coordinated player
actions. The players involved in this coordinated task must either put pressure
on the ball carrying player, or close passing options for the ball carrying player.
A metric for the amount of pressure a single player exerts on the ball carrying
player was proposed by Seidenschwarz et al. [5]. One can objectively measure
how well a player closes passing options by counting the number of players in
his cover shadow (Fig. 3).

Fig. 3. Team coordination is required to effectively regain possession of the ball


Sports Data Analytics: An Art and a Science 7

3 Conclusion
Recognizing the existing semantic gap between traditional sport science concepts
and the practical reasoning of coaches and managers, we proposed a framework
aimed at aligning data with the shared concepts of decision makers in the sports
industry. Our suggested framework, illustrated in Fig. 1, offers a structured app-
roach to extracting meaningful information about in-game performance. In order
to demonstrate its utility, we applied this framework to the evaluation of offen-
sive agility at individual level and extended its applicability to the modeling of
team coordination as a systemic structure, allowing for the reduction of complex
coordination patterns into measurable metrics. In essence, this paper advocates
for a paradigm shift in sports data analytics, urging to focus on concepts that
matter most to coaches and managers. By bridging the gap between raw data
and the technical and tactical reasoning of decision makers, our proposed frame-
work aims to enhance the effectiveness of sports analytics in providing valuable
insights for performance improvement and strategic decision-making in team
sports.

References
1. Definition of sport - services - sportaccord - international sports federation.
https://web.archive.org/web/20111028112912/. http://www.sportaccord.com/en/
members/index.php?idIndex=32&idContent=14881. Accessed 12 Sept 2023
2. Drust, B., Green, M.: Science and football: evaluating the influence of science
on performance. J. Sports Sci. 31(13), 1377–1382 (2013). https://doi.org/10.1080/
02640414.2013.828544, pMID: 23978109
3. Lames, M., McGarry, T.: On the search for reliable performance indicators in game
sports. Int. J. Perform. Anal. Sport 7(1), 62–79 (2007)
4. Seidenschwarz, P., Rumo, M., Probst, L., Schuldt, H.: A flexible approach to football
analytics: assessment, modeling and implementation. In: Lames, M., Danilov, A.,
Timme, E., Vassilevski, Y. (eds.) IACSS 2019. AISC, vol. 1028, pp. 19–27. Springer,
Cham (2020). https://doi.org/10.1007/978-3-030-35048-2 3
5. Seidenschwarz, P., Rumo, M., Probst, L., Schuldt, H.: High-level tactical perfor-
mance analysis with sportsense. In: Proceedings of the 3rd International Workshop
on Multimedia Content Analysis in Sports, pp. 45–52 (2020)
Football/Soccer
ETSY: A Rule-Based Approach to Event
and Tracking Data SYnchronization

Maaike Van Roy(B) , Lorenzo Cascioli , and Jesse Davis

Department of Computer Science, KU Leuven and Leuven.AI, Leuven, Belgium


{maaike.vanroy,lorenzo.cascioli,jesse.davis}@kuleuven.be

Abstract. Event data, which records high-level semantic events (e.g.,


passes), and tracking data, which records positional information for all
players, are the two main types of advanced data streams used for anal-
yses in soccer. While both streams when analyzed separately can yield
relevant insights, combining them allows us to capture the entirety of
the game. However, doing so is complicated by the fact that the two
data streams are often not synchronized with each other. That is, the
timestamp associated with an event in the event data does not corre-
spond to the analogous frame in the tracking data. Thus, a key prob-
lem is to align these sources. However, few papers explicitly describe
approaches for doing so. In this paper, we propose a rule-based app-
roach ETSY for synchronizing event and tracking data, evaluate it, and
compare experimentally and conceptually with the few state-of-the-art
approaches available.

1 Introduction

Over the past years, there has been a dramatic increase in the amount of in-
game data being collected about soccer matches. Until a few years ago, clubs
that were using data mostly only had access to event data that describes all on-
the-ball actions but does not include any information about what is happening
off the ball. Hence, the configurations and movements of players, both during
actions and in between, are missing. For example, it is impossible to distinguish
between a pass from midfield with 5 defenders vs. 1 defender in front of the ball.
Nonetheless, event data on its own can help address crucial tasks such as valuing
on-the-ball actions [1,6–10,13] and assessing in-game decisions [4,5,11,12].
More recently, top-level clubs have installed in-stadium optical tracking sys-
tems that are able to record the locations of all players and the ball multiple
times per second. Thus, tracking data provides the necessary context that is
missing in event data. However, it is not straightforward to perform tactical and
technical analyses solely based on tracking data as it does not contain informa-
tion about events such as passes, carries, and shots which are crucial to make
sense of a match since they contain semantic information.
Consequently, the richest analyses require integrating both data streams.
Unfortunately, these streams are often not time synchronized. That is, the event
c The Author(s), under exclusive license to Springer Nature Switzerland AG 2024
U. Brefeld et al. (Eds.): MLSA 2023, CCIS 2035, pp. 11–23, 2024.
https://doi.org/10.1007/978-3-031-53833-9_2
12 M. Van Roy et al.

at a specific timestamp does not correspond to the tracking frame with the same
timestamp. Two main factors can create such misalignment. First, the clocks
used in event and tracking data collection might start at slightly different times,
introducing a constant bias. Second, because event data are manually annotated,
the timestamp of an event can occasionally be inaccurate due to human reac-
tion time or mistakes. Unfortunately, there are few approaches described in the
literature for synchronizing these data types and the relative merits of exist-
ing approaches are unclear. In this paper, we propose a rule-based approach for
accomplishing this. Then, this paper attempts to answer the following questions:

Q1 What are the current state-of-the-art synchronization approaches?


Q2 Is a simple rule-based approach sufficient to synchronize event and tracking
data, or is a more complex approach needed?
Q3 What are the advantages and disadvantages of each approach?

Additionally, we provide a publicly available implementation of ETSY1 .

2 Problem Statement and Existing Approaches


Formally, the task of synchronizing event and tracking data from the same game
is defined as follows:
Given:

1. Event data of a game, which contains for each on-the-ball action its location
on the pitch (i.e., the x and y coordinate), the type (e.g., pass, shot, intercep-
tion), the time of the action, the result, the body part used, the player that
performed the action and the team he plays for.
2. Tracking data of the same game, which typically contains 10 or 25 frames per
second (FPS), and includes in each frame all x,y-coordinates of all players
and the x, y, z-coordinates of the ball at that moment in time.

Do: Assign each event a matching tracking frame such that it corresponds to
the match situation at the moment of the event (i.e., the ball is at the same
location in the event and tracking data, the player that performs the action in
the event data is the same player that is in possession of the ball in the frame,
and this player performs the same action as recorded in the event data).
There are few publicly described synchronization approaches. The approach
by Anzer & Bauer [2,3] uses two steps to synchronize the data streams. First, it
matches the kickoff event with its analogous tracking frame and computes the
offset in time between them. It then uses this offset to shift all timestamps in
the tracking data to remove the constant bias. To match the kickoff event with
its analogous tracking frame, they use the movement of the ball to identify the
kickoff frame within the first frames of the tracking data when the game has
started. Second, for each event, it determines windows of possession where the
1
https://github.com/ML-KULeuven/ETSY.
ETSY: Event and Tracking SYnchronization 13

player is within two meters of the ball and uses a weighted sum of features (e.g.,
time difference between the event and the tracking frame, distance between ball
and player, distance between ball coordinates in the event and tracking data) to
determine the best frame. Grid search on a manually labeled test set is used to
optimize the weights. Currently, their approach has only been evaluated on the
most relevant actions, passes and shots, and yields satisfactory results for both.
Alternatively, sync.soccer is a bio-informatics-inspired approach by Clark
& Kwiatkowski2 . Their method is based upon the Needleman-Wunsch algorithm
(similar to Dynamic Time Warping) that can synchronize any two sequences of
data. In a nutshell, this approach compares every event with every tracking
frame and uses a self-defined scoring function (i.e., a weighted combination of
time difference between the event and the tracking frame, distance between ball
and player, distance between ball coordinates in the event and tracking data, and
whether the ball is in play) to measure the fit between them. Next, it constructs
the synchronized sequence with the best overall fit. This approach is more general
than that of Anzer & Bauer as it allows to synchronize any event type instead
of only passes and shots, and without the need for manually labeled examples.
However, the weights of the scoring function need to be tuned separately for
each game, which is not straightforward and time intensive.

3 ETSY
We now outline our rule-based synchronization approach ETSY. To represent
the event data, we use SPADL [6] which is a unified format to represent all
on-the-ball actions in soccer matches. Therefore, any event stream that can be
transformed to SPADL can be used. Next, we outline the necessary preprocessing
steps to prepare the data and describe our algorithm.

3.1 Preprocessing
Before aligning the two data streams, four preprocessing steps are performed.
1. Event and tracking data often use different coordinate systems to represent
the pitch, with event data often using the intervals [0, 100] × [0, 100] and
tracking data the IFAB coordinate system (i.e., [0, 105] × [0, 68]). Therefore,
the event coordinates are transformed to match the coordinate system of the
tracking data.3
2. The event data of each team is transformed to match the playing direction
of the tracking data.
3. Only the tracking frames in which the game is not officially paused are kept.
This removes e.g., frames before the start, VAR checks, and pauses due to
injury. This ensures that events are matched with open-play frames only.
4. The velocity and acceleration of the ball are computed and added to each
tracking frame.
2
https://github.com/huffyhenry/sync.soccer.
3
The following package provides such a transformation: https://mplsoccer.
readthedocs.io/en/latest/gallery/pitch_plots/plot_standardize.html.
14 M. Van Roy et al.

3.2 Synchronization
The event and tracking data of each game are divided into the first and second
period. The synchronization is run for each period separately. Our rule-based
algorithm consists of the following two steps:

Step 1. Synchronize kickoff. Similar to Anzer & Bauer, we remove the constant
bias between the timestamps in the event and tracking data by aligning the
kickoffs. We determine which frame best matches the kickoff event by identifying,
in the first five seconds of the game, the frame in which the ball is within two
meters from the acting player and where the acceleration of the ball is the
highest. The tracking data timestamps are then corrected for this offset.

Step 2. Synchronize remaining events. We synchronize all remaining SPADL


events except “non_action”, which is not an action, and “dribbles”, which are
imputed in the SPADL conversion but not present in the original data. Algo-
rithm 1.1 summarizes the two steps needed: (1) identify the qualifying window
of frames, and (2) score each frame in this window to find the best one.

1 For each action :


2 window = g e t _ w i n d o w _ o f _ f r a m e s _ a r o u n d ( action , ta )
3 frame , score = get_matching_frame ( action , window )
Algorithm 1.1. Core synchronization approach of ETSY.

get_window_of_frames_around(action, ta ) identifies a qualifying window of


frames in which the matching frame is most likely to be found. It retrieves all
tracking frames within a time window of 2∗ta seconds around the tracking frame
with the same (adjusted) timestamp as the event’s timestamp.
get_matching_frame(action, window) assigns a score to each frame in the
window based on how well it matches the action. First, it filters out all frames
within the window that cannot be considered due to general and event-specific
consistency rules. As a general rule, the timestamp of the frame should be
later than the last matched frame. Other filters are action specific and we pro-
vide an overview in Sect. 3.3. Second, it scores each remaining frame using the
(unweighted) sum of three linear functions with the same range of output values.
These functions are (1) a function that maps the distance between the ball and
the acting player in the tracking frame to a score ∈ [0, 33.33], (2) a function that
maps the distance between the acting player’s location in the event data and the
tracking data to a score ∈ [0, 33.33], and (3) a function that maps the distance
between the ball’s location in the event data and the tracking data to a score
∈ [0, 33.33]. This yields a minimum score of 0 and a maximum score of 100. The
frame with the highest total score is returned as the best matching frame.

3.3 Action-Specific Filters


Table 1 provides a summary of the employed action-specific filters. First, we
group all SPADL actions into five categories, depending on their semantics:
ETSY: Event and Tracking SYnchronization 15

– “Set-piece” denotes all possible actions performed during a set-piece.


– “Pass-like in open-play” denotes actions performed during open-play that
move the ball away from the acting player.
– “Incoming” denotes actions where the acting player is receiving the ball.
– “Bad touch” simply denotes a bad touch.
– “Fault-like” denotes either a foul or tackle.

Next, we define for each category the time window parameter ta . For all
categories but set-pieces, we choose ta equal to five seconds. Set-pieces typically
require some set-up time and their annotated timestamps might be more off with
respect to other actions. Hence, we extend ta to 10 s to increase the chances that
the matching frame is contained in the window.
Finally, we define the action-specific filters. We want the ball to be sufficiently
close to the acting player. Thus, we enforce a maximum threshold on the distance
between the two, allowing for some measurement error in the data. The distance
for bad touches is set a bit larger as those typically already move the ball further
away from the player. Similarly, fault-like actions do not need to be in close
proximity to the ball. Filters on ball height aim at excluding frames where the
ball height is not coherent with the body part used to perform the action. When
the ball is up in the air, players typically do not use their feet to kick it; vice
versa, a low ball is rarely hit with the head. Actions performed with hands (e.g.,
throw-ins, keeper saves) can happen at higher heights, as the players can jump
and use their arms. In some cases, we add an extra limitation on whether the ball
should be accelerating or decelerating. The ball should clearly be accelerating
when a set-piece or pass-like action is performed with a player’s feet. Similarly,
the ball should be decelerating when the acting player is receiving the ball.

4 Evaluation

We evaluate our approach on one season of a European first-division league. After


removing games where one data source had too many errors (e.g., ball location
was not recorded), we have 313 games. We compare the proposed approach to
the existing approaches, both experimentally and conceptually. The approach of
Anzer & Bauer is left out of the experimental comparison, as we do not have
access to matching video footage nor experts to label a part of our data set.
16 M. Van Roy et al.

Table 1. Action-specific filters and time window parameters.

Type Actions ta Distance Height Extra

throw_in,
≤ 1.5m (with foot), accelerate
Set-piece freekick, corner, 10s ≤ 2.5m
≤ 3m (other) (with foot)
goalkick, penalty

pass, cross, shot,


≤ 1.5m (with foot),
Pass-like in take_on, accelerate
5s ≤ 2.5m ≥ 1m (with head),
open-play clearance, (with foot)
≤ 3m (other)
keeper_punch

interception,
keeper_save,
Incoming 5s ≤ 2m ≤ 3m decelerate
keeper_claim,
keeper_pickup

≤ 1.5m (with foot),


Bad touch bad_touch 5s ≤ 3m ≥ 1m (with head), /
≤ 3m (other)

Fault-like foul, tackle 5s ≤ 3m ≤ 4m /

4.1 Experimental Setup


It must be noted that the original implementation of sync.soccer is written
in Haskell and only accepts StatsPerform’s F24 event feeds and ChyronHego’s
Tracab files. As these formats are different from the data we have available, we
have created a Python implementation of the same algorithm that can use our
data set and compare against our implementation.
The original sync.soccer implementation does not remove the constant bias
between the event and tracking data timestamps. Therefore, this method relies
entirely on the weights of the score function, which need to be tuned separately
for each game. This is not straightforward and requires one to trade off the time
difference between the events and tracking frames with the different distance
metrics used. Including the kickoff synchronization step outlined in our approach
to remove the constant time-bias mitigates this problem and improves the quality
of the synchronization. In the comparison, we have included both sync.soccer
approaches and used equal weights for all parts of the score function.

4.2 Experimental Comparison


It is not straightforward to measure the quality of the resulting synchronization
as we do not have access to ground truth labels. Even when one has access
to video footage of the game to validate with, it is unlikely that the video’s
timestamps will perfectly align with the extracted tracking data. Consequently, it
is difficult to link the tracking frames to the snapshots in the video and determine
the exact moment of an event. Thus, it is hard to report an accuracy-like metric.
Therefore, we propose to look at two alternative metrics: the coverage (i.e., the
ETSY: Event and Tracking SYnchronization 17

percent of events for which a matching frame can be found), and the agreement
with ETSY within s seconds (i.e., the percent of events for which the found frame
is within a range of s seconds from the one identified by ETSY). Additionally, we
compare the runtime of the different approaches.

Coverage and Runtime. Table 2 summarizes the coverage and runtime of


ETSY, sync.soccer and a naive timestamp-based approach, both with and with-
out the time-bias adjustment using the kickoff alignment step.

Table 2. Experimental comparison of ETSY, sync.soccer, and a timestamp-based


approach on runtime and coverage. A ∗ indicates the time-bias adjusted version.

Approach Average time/game Coverage


ETSY 2.7 min (± 17 s) 91.61 %
timestamp 21 s (± 2 s) 95.90%
timestamp (∗) 21 s (± 2 s) 99.83%
sync.soccer 8.6 min (± 38 s) 100%
sync.soccer (∗) 8.6 min (± 38 s) 100%

By construction, sync.soccer pairs every event with a tracking frame and


hence achieves a coverage of 100%, regardless of how bad the resulting match is.
The timestamp-based approach finds a matching frame for an event as long as
a corresponding timestamp exists among the tracking data. When misalignment
due to clock bias is present, some events at the beginning or end of a period
might not be covered because the tracking frames have either not started yet or
are already finished. In contrast, when no suitable frame can be found according
to the rule base, ETSY does not return a match. Over all considered events, ETSY
yields a coverage of 91.61%. We perform an analysis on ETSY’s missed events in
Sect. 4.3. Additionally, the score given to each match by our algorithm can be
used as a threshold during a subsequent analysis process. For example, one could
retrieve all passes with a matched frame and a score >95% (i.e., the method is
quite certain that this is the exact frame that matches the event) to ensure only
perfectly synchronized data is used in the analysis.
Naturally, using a timestamp-based approach is the fastest as this involves
only a retrieval of the frames with the matching timestamps. Compared to our
implementation of sync.soccer, ETSY performs its synchronization roughly six
minutes per game faster. The runtime of our sync.soccer implementation is
consistent with that reported by Clark & Kwiatkowski. Note that including the
time-bias adjustment step only incurs a negligible amount of extra runtime.

Agreement. Figure 1 shows the agreement with ETSY for both sync.soccer
and timestamp-based approaches. Without time-bias adjustment, most of the
18 M. Van Roy et al.

found frames lie more than five seconds apart and hence no longer correspond
to the same match context. In contrast, the time-bias adjusted versions perform
much better. Most of the frames lie within one second of the frame found by ETSY.
This indicates the need for a time-bias adjustment in the existing approaches.
Additionally, we inspect the agreement for each of the defined action cate-
gories in Fig. 2. This gives us an indication of which actions are easier to match
than others. We only compare with the time-bias adjusted versions as the kickoff
alignment step was shown to be necessary. For bad touches, open-play, incoming,
and fault-like actions, the distributions are quite similar. The majority of the
found frames are within one second from the frame identified by ETSY, indicat-
ing a rather strong agreement. However, for set-pieces, we see an increase in the
number of events with a frame that is further off from the one identified by ETSY.
This could possibly indicate that the fixed time window used for set-pieces is
not ideal and might need adjusting in the future.

Fig. 1. Agreement with ETSY for (a) the time-bias adjusted and (b) the non-adjusted
versions of sync.soccer and the timestamp-based approach. All action types are
included and the agreement is computed over five disjunct windows.

4.3 Missed Events Analysis


Next, we look at what happens in those cases where ETSY does not find a suitable
match. The method does not find a matching frame when all the frames in the
selected window are filtered out by the rules presented in Sects. 3.2 and 3.3. Thus,
we take the events where no matching frame is found and in turn drop one of
the filters to verify if without it a matching frame would have been found. This
allows us to analyze whether some of the imposed rules are largely responsible
for the misses. Table 3 shows the results for each action category.
Note that the row values do not sum to 100%. As long as there is at least
one frame left after filtering, a matching frame is identified by the algorithm.
However, different filters might exclude different frames. Thus, it is possible
(and likely), that multiple filters are concurrently responsible for not returning
a match, and removing each filter could “free” a different frame in the window.
ETSY: Event and Tracking SYnchronization 19

Fig. 2. Agreement with ETSY for the time-bias adjusted versions of sync.soccer and
the timestamp-based approach. The agreement is calculated for each action category.

Table 3. ETSY missed events analysis. The percentages indicate how many of the
unmatched events would have a matching frame if each filter was dropped.

Action type Total misses Distance Height Time Acceleration


Set-piece 982 100% 1% 10% 8%
Pass-like in open-play 24783 91% 17% 42% 25%
Incoming 4718 98% 3% 41% 22%
Bad touch 309 89% 19% 58% /
Fault-like 883 98% 1% 69% /

In most cases, removing the distance filter would yield a matching frame.
However, the associated frame would probably be wrong, as the ball would be
far away from the acting player. It is possible that these are cases where either
a slight error exists in the tracked locations, thus stretching distances between
player and ball, or in the annotated timestamps, meaning that the window of
selected frames does not include the correct frame. While filters on ball height
and acceleration show a minor influence, the filter on timestamps also has a con-
sistent effect. Except for set-pieces, roughly half of the misses would be avoided
20 M. Van Roy et al.

if frames whose timestamp is earlier than the last matched frame would be
retained. This happens when an earlier event is matched to a slightly incorrect
frame that is further in the future. This error propagates and prevents synchro-
nizing the next couple of actions. For example, this can occur when a number of
actions happen very quickly after one another.

4.4 Example Synchronization

Next, we use an example to compare the different approaches. Figure 3 shows


two random events that are synchronized according to all three approaches.
When using the timestamp-based approach, the identified frames do not
match the situation described by the event data (i.e., the ball and/or acting
player are not near the location indicated by the red cross). In contrast, both
ETSY and sync.soccer (time-bias adjusted) do find a correct matching frame,
although not the exact same one. In both cases, ETSY identifies the frame pre-
vious to that of sync.soccer. Regardless of this slight difference, the match
situation found, and thus the context added to the event, is still the same.

4.5 Conceptual Comparison

Finally, we perform a conceptual comparison between all four approaches. A


summary can be found in Table 4.

Table 4. Conceptual comparison of ETSY, sync.soccer, the timestamp-based app-


roach, and Anzer & Bauer’s approach. A − means a property is only partially present.

Approach Automated All actions No extra data Bias solved Code


ETSY X X X X X
timestamp X X X −
sync.soccer − X X − X
Anzer & Bauer − X

Both sync.soccer and ETSY are a general open-source approach to synchro-


nize all actions in event data with their matching tracking frame. In contrast, the
approach by Anzer & Bauer has so far only been applied to and proven to work
for passes and shots. Additionally, it requires an expert to manually label a set of
training data and thus relies on more information than is available in the event
and tracking data. As neither the video footage nor experts are always available,
both sync.soccer (especially when augmented with a time-bias adjustment)
and ETSY provide a more general approach to synchronize event and tracking
data. The original sync.soccer approach is not entirely automated as it still
requires one to fine-tune the weights of the scoring function for each game. This
ETSY: Event and Tracking SYnchronization 21

Fig. 3. Illustration of two random events synchronized by three approaches. The red
cross indicates where the event takes place in the event data, the black encircled player
is the acting player according to the event data. All player positions are shown according
to the matched frame and the ball is shown in black. (Color figure online)

can be mitigated by adding a time-bias adjustment step, after which the app-
roach produces an automated and satisfactory synchronization. Naturally, the
timestamp-based approach is automated and can be applied to synchronize all
actions. However, its performance is unacceptable.

5 Conclusion
This paper addresses the task of synchronizing soccer event data with tracking
data of the same game, which is a problem that is not often explicitly mentioned
in the literature. This paper provides an overview of the current state-of-the-
art approaches, introduces a simple rule-based approach ETSY, and compares
22 M. Van Roy et al.

the approaches both experimentally and conceptually. In contrast to existing


approaches, the simple rule-based approach performs a satisfactory synchroniza-
tion for all action types while using less time and without manual intervention.
We have publicly released ETSY’s implementation at https://github.com/ML-
KULeuven/ETSY.
In the future, we aim to evaluate our method on other event and tracking
data formats to assess the influence of data accuracy on our approach. The
effect of different weights for the scoring function could be analyzed as well.
Additionally, we would like to evaluate our method using video footage, and
investigate improvements to e.g., mitigate the cascading misses problem.

Acknowledgements. This work has received funding from the Flemish Government
under the “Onderzoeksprogramma Artificiële Intelligentie (AI) Vlaanderen” program,
the Research Foundation - Flanders under EOS No. 30992574, and the KU Leuven
Research Fund (iBOF/21/075). We thank Jan Van Haaren for the useful feedback
during the development of this work.

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Masked Autoencoder Pretraining
for Event Classification in Elite Soccer

Yannick Rudolph(B) and Ulf Brefeld

Leuphana University of Lüneburg, Lüneburg, Germany


[email protected]

Abstract. We show that pretraining transformer models improves the


performance on supervised classification of tracking data from elite soc-
cer. Specifically, we propose a novel self-supervised masked autoencoder
for multiagent trajectories. In contrast to related work, our approach
is significantly simpler, has no necessity for handcrafted features and
inherently allows for permutation invariance in downstream tasks.

Keywords: Self-supervised learning · Multiagent trajectories ·


Masked autoencoder · Factorized transformer architecture · Tracking
data · Soccer

1 Introduction
Automatically labeling instances of multiagent tracking data from team sports
regarding the occurrence of selected in-game events (such as on-ball actions) is
an important topic for sports analytics. While supervised learning for this task is
conceptually straightforward, contemporary deep learning models may require a
substantial amount of manually annotated labels, even when exploiting inherent
data symmetries.
To date, supervised models for multiagent trajectories involve training on
either handcrafted or static features [1,5,11] or make use of self-supervised
and semi-supervised methods incorporating autoregressive reconstruction tasks
[7,13]. Although autoregressive models have demonstrated impressive perfor-
mance in certain generative tasks [3,14], recent research in language and vision
domains suggests that data denoising techniques might be more suitable for
pretraining models for downstream tasks [6,9]. Moreover, some self-supervised
approaches for multiagent trajectory data fail to account for apparent symme-
tries in the data. Specifically, models and objectives may not exhibit permutation
equivariance or permutation invariance concerning the ordering of agents.
In this paper, we introduce a novel self-supervised pretraining method
designed for the classification of multiagent trajectory instances. We refer to
this method as trajectory masked autoencoder (T-MAE). In our approach, we
Y. Rudolph—Work in large part performed while at SAP SE, Machine Learning R&D,
Berlin.
c The Author(s), under exclusive license to Springer Nature Switzerland AG 2024
U. Brefeld et al. (Eds.): MLSA 2023, CCIS 2035, pp. 24–35, 2024.
https://doi.org/10.1007/978-3-031-53833-9_3
Masked Autoencoder Pretraining for Event Classification in Elite Soccer 25

reconstruct randomly masked segments within trajectories, integrating a novel


masking scheme into a transformer architecture that factorizes over both time
and agent dimensions. The factorization endows the encoder, which serves as
the feature extractor, with permutation equivariance concerning the ordering
of trajectories. Empirically, our approach enables modeling capacities of highly
over-parameterized modern transformer architectures for downstream tasks even
when provided with only a limited number of labeled instances. At the same time,
the approach enhances performance for scenarios with lots of training data. Our
experiments demonstrate that pretrained models consistently outperform their
un-pretrained counterparts on the task of classifying instances of multiagent
trajectories concerning events in professional soccer matches.

2 Preliminaries and Problem Formulation

In this paper, we focus on trajectories with a consistent length of T timesteps


that involve a fixed number of K agents across all instances of multiagent tra-
jectories. Notably, we refrain from assuming any partial or total order on the set
of agents. The observations collected for agent 1 ≤ k ≤ K at timestep 1 ≤ t ≤ T
are represented as xtk . The observations may encompass various features, includ-
ing but not limited to two-dimensional positions in space as well as the speed
or/and rotation angles of agents or parts of agents. A comprehensive trajec-
tory for a specific agent, denoted as k, can be expressed as x1:T k , while a single
timestep t for the entire set of agents is represented as {xt1 , . . . , xtK }. Given that
each instance comprises a set  of trajectories,  we denote a complete multiagent
trajectory instance as x = x1:T 1 , . . . , x 1:T
K .
Let X be the space of possible multiagent trajectories. Our objective is to
address the following multi-label classification problem: Given a set of N labeled
 N
instances of multiagent trajectories denoted as D = (x(n) , y(n) ) n=1 , where
x(n) belongs to X and y(n) are binary label vectors in ZL 2 , with L denoting the
number of classes, our aim is to learn a function f : X → ZL 2 that can effectively
generalize when applied to unseen data.
Because we need to introduce a certain (potentially random) arrangement
of agents and their respective trajectories within our model’s input, the direct
application of conventional supervised classification networks is rendered subop-
timal. In light of this, we require that the function f possesses the property of
being permutation invariant with respect to the ordering of trajectories. To be
precise: Let π denote
 a K-tuple representing permutations of integers from 1 to

K. If we have f x1:T 1 , . . . , x 1:T
K = ŷ, itis essential that for any permutation
π, we also achieve f x1:T π1 , . . . , x1:T πK = ŷ.
Furthermore, considering that obtaining labels for multiagent trajectories is
often resource-intensive, it becomes desirable for our classifier f to make efficient
use of labeled data. Thus, we focus on applying the classifier f to a pretrained
representation denoted as φ(x), which can be acquired solely from unlabeled
data. Regarding permutation invariance, we make the following observation: If
26 Y. Rudolph and U. Brefeld

the learned representation φ(x) satisfies the property of permutation equivari-


ance, we can still consider the classifier to be permutation invariant. Assuming
that we can
 decompose
 φ(x) into components corresponding to individual trajec-

tories φ x1:T1 , . . . , φ x 1:T
K , permutation equivariance concerning the order-
ing of trajectories
 implies that
 for any
 1:Tpermutation
  1:T of our K-tuple, it is essen-
π 
tial that φ x1:T
π1 , . . . , x 1:T
πK = φ x π1 , . . . , φ x πK . It is worth noting that
permutation equivariance within the encoder ensures that the set φ(x) remains
unaffected by the permutation of x. Consequently, any permutation-invariant
classifier applied to φ(x) will also exhibit permutation invariance regarding x.

3 Trajectory Masked Autoencoder


In this section, we propose a novel self-supervised pretraining approach for mul-
tiagent trajectory data. Our proposition centers on training a model tasked
with reconstructing multiagent trajectory instances, under the condition that
segments of the individual trajectories are randomly masked out. The model
comprises an encoder and a decoder and thus can be regarded as a denoising
autoencoder [16,17]. The approach shares similarities with the recently intro-
duced masked autoencoder [9], which was designed for image data.
For both the encoder and decoder constituting the architecture of our pre-
training process, we propose the use of a factorized transformer architecture.
Our choice is driven by the fact that we directly apply and finetune the encoder
for downstream tasks, allowing us to leverage the modeling capabilities of the
transformer for our classification task. In the factorized transformer architec-
ture, we factorize self-attention across both time and agents: The transformer
architecture essentially comprises stacks of two standard transformer encoder
layers [15]. One layer operates across temporal segments and is independently
applied to each trajectory, while the other layer operates across segments per
agent and is independently applied to all temporal positions. The explicit sepa-
ration of model components working along the temporal and agent dimensions
has played a pivotal role in recent developments in multiagent trajectory models
[4,18]. Most recently, [8] suggested to implement both operations with factorized
transformer encoder layers.

3.1 Masked Autoencoder for Multiagent Trajectories


In this section, we will provide an overview of our masked autoencoder. We want
to emphasize, that each stage of the autoencoder exhibits permutation equivari-
ance concerning the order of the trajectories. Since a composition of permutation
equivariant functions is also permutation equivariant [19], the trajectory masked
autoencoder is thus permutation equivariant. For a visual representation of our
approach, we refer to Fig. 1.

Encoder. We begin by describing the encoder, denoted as φenc (x), within


the architecture of the proposed trajectory masked autoencoder (T-MAE). The
Masked Autoencoder Pretraining for Event Classification in Elite Soccer 27

Fig. 1. Sketch of the proposed trajectory masked autoencoder (T-MAE). Notation and
details are provided in the text. In the encoder section at the top, segments that will
be subjected to masking in subsequent steps are highlighted using dotted lines. This
highlighting is intended for illustrative purposes only.

 
encoder operates on a multiagent trajectory instance, x = x1:T 1 , . . . , xK
1:T
. We
s
first split each individual trajectory x1:T
k into S segments x̄ k . These segments
are of equal length and encompass a fixed number of timesteps, referred to as lS .
Consequently, each segment comprises a specific set of timesteps. It is notewor-
thy that when lS = 1, each timestep corresponds to one segment, resulting in a
total of S = T segments. This segmentation operation is formally represented as
SEGlS (x1:T
k ) = x̄k , where the segmentation process is applied individually to
1:S

each trajectory.
Each of the created segments is separately embedded with a shared fully-
connected feed-forward network (FFN), which projects the segments into a com-
mon model dimension denoted as d. Subsequently, we enhance the representation
of each segment by incorporating positional encodings (PE) and, optionally, tra-
jectory embeddings (TE). This augmentation operation is denoted as ADDemb ,
where the term “emb” signifies the embeddings added to each trajectory seg-
ment. To encode the temporal position of each segment, we employ sinusoidal
positional encodings (PE), following [15]. This technique has also been utilized
in previous work by [8] for multiagent trajectories. Alternatively, it is possible
to employ learnable embeddings for positional encoding. The positional encod-
ings have a dimensionality of d and are added element-wise to each segment.
Mathematically, this operation can be expressed as ADDPE (x̄sk ) = PEs ⊕x̄sk .
Furthermore, we introduce trajectory embeddings (TE), which are learnable
embeddings also with a dimensionality of d. These embeddings encode specific
properties of individual trajectories and are also added to segments element-
wise. In this case, the same trajectory embedding is added to each segment of
any given individual trajectory. Mathematically, this process can be represented
as ADDTE (x̄sk ) = TEk ⊕x̄sk .
For each segmented, embedded and enriched trajectory, we uniformly chose
random segments to be masked out, following a predetermined masking ratio
denoted as r. Masking out refers to the process of removing segments from the
current representation of the trajectory. For example, a trajectory representation
28 Y. Rudolph and U. Brefeld

with S = 3 segments and a masking ratio of r = 13 will undergo the ran-


dom removal of one of these segments during the masking procedure. The self-
supervised learning objective of the masked autoencoder is to reconstruct the
segments that have been removed.
To efficiently implement the masking procedure, we adopt an approach
inspired by the work presented in [9], but generalized to handle multiagent trajec-
tories. The approach involves two distinct operations: SHUFFLE and MASKr .
We individually shuffle the segments of each trajectory. This shuffling opera-
tion is applied to ensure that the masking process is randomized within each
trajectory. The masking operation is carried out by slicing off the final S · r
shuffled segments from all trajectories. This step effectively removes the selected
segments, while the number of segments to remove is determined by the masking
ratio r. The combined application of SHUFFLE and MASKr operations results
in uniform masking of each individual trajectory. It is important to note that
the removal of segments is particularly efficient, as it reduces the input to a
transformer model, which exhibits quadratic computational cost relative to the
number of segments in each trajectory.
As the final step in the encoding process, the resulting segments are updated
by a factorized transformer architecture (FTE). The architecture consists of
multi-head self-attention that is factorized over both the agent and the time
dimensions: Notably, these operations distribute information across time and
interactions among trajectories (i.e. agents) within the representation. See
Sect. 3.2 on details regarding the architecture and its properties. Importantly,
the application of the FTE maintains permutation equivariance concerning the
order of the trajectories. In summary, the encoder φenc is defined as follows:
φenc (x) = FTE ◦ MASK ◦ SHUFFLE ◦ ADD ◦ FFN ◦ SEG (x) .
r PE,TE lS

Since the encoder is a composition of permutation equivariant functions with


respect to the ordering of the trajectories it is itself permutation equivariant.
The encoder generates a set of representations per trajectory, where each seg-
ment could theoretically have been updated with respect to all other segment
representations that remain after masking, due to the application of the FTE.

Decoder. In our pretraining approach, we apply a decoder denoted as θdec to


the representation φenc (x). The initial step in this process involves concatenat-
ing S · r query tokens Q to the end of each trajectory. This concatenation is
denoted as CATQ . As a result of this operation, the query tokens occupy the
positions that were previously held by the removed segments. The query tokens
will subsequently be trained to reconstruct just these segments.
Next, we perform an operation denoted as UNSHUFFLE on all segments.
This operation entails applying the inverse of the encoder shuffle function to all
trajectories. Consequently, the resulting representation consists of ordered seg-
ments and query tokens, preserving the original segment shape, with dimensions
corresponding to the number of agents K by the number of segments per trajec-
tory S. To this representation, we add an additional positional encoding denoted
Masked Autoencoder Pretraining for Event Classification in Elite Soccer 29

as PE. This encoding is added element-wise to each segment, analogously to the


positional encoding employed in the encoder, as described in the ADDPE oper-
ation. Notably, this positional encoding informs each query token Q about its
position within a trajectory.
In the subsequent step, we employ another factorized transformer architec-
ture (FTE) to update the query tokens, taking into account all other information
present within the instance. Similar to the encoder, these updates occur itera-
tively within the FTE, involving every input segment and query token along the
trajectory and time dimensions. We refer to Sect. 3.2 for detailed information
on the FTE. Finally, a fully-connected feed-forward network (FFN) is used to
project the updated query tokens back into input space. Each of these tokens
is tasked with reconstructing the features of the respective masked trajectory
segments. We arrive at

θdec (φenc (x)) = FFN ◦ FTE ◦ ADD ◦ UNSHUFFLE ◦ CAT (φenc (x)) .
PE Q

Reconstruction Objective and Downstream Tasks. To ensure the recon-


struction of the masked segments by their corresponding query tokens, we imple-
ment a training objective based on the mean squared error (MSE). Specifically,
we aim to minimize the MSE between the predicted features of the query tokens
and the actual features of the masked segments in the input space. Although
minimizing the MSE is a straightforward reconstruction objective, it has been
shown to be very effective for pretraining [9].
If, after pretraining, we aim to apply the encoder for a downstream task, we
simply set the masking ratio r to zero, ensuring that all the information in the
multiagent trajectory instance is encoded. In most cases, it will be sensible to
unshuffle the extracted representation following the procedure described in the
section on the decoder. Subsequently, we can train a downstream model, denoted
as f (φenc (x)), using the encoded representation as input. Here, we can choose
whether to keep the weights in φenc fixed or finetune them during downstream
task training.

3.2 Factorized Transformer Encoder (FTE)

To update both the segment and query token representations within the T-MAE,
we employ a factorized transformer architecture. We will refer to this model as
factorized transformer encoder (FTE), for reasons that will soon become clear.
The FTE, which we use within the T-MAE, was initially introduced as part of
the encoder in a variational autoencoder for trajectory generation in [8], where
it is referred to as a multi-head attention block (MAB). While the FTE and
the MAB are architecturally identical, they operate on different representations.
Most importantly, the FTE that is employed in the encoder of the T-MAE
operates on shuffled segments per trajectory. This results in segments not being
temporally aligned for updates along the agent dimension. Consequently, the
model relies on the positional encoding to determine which other segments to
30 Y. Rudolph and U. Brefeld

Fig. 2. Sketch of one layer within the factorized transformer encoder (FTE) applied to
input which is shuffled along the temporal dimension (1–4, agent dimension is color-
coded). TLenc represents a standard transformer encoder layer.

attend to. For a visualization of one layer of the FTE applied to shuffled segment
representations, please refer to Fig. 2.
For simplicity, we will use the term x̃ to refer to both segment and query
token representations throughout the remainder of this section. The architecture
of the FTE consists of two distinct types of standard transformer encoder layers,
as proposed in [15]. These layers include multi-head self-attention layers, resid-
ual connections, dropout [12], layer normalization [2], and feed-forward neural
networks. For more detailed information on these layers, we refer to either [15]
or [8]. In the context of the FTE, one of these layers operates over segments in
time and is separately applied to each trajectory. The other layer operates over
segments per agent and is applied independently to all temporal positions. To
clarify, in the first operation, we effectively extend the batch dimension to encom-
pass individual trajectories, while in the second operation, we extend the batch
dimension to encompass temporal positions: Temporal self-attention is applied

to x̃1:
k for all k ∈ [1, . . . , K], where S̃ = S in the T-MAE decoder and T-MAE
encoder during testing, and S̃ = S − S · r in the T-MAE encoder during self-
supervised pretraining. Self-attention with respect to trajectory interactions is
applied to x̃s1:K , for all s ∈ S̃. Combining these two operations, the encoder layer
with temporal self-attention and the encoder layer with self-attention concern-
ing trajectory interactions constitute a single FTE layer. This FTE layer can be
applied repeatedly to the input. In our experiment in Sect. 4 we use three FTE
layers both in the encoder and decoder of T-MAEs, as well as for the baseline
transformer models.
The application of FTE on x̃ exhibits permutation equivariance concerning
the arrangement of trajectories. This property of FTE follows directly from
the fact that the standard transformer encoder is permutation equivariant with
respect to its input, and that the temporal self-attention (which is provided
with positional information through encodings) is separately applied to each
trajectory. For a formal proof of FTE’s permutation equivariance, we refer to
[8].
Masked Autoencoder Pretraining for Event Classification in Elite Soccer 31

Fig. 3. Visualization of T-MAE masking (middle) and reconstruction (right) for a vali-
dation multiagent trajectory instance (ground truth left). The reconstruction combines
ground truth timesteps provided to the model (i.e. dots in the middle column with lS ,
r = 5, 0.8) and masked timesteps predicted by the model.

Note on Shuffling. In Sect. 4, we provide empirical evidence that rearrang-


ing segments along the temporal dimension, as implemented in the trajectory
masked autoencoder, yields favorable performance outcomes in subsequent tasks.
Due to the random removal of segments prior to FTE, the model cannot depend
on the sequential order of segments in terms of their temporal positions. While
the shuffling is no issue for the temporal self-attention, self-attention along the
agent dimension has to rely on the positional encoding to decide to which other
segments to attend to. We intentionally choose not to unshuffle the segments
before applying the FTE to avoid spurious alignments and we shuffle the input
during downstream tasks for consistency with pretraining.

4 Event Classification in Elite Soccer

We evaluate our trajectory masked autoencoder (T-MAE) on event classification


in proprietary trajectory data from professional soccer matches1 , investigating
the effect of pretraining transformer architectures on four different data regimes,
with 5, 10, 50 and 100% of the labeled training data respectively. We evaluate
the classification according to mean average precision (mAP), which is suited to
unbalanced datasets.
In our dataset, features are the xy-coordinates of agents on the soccer pitch,
along with their current speed in kilometers per hour (km\h) for all players and
the ball. The features are recorded at a rate of 25 Hz (frames per second). We
create multiagent trajectory instances by considering five-second intervals with
a one-second overlap between consecutive instances. To simplify our analysis, we
exclusively focus on intervals in which all 22 players and the ball are consistently
tracked. We use data of 54 games (totaling 280,000 instances). We experiment
with respect to four data folds over halftimes, training the classification always
on 54 halftimes and validating and testing on 27 each. Pretraining is performed
over different data splits without access to the labels.

1
All data is from the German Bundesliga (2017/18) and can be acquired from DFL.
32 Y. Rudolph and U. Brefeld

Fig. 4. Comparing T-MAE (with segment length lS = 5 and mask ratio r = 0.8) to
un-pretrained transformer models with similar architecture and MLP baseline. Metric
is mean average precision (mAP, higher is better), SE = standard error.

We transform the data so that the home team always plays from left to right
and provide type embeddings which encode whether a trajectory belongs to (i)
the ball, (ii) the home keeper, (iii) a home field player, (iv) the guest keeper or
(v) a guest field player. We work with minimal data augmentation, mirroring the
instances along horizontal and vertical lines going through the middle point of
the pitch. Instances are labeled with an event, if it occurs within the 75 central
frames. We consider ten labels, of which the label pass occurs most frequently and
corner kick least frequently. Sparsity in positive labels results in an mAP of only
0.067 for random guessing. In Fig. 3, we provide visualizations of a ground truth,
masked and reconstructed instance (from the validation data). Even though large
parts of the input data is masked, the model apparently learned to account for
turns, twists and possibly interactions in the players movements.
The main results of our experiment are presented in Fig. 4, where we compare
the classification performance of a factorized transformer model pretrained with
T-MAE to models of similar architecture without pretraining. We conducted
experiments involving both pretrained and un-pretrained models using three
distinct segment lengths lS ∈ 1, 5, 25 and a linear classifier on top of the fac-
torized transformer architecture. The feature representation, obtained from the
encoder of T-MAE, remains unshuffled and is aggregated across agents. This
aggregated representation is then concatenated along the segment dimension
within the classifier. While the factorized transformer architecture is maintained
for both pretrained and un-pretrained models, we opted not to shuffle segments
within trajectories for the latter, as it is not necessary. Optimization is per-
formed with Adam [10] and early stopping on validation performance. During
classification training, we finetune the weights of the pretrained model. While
we use a standard learning rate of 0.001 and no dropout in the FTEs for the
Masked Autoencoder Pretraining for Event Classification in Elite Soccer 33

pretrained models, un-pretrained models are additionally trained with learning


rate 0.0001 and dropout 0.2 to provide for stability and regularization in absence
of pretraining. Regarding these additional runs, we choose the hyperparameter
configuration according to validation mAP separately for each data regime. A
multi-layer perceptron (MLP) simply operating on raw features of the whole
instance (with ordered agents) is provided as a further baseline. For the MLP
baseline, we evaluate models with varying modeling capacities and select the one
with the best performance on the validation set. Mean and standard error of the
mean are calculated with respect to the four data splits.

Table 1. Results of T-MAE pretraining model variations for downstream classification


task on soccer data for different fractions of classification training data. Metric is mean
average precision (mAP, higher is better), SE = standard error.

Model 0.05 0.1 0.5 1.0


Mean SE Mean SE Mean SE Mean SE
Variations in r
T-MAE (lS , r = 5, 0.2) 0.367 ±0.006 0.395 ±0.004 0.441 ±0.006 0.453 ±0.006
T-MAE (lS , r = 5, 0.4) 0.370 ±0.004 0.400 ±0.006 0.445 ±0.006 0.456 ±0.004
T-MAE (lS , r = 5, 0.6) 0.362 ±0.004 0.394 ±0.007 0.446 ±0.007 0.458 ±0.009
T-MAE (lS , r = 5, 0.8) 0.367 ±0.001 0.402 ±0.005 0.447 ±0.007 0.459 ±0.007
Variations in lS
T-MAE (lS , r = 1, 0.8) 0.371 ±0.004 0.399 ±0.002 0.442 ±0.007 0.456 ±0.007
T-MAE (lS , r = 5, 0.8) 0.367 ±0.001 0.402 ±0.005 0.447 ±0.007 0.459 ±0.007
T-MAE (lS , r = 25, 0.8) 0.348 ±0.003 0.382 ±0.002 0.438 ±0.007 0.453 ±0.004

The results clearly demonstrate that the model pretrained with the trajectory
masked autoencoder consistently outperforms the models without pretraining
across all four data regimes. This indicates that the pretrained model is more
data-efficient, achieving the same level of performance with less labeled data.
Furthermore, it is worth highlighting that the pretraining approach yields the
best overall performance even when 100% of the labeled data is available. This
suggests that the trajectory masked autoencoder is not only useful in scenar-
ios with limited labeled data but also beneficial when abundant labeled data is
accessible. Additionally, we observe that pretrained models are robust to vari-
ations in hyperparameter lS and r as indicated in Table 1. The relatively poor
performance of the MLP baseline underscores the significance of permutation
invariance concerning agents and emphasizes the need for increased modeling
capacity.

5 Conclusion
We proposed a novel self-supervised approach for multiagent trajectories. We
introduced a masking scheme that rendered masking of individual trajectories
34 Y. Rudolph and U. Brefeld

independent of one another and made novel use of a transformer architecture that
is factorized over time and agents. This makes the encoder of our pretraining
model permutation equivariant with respect to the order of trajectories and
naturally lends itself to downstream tasks that require permutation invariance
with respect to agent order. Empirically, pretraining with our approach improved
the performance of classifying multiagent trajectory instances with respect to in-
game events for tracking data from professional soccer matches.

Acknowledgements. We would like to thank Eraldo Rezende Fernandes, Marius


Lehne and Marco Spinaci for their input and support while writing this paper.

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Quantification of Turnover Danger
with xCounter

Henrik Biermann1(B) , Weiran Yang1,5 , Franz-Georg Wieland2,3 ,


Jens Timmer2,3,4 , and Daniel Memmert1
1
Institute of Exercise Training and Sport Informatics, German Sport University of
Cologne, 50933 Cologne, Germany
[email protected]
2
Institute of Physics, University of Freiburg, Freiburg, Germany
3
Freiburg Center for Data Analysis and Modelling (FDM), University of Freiburg,
Freiburg, Germany
4
Germany Centre for Integrative Biological Signalling Studies (CIBSS), University
of Freiburg, Freiburg, Germany
5
Department of Computer Science, RWTH Aachen University, Aachen, Germany

Abstract. Counterattacks in soccer are an important strategical com-


ponent for goal scoring. Previous work in the literature has described
their impact and has formulated descriptive advice on successful actions
during a counterattack. In contrast, in this work, we propose the notion of
expected counter, i.e., quantifying forward progress by the ball-winning
team at the moment of the turnover . Therefore, we apply a previously
proposed framework for understanding complex sequences in soccer.
Using this framework, we perform a novel feature-specific assessment
that yields (a) critical feature values, (b) relevant feature pitch zones,
and (c) feature prediction capabilities. The insights from this assessment
step allow for creating concrete guidelines for optimal behavior in and
out of possession. Thus, we find that preparing horizontally spaced pass
options facilitates an own counterattack in case of a ball win while mov-
ing as a compact unit prevents an opposing counterattack in case of a
ball loss. As a final step, we generalize our results by creating a predic-
tive XGBoost model that outperforms a location-based baseline but still
shows room for improvement.

Keywords: Soccer Analytics · Position Data · Event Data ·


Interpretable features · Machine Learning

1 Introduction
There are various strategies for scoring goals in soccer, such as set pieces or
build-up play. One particular strategy that attracts attention are so-called coun-
terattacks, i.e., quick transition attacks executed immediately after winning the
ball [2,11,16]. Previous studies have examined the defensive team’s tactical
behavior at the moment of a turnover [2], while others have focused on the
c The Author(s), under exclusive license to Springer Nature Switzerland AG 2024
U. Brefeld et al. (Eds.): MLSA 2023, CCIS 2035, pp. 36–51, 2024.
https://doi.org/10.1007/978-3-031-53833-9_4
Quantification of Turnover Danger with xCounter 37

offensive behavior during a counterattack [16,18]. In contrast, this study focuses


on understanding the situation at the moment of the turnover. To achieve this,
we propose the concept of expected counter (xCounter), in analogy to expected
goals (xGoals) [17], that quantifies for every turnover the danger of a counterat-
tack in terms of the forward progress of the ball-winning team.
In the process of creating an xCounter model, we pay respect to the fact that
practitioners often value interpretability over predictive performance [20]. There-
fore, we do not use a black box architecture but follow our recently published
framework for understanding complex sequences [5]. Using the framework, we
identify sequences of interest and employ a continuous labelling approach with
temporal and spatial success criteria. We further implement a systematic strat-
egy to compute 47 comprehensible features and assess each feature’s prediction
capability using a novel, position-aware assessment that identifies critical fea-
ture values and provides the most relevant pitch locations. As a final step, we
integrate previous insights to implement predictive xCounter.
The outcomes derived from our assessment strategy offer a substantial
advancement to the operational procedures followed by practitioners. We are able
to identify advantageous defensive behaviors that effectively mitigate counterat-
tack threats, as well as promising offensive behaviors that maximize such threats.
Our models encompass the overarching concept of xCounter, enabling indepen-
dent analysis of player performance irrespective of factors like team strength.

2 Dataset

We conduct our analysis on StatsPerform position and event data for 289
matches of elite men’s soccer. All matches took place within the 20/21 season
of a top-five European league. The position data is automatically collected and
comprises all players and the ball while the event data is manually annotated
and contains information about the event type, player identity, and a timestamp.
To ensure consistency, we exclude situations with fewer than 22 players due to
reasons such as red cards or injuries. To address missing frames, we employ linear
interpolation between the last previous and first following player positions. Addi-
tionally, we normalize the direction of play, ensuring that the team in possession
always plays from left to right.

3 Application of the Framework for Understanding


Complex Sequences
The game of soccer has been identified as one of the most challenging sports to
analyze, due to its low-scoring nature, comparably spacious pitch, large number
of players, and low degree of structure [12]. These inherent properties often com-
plicate the statistical examination of individual game situations. Consequently,
there has been a recent surge of predictive (black box) machine learning algo-
rithms in various scenarios [2,3,12,18]. While these approaches demonstrate high
38 H. Biermann et al.

Fig. 1. Heatmap of open play turnover frequencies (left) and location average contin-
uous labels (right). Both heatmaps are smoothed with gaussian smoothing [9]. Design
choices for the involved parameters are listed in Sect. 3.6.

predictive capability, they often lack the desired degree of interpretability sought
by domain experts [20]. In the light of this, we have previously proposed a frame-
work for understanding complex sequences in soccer.

3.1 Sequences of Interest


The concept of xCounter encompasses the situation at the moment of the
turnover. Therefore, we find turnovers in the data as a pair of temporally adja-
cent events from opposite teams in the stream of event data. We define the
timestamp of the latter of the two events (ball win event) to be the turnover
moment. Thus, we result with N = 144 158 total turnovers (497 per match).
Based on the type of the two events, we further group turnovers into (i) dead
ball (Ndead = 56 721): one of the two events includes a stoppage of play [4], (ii)
set piece originated (N = setpiece = 21 871): there is a previous set piece event
(corner, freekick, throw-in, goalkick, penalty) within a range of tsetpiece , and (iii)
open play (Nopen = 65 566): the remaining turnovers. In this work, we decide to
analyze open play turnovers and exclude the remaining types.

3.2 Success Criteria

Given the sparsity of scores in soccer, it becomes necessary to adopt alternative


criteria to effectively assess the danger of counterattacks resulting from open
play turnovers. In this context, a counterattack has been described as a fast
attack after a turnover that results with ball possession close to the opposing
teams goal [10,13,19]. To incorporate the temporal component of this definition,
we examine all events assigned to the ball-winning team within a time window
ticounter after the turnover. By focusing solely on events, we ensure that only
deliberate offensive actions are considered, while disregarding other actions like
clearances. Additionally, we exclude 8,332 possibly ambiguous sequences that
involve a (tactical) foul committed by the ball-losing team. To address the spatial
Quantification of Turnover Danger with xCounter 39

Table 1. Comprehensible features comprising a metric and team subgroup.

All Field Players Behind Ball Infront Ball Around Ball


Vertical Centroid-to-Ball yes yes yes yes
Horizontal Centroid-to-Ball yes yes yes yes
Vertical Compactness yes yes yes yes
Horizontal Compactness yes yes yes yes
Player-Count non-varying yes yes yes
Free Player-Count 1.5 only off. only off. only off. only off.
Free Player-Count 3 only off. only off. only off. only off.
Free Player-Count 5 only off. only off. only off. only off.

component of the definition, we identify the event closest to the goal of the ball-
losing team. Subsequently, we apply a function fsuccess : x → y i ∈ [0, 1] which
maps a pitch location x onto a continuous label y representing the danger of the
counterattack following the turnover. The resulting dataset, consisting of open
play turnovers and their continuous labels are plotted in Fig. 1.

3.3 Comprehensible Features


To better understand tactical behavior, a common approach is to segment a team
into various team subgroups [1,2]. In this study, we define the initial subgroup
as all field players by excluding the goalkeepers from the analysis. From this
group, we create additional subgroups using specific criteria. Previous research
on turnover analysis has introduced subgroups players behind ball (distance to
their own goal smaller than the ball’s), players around ball (vice versa), and
players direct to ball [2]. In this study, we create these subgroups for both teams.
Therefore, we avoid a distance-based definition of the players direct to ball which
may not accurately capture players who are potential direct pass options despite
being farther from the ball. Thus, we construct this subgroup using a Delaunay
triangulation [6] from the direct links to the player in possession for both teams.
As a next step, we identify metrics that describe team positioning from a
tactical perspective. In our previous work [5] we found player-count (for players
behind ball ) and vertical compactness to be predictive metrics for counterattacks.
In this study, we aim to expand our set of features by incorporating the com-
monly used team centroids [8]. However, considering the correlation between
turnover location and counterattack success that we established previously [5],
we normalize this feature by measuring the distance from the centroid-to-ball.
Additionally, we introduce a metric to measure man-marking, an essential defen-
sive component [19]. Thus, we incorporate the free-player-count r which indicates
the number of players without an opposing player within a given radius r. For
choice of the critical radius, we follow Tenga et al. [19] that propose r1 = 1.5 m,
but also introduce two broader features using r2 = 3 m and r3 = 5 m.
Finally, we systematically combine the aforementioned team subgroups with
each metric, separately for both teams, to create a set of comprehensive features.
40 H. Biermann et al.

Fig. 2. Prediction capability assessment of feature Infront ball Player-Count for the ball
losing team. Panels A and D represent the turnover frequencies and average continuous
labels for the “above” group. Panels B and E represent the corresponding information
for the “below” group. Panel C illustrates the reliable pitch regions where the minimum
threshold Nsample, min is met by both groups. Panel F shows the difference of label
values between the “above” and “below” groups. For example, at the darkest pitch grid
in midfield (left half space of ball-losing team), the “above” subgroup has a 0.04 higher
xCounter value than the “below” group. The resulting aggregation of pitch differences
is provided in Table 2, bottom row, second column.

However, certain combinations do not contain relevant information. For example,


the player-count of all field players is always ten, as described in Sect. 2, and
the free player-count only describes player marking when measured for offen-
sive players. Consequently, we exclude these combinations from the analysis. An
overview of the selected combinations is provided in Table 1.

3.4 Feature-Specific Prediction Capability


The location of turnovers has a significant impact on the success of counterat-
tacks, as shown in Fig. 1. Consequently, a feature that coincides with the turnover
position possesses inherent predictive capability, regardless of the feature itself.
To address this issue, we propose a novel approach for the position-aware assess-
ment of individual features using feature quantiles and label heatmaps.
First, we select a (quantile-based) threshold value for a specific feature. This
threshold divides all turnovers into two groups. For example, consider the feature
of Infront Ball Player-Count of the ball-losing team. Given that the 60% quantile
for this feature corresponds to a Infront Ball Player-Count of three, turnovers
with feature values below the threshold are assigned to the “below” group, while
the remaining turnovers are assigned to the “above” group. Next, we create
two heatmaps for each turnover group: one displaying turnover frequencies and
Quantification of Turnover Danger with xCounter 41

another showing the average continuous labels. To ensure a reliable comparison


and minimize the influence of outliers, we set a minimum turnover frequency
of Nsample, min in each grid, which must be met by both the “above” and the
“below” group. Grids that do not meet this frequency threshold are discarded.
Consequently, the remaining pitch grids describe the pitch regions where both
groups can be reliably compared (pitch regions in Panel C of Fig. 2).
For the reliable pitch regions, we compute the label differences between the
heatmaps on a grid-by-grid basis. This heatmap can be aggregated into a single
value, which we use as a position-agnostic proxy for prediction capability of the
examined feature. The computation of the label differences and the resulting
heatmap are visualized in the bottom row of Fig. 2. The top features with most
predictive capability are presented in Sect. 4.1.

3.5 Predictive Model


Finally, we proceed to build regression models based on the insights gained in
the previous four steps of the framework. All models, including the baselines,
are trained on a 70% of the available data (randomly selected from all matches)
and evaluated on the remaining 30%. Our analysis is conducted using Python
3.10 and the scikit-learn library [15].

Feature- and Location-Based Baselines. As a first simple baseline, we create a


location-based model that assigns an xCounter value to a turnover based on the
respective pitch grid label (refer to Fig. 1). In addition, we extend the location-
based approach using the results of the feature assessment. Specifically, we choose
the top Ntop features and modify the location-based value by aggregating the
pitch grid differences for all features with sufficient turnover grid frequency.

Machine Learning (XGBoost). To address the limitation of the baseline models


that only consider the features independently and do not account for interaction
effects, we employ machine learning techniques.
Specifically, we utilize XGBoost, which has been chosen for a similar turnover
prediction task in related studies [2]. We optimize the XGBoost algorithm, on a
set of hyperparameters, detailed in the Appendix. Each model is trained using
a long feature vector that includes the turnover position as well as the top Ntop
features (for both teams).

3.6 Design Choices


In this section, we introduce our design choices for the previously introduced
parameters and discuss potential implications.

Sequences of Interest. We decide if a turnover is set piece originated by searching


for set pieces within a time window tsetpiece after the execution [18]. Yet, choos-
ing on a concrete value for tsetpiece is generally difficult since are no established
guidelines to determine the end of a set piece. In our case, as we focus on open
42 H. Biermann et al.

play turnovers we aim for a relatively long duration to ensure that the remaining
turnovers have minimal residual set piece originated positioning. After discus-
sions and careful inspections of individual situations we choose tsetpiece = 30 s.

Success Criteria. We define the success of a counterattack using both a tempo-


ral criterion and a spatial criterion. The temporal criterion aims to label only
immediate, fast progress after a turnover as a counterattack. Since the distance
that needs to be covered in an attack varies between turnovers, we choose a
location-dependent turnover duration. To calculate this duration, we determine
the amount of time needed to go from the turnover location to the losing team’s
goal. Following Sahasrabudhe and Bekkers [18], who label attacks progressing
with a speed of 5 ms−1 as counterattacks, we use the formula

xi 
ticounter (xi ) = 5 s + , (1)
5 ms−1
where xi is the turnover location and  ·  denotes the Euclidean distance to
the losing team’s goal. We incorporate the fixed time offset of five seconds to
account for synchronization errors and counterattacks initiated after a few initial
backward or sideways actions. As a result, our analysis time varies between a
maximum of 32 s at the corner flag and 10 s for ball losses close to the losing
team’s goal.
For the spatial criterion we evaluate pitch locations reached after a coun-
terattack. While various concepts have been proposed for this purpose, such as
expected possession value [7], expected goals [3], or expected threat [14], they all
share the idea that pitch value generally increases with decreasing goal distance.
To provide a flexible and simple solution that is not dependent on a specific
concept, we choose a linear relation between goal distance and pitch value. We
define the label function fsuccess (xioff ) as follows:

xcenter −xioff |
i i if xi  ≤ xcenter 
y = fsuccess (xmax ) = xcenter  , (2)
0 else

where ximax denotes the position of the ball-winning team’s closest event to the
ball-losing goal within ticounter after the turnover and xcenter denotes the position
of the center mark.

Feature Assessment. To assess the prediction capability of our comprehensible


features and account for the influence of turnover location on counterattack suc-
cess, we use heatmaps. We discretize the pitch into equal-sized grids and compare
turnovers with different feature values grid by grid. However, to reduce the influ-
ence of outliers, we only consider differences within a grid if there is a minimum
turnover frequency of Nsample, min = 30 in both feature subgroup grids. Since the
number of open play turnovers in our dataset is limited (Nopen = 65566), we need
to choose a sufficiently large grid size to obtain reliable results. Since we require
at least 60 turnovers per grid (30 each) to compare two feature subgroups, after
Quantification of Turnover Danger with xCounter 43

Table 2. The four most predictive features with critical feature values, most relevant
pitch zones, and aggregated prediction capability, separately listed for both teams.

experimentation, we find that a grid size of four by four meters satisfies this crite-
rion in most cases. Thus, each grid has a frequency of Ngrid = 132 ± 66 turnovers
on average. We further enhance the quality of the heatmaps and reduce the influ-
ence of grid outliers, by application of Gaussian smoothing [9] with a smoothing
factor of s = 2. This smoothing helps to create more visually interpretable and
robust heatmaps.

4 Results and Discussion

4.1 Prediction Capability of Features


In the assessment, various features were evaluated to determine their predictive
power for xCounter (with quantiles from 15% to 90% and 5% step width). The
most influential features are summarized in Table 2, and a comprehensive list of
ranked features can be found in the Appendix.
For the ball-losing team, the analysis revealed that compactness is the most
prolific metric for xCounter. Specifically, a vertical compactness of less than 10 m
for players around the ball significantly reduces the danger of a counterattack.
44 H. Biermann et al.

Table 3. Evaluation results of baselines and XGBoost with varying top Ntop features
being used. Results are presented in terms of mean absolute error (MAE), mean squared
error (MSE), mean squared logarithmic error (MLE), and R2 . The superscripts for
XGBoost describe different hyperparameter configurations, listed in the Appendix.

Model Ntop MAE MSE MLE R2 Model Ntop MAE MSE MLE R2
A
Location BL - .129 .186 .020 .448 XGBoost 1 .133 .185 .020 .463
Feat.- & Loc. BL 1 .138 .196 .022 .379 XGBoostB 1 .122 .186 .020 .454
5 .133 .199 .023 .373 XGBoostC 6 .101 .204 .025 .249
10 .131 .201 .024 .362 XGBoostD 9 .133 .184 .020 .391
30 .128 .207 .025 .327

Moreover, maintaining a team-wide compactness below 12 m also shows benefi-


cial effects. When the ball is lost at the sidelines, in addition to compactness, it
is important for players behind the ball to maintain a distance of 20 m. Addition-
ally, for ball losses in the opposing third, it is advantageous for the ball-losing
team to have no more than three players positioned in front of the ball. These
findings align with the tactical notion of counterpressing, where a compact team
unit aims to quickly regain possession after losing the ball [2]. The indication
that no more than three should participate in the attack in front of the ball
provides further strategic guidance.
On the other hand, for the ball-winning team, a large horizontal compactness
emerged as a crucial factor. Having a horizontal compactness above 15 m for all
players and 14 m for players around the ball increases xCounter for ball wins in
the center. In the team’s own third, a compactness in front of the ball of 17 m
or more, combined with having at least three players without opponents within
a five-meter radius, positively affects xCounter. These findings suggest that, in
addition to their defensive responsibilities, players in the defending team should
also focus on anticipating ball wins and positioning themselves horizontally as
open passing options if their team gains possession.

4.2 Predictive Models for Expected Counter


After training regression models using the top predictive features, as described
in Sect. 3.5, the evaluation results are presented in Table 3.
The results indicate that the influence of introducing features to predic-
tive models is ambiguous and depends on the specific evaluation metric. In the
feature-based baseline, incorporating more features leads to a reduction in MAE,
yet, to an inferior performance in R2 , MLE, and MSE. In contrast, different con-
figurations of XGBoost are able to outperform the baselines in each individual
metric. However, no single model can perform superior in all evaluation metrics.
This could also be due to the non-linear influence of the features on xCounter.
The best-performing XGBoost models use a relatively small amount of features
(the best R2 score is achieved using a single feature). This indicates that the
models struggle to effectively incorporate the additional information provided
Quantification of Turnover Danger with xCounter 45

by the features beyond the already strong predictive capability of the location.
Thus, a more refined algorithm is needed to effectively leverage the predictive
potential of the features in conjunction with the location data.

5 Related Work
Various studies in literature have dealt with the subject of counterattacks. Bauer
and Anzer [2] have used XGBoost to classify defensive team behavior after a
turnover into passive and aggressive ball regain attempts. They found that coun-
terpressing (aggressive) attempts are more effective at the sidelines and demon-
strated that successful teams generate more shots when counterpressing. Raudo-
nius et al. [16] isolated players contribution to a counterattack using four types
of performance indicators and identified outstanding performers. Sahasrabudhe
and Bekkers [18] developed a graph neural network that predicts the outcome
of individual frames during a counterattack. They found that player speed, ball-,
and goal angles are most predictive for the success of a counterattack.
This work, to the best of our knowledge, is first to predict counterattack
danger at the moment of the turnover. It complements existing literature and can
be combined with other approaches, e.g. to find the best counterpressing strategy
in high xCounter situations [2] or to analyze systematic over/underperformance
at different stages of the counterattack [16,18].

6 Application

To demonstrate the practical applicability of our approach, we applied xCounter


to analyze an additional match from another European league of the 22/23
season, separate from our original dataset. Therefore, we leveraged the location-
based baseline, given its high capability in the previous experiment. We evaluated
the execution of counterattacks by comparing the actual forward progress of
the ball-winning team to the xCounter value. This allowed us to assess the
effectiveness of teams after a ball win, relative to the league average observed in
our dataset, and identify instances of over/under-performance during counters.
The results of this team-wide analysis are presented in Table 4.
For a more detailed analysis, we examined ball wins and losses for each player.
Thus, for each player, we aggregated the respective labels of ball wins/losses
to describe the created/allowed counter danger by that player (see Table 5).
Although we observed a strong bias based on playing positions, meaningful com-
parisons between similar positions and across teams were possible. Moreover, by
integrating our algorithm, we were able to provide a more meaningful extension
of the turnover +/- value. For example, we found that the RCM (Right Central
Midfielder) of the away team created the most danger despite having an even
number of ball wins and ball losses.
46 H. Biermann et al.

Table 4. Counter effectiveness of both teams in our example match. High values of
over-performance were expected, due to the high number of goals scored by both teams.

Team Score Turnovers xCounter Sum Real Counter Danger +/-


Home 5 252 53.55 62.88 +9.33
Away 5 252 60.60 71.57 +10.97

Table 5. Individual performance of players for ball wins and ball losses. First listed
are the starters of the home team, subsequently the starters of the away team.

Position Ball wins Ball losses Danger Created Danger Allowed Danger +/-
ST 31 36 10.56 6.22 4.34
LCM 31 18 9.51 6.64 2.86
RCM 23 21 7.13 4.73 2.39
LM 14 21 6.35 4.09 2.26
LCB 11 8 3.09 0.94 2.15
RCB 13 8 3.80 2.45 1.35
CAM 14 16 2.32 2.67 −0.35
RB 19 14 4.94 7.34 −2.40
LB 21 31 4.44 9.60 −5.16
RM 17 35 4.18 9.77 −5.59
GK 28 16 0.12 10.72 −10.6
RCM 32 32 12.08 4.29 7.79
LB 31 22 9.84 5.43 4.41
LCM 21 22 8.47 4.42 4.05
ST 17 40 6.84 3.81 3.04
RM 18 26 6.78 4.15 2.63
CAM 18 19 7.80 6.62 1.18
LM 14 15 4.97 4.16 0.81
RB 34 26 8.59 8.11 0.48
LCB 22 17 4.18 6.99 −2.82
GK 25 10 0.59 4.43 −3.85
RCB 14 16 0.91 7.11 −6.20

7 Limitations and Conclusion


We have presented a feature-based analysis and model for the problem of
xCounter, significantly refining our previous work [5]. Our results show that
players in possession should attack as a compact unit to minimize the risk of
conceding an opposing counterattack. On the other hand, players out of posses-
sion can already prepare for an own counterattack by positioning as potential
pass options in case of a future ball win.
Our predictive model’s results demonstrated the importance of hyperparam-
eter configuration, where we experience that a low number of features already
provided good results. Admittedly, the small gap to the location-based base-
line results indicates that more experiments are required before a robust model
Quantification of Turnover Danger with xCounter 47

can be obtained. Lastly, our approach is subject to a set of design choices that
need to be carefully inspected. Overall, we see large potential in combining and
evaluating xCounter in the light of existing sport-specific concepts.

A Appendix
For the predictive XGBoost models, a range of different hyperparameters were
examined. Therefore, training was done on the training set (70% of turnovers)
and the performance of different hyperparameter configurations was compared
on the test set (30% of turnovers). Due to the fact, that the focus of work does
not lie on generating an automatic model, we avoid using a more sophisticated
approach, e.g., using cross-validation or a separate validation set. A list of the
evaluated hyperparameters is provided in Table 6. Admittedly, our search space
is limited, yet we plan to expand it in future. An explanation of the different
hyperparameter configurations of the best XGBoost models, encrypted as super-
scripts in Table 3, is given in Table 7.
Detailed lists of the best ranked features for both teams are presented in
Tables 8 and 9.

Table 6. Hyperparameter search space used for optimizing the XGBoost models.
The choice of search space was inspired by the optimal results documented by Bauer
and Anzer [2] as experimentation with significantly different parameters did not offer
promising results.

Hyperparameter Description Search Space


Ntop Number of features passed to the [1, . . . , 49]
model
Loss Function to compute the gradient in { squared error,
model optimization absolute error, huber }
Learning Rate Step size per update of model {.01, .05, 0.1, 0.5}
parameters
Max depth Maximum depth of the decision tree {5, 7, 10}

Table 7. Hyperparameter configurations of the superior XGBoost models (refer to


Table 3 for evaluation results)

Ntop Loss Learning Rate Max depth


A 1 squared error 0.01 5
B 1 huber 0.01 5
C 6 absolute error 0.05 5
D 9 squared error 0.01 5
48 H. Biermann et al.

Table 8. Most predictive features for the ball-winning team. The Lastplayer subgroup
was added to the feature set after inspection of the initial results.
Quantification of Turnover Danger with xCounter 49

Table 9. Most predictive features for the ball-losing team. The Lastplayer subgroup
was added to the feature set after inspection of the initial results.
50 H. Biermann et al.

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Pass Receiver and Outcome Prediction
in Soccer Using Temporal Graph
Networks

Pegah Rahimian1(B) , Hyunsung Kim2 , Marc Schmid3 , and Laszlo Toka1,4


1
Budapest University of Technology and Economics, Budapest, Hungary
[email protected]
2
Seoul National University, Seoul, South Korea
3
Technische Universität München, Munich, Germany
4
ELKH-BME Cloud Applications Research Group, Budapest, Hungary

Abstract. This paper explores the application of the Temporal Graph


Network (TGN) model to predict the receiver and outcome of a pass
in soccer. We construct two TGN models that estimate receiver selec-
tion probabilities (RSP) and receiver prediction probabilities (RPP) to
predict the intended and actual receivers of a given pass attempt, respec-
tively. Then, based on these RSP and RPP, we compute the success prob-
ability (CPSP) of each passing option that the pass is successfully sent
to the intended receiver as well as the overall pass success probability
(OPSP) of a given situation. The proposed framework provides deeper
insights into the context around passes in soccer by quantifying the ten-
dency of passers’ choice of passing options, difficulties of the options, and
the overall difficulty of a given passing situation at once.

Keywords: Soccer Analytics · Multi-Agent Analysis · Temporal


Graph Network · Pass Receiver Prediction · Pass Outcome Prediction

1 Introduction
Passes are the most frequent event in soccer, so analyzing them is essential to
evaluate players’ performance or match situations [1,11]. Particularly, focusing
on individual passing options in a given passing situation enables domain partic-
ipants to characterize the general tendency of players’ decision-making or assess
their decisions. There are two main aspects of analyzing passing options: either
in terms of player (i.e., selecting a player to receive the pass) [1,11] or space (i.e.,
selecting a specific location on the pitch to send the ball to) [6,16,18].
In reality, it is difficult for players to pass the ball to a specific point on
purpose, so we focus on players rather than the space to concretize the passer’s
intention more intuitively. We employ Temporal Graph Network (TGN) [17]
to predict the intended and actual receivers in a given passing situation. By
leveraging the TGN’s ability to capture temporal dependencies, we estimate for
a given moment the receiver selection probability (RSP) that the passer intends
to send the ball to each of the teammates and the receiver prediction probability
(RPP) that each player becomes the actual receiver of the pass.
c The Author(s), under exclusive license to Springer Nature Switzerland AG 2024
U. Brefeld et al. (Eds.): MLSA 2023, CCIS 2035, pp. 52–63, 2024.
https://doi.org/10.1007/978-3-031-53833-9_5
Pass Receiver and Outcome Prediction 53

Based on these RSP and RPP, we compute the success probability (named
as CPSP in our paper) of each passing option that the pass is successfully sent
to the intended receiver as well as the overall pass success probability (OPSP)
of a given situation. Especially, we mathematically prove that dividing the RSP
of a teammate by the corresponding RPP is equal to the CPSP of the passing
option to the teammate. We analyze 358,790 passes from the 330 Belgian Pro
League matches to estimate their average success probabilities in 18 zones of the
pitch for both the start and end locations of the passes.
The proposed framework provides deeper insights into the context around
passes in soccer by quantifying the tendency of passers’ choice of passing options,
the difficulties of the options, and the overall difficulty of a given passing situation
at once. Another contribution is that this study suggests the potential of applying
the TGN model to team sports data for handling the interaction between players.
Also, we have made the source code available online for reproducibility1 .

2 Related Work
Several studies have tried to quantify the risk of a pass in a given passing sit-
uation. Spearman et al. [18] proposed a physics-based framework named Pitch
Control to estimate the probability of a pass being successful given that the pass
is sent to each location on the pitch. Power et al. [11] employed logistic regres-
sion to estimate the risk and reward of a pass based on handcrafted features.
Fernández et al. [6] performed a similar task to that of Pitch Control, but by
implementing a CNN-based deep learning architecture instead of physics-based
modeling. Anzer and Bauer [1] predicted the intended receiver leveraging the
approach of Pitch Control, and trained an XGBoost [5] model to estimate the
success probability of each passing option. Most recently, Robberechts et al. [16]
proposed a framework named un-xPass that measures a passer’s creativity.
Meanwhile, analyzing players’ movements in soccer is a cumbersome task
due to its spatiotemporal and permutation-invariant nature, so several methods
have been proposed to deal with this nature. Some studies [6,14–16] treated each
moment of the data as an image and apply a convolutional neural network (CNN)
to encode it, and others [10,12,13] sorted players by a rule-based ordering scheme
starting from the ball possessor. A better approach to model interaction between
players and the ball is to employ graph-based [3] or Transformer-based [19] neural
networks. To name a few, Anzer et al. [2] and Bauer et al. [4] constructed graph
neural networks (GNN) to detect overlapping patterns and to divide a match into
multiple phases of play, respectively. Kim et al. [8] deployed Set Transformers [9]
to predict the ball locations from player trajectories.

3 Decomposing the Pass Success Probability


In this section, we formulate a relationship between the selection and success
probabilities of each passing option in a given passing situation. Based on this
1
https://github.com/hsnlab/sports analitica.
54 P. Rahimian et al.

relationship, we calculate the success probability of each passing option as well


as the overall pass success probability in the situation.
Strictly speaking, a pass is said to be “successful” only if it is sent to the
intended receiver. However, since there is no direct way of knowing the intention
of each pass, many studies simply define that a pass is successful if one of the
passer’s teammates receives the pass. This definition involves an assumption that
for each successful pass, the actual receiver (who is a teammate of the passer)
is the expected receiver to whom the passer intended to send the ball. In other
words, for the random variables E and R indicating the expected and actual
receivers of the pass in a given state S = s, respectively, we assume
P (E = R|S = s, O = o+ ) = 1. (1)
where O = o+ denotes the event that the pass is successful. Starting from this
assumption, we can prove the following proposition.
Proposition 1. For each teammate i of the passer,
P (R = i|S = s) = P (E = i, R = i|S = s).
Proof. Since P (E = i, R = i|S = s) = P (R = i|S = s) · P (E = i|S = s, R = i),
it is enough to show that P (E = i|S = s, R = i) = 1 for every i ∈ T + where
T + is the set of the passer’s teammates: Suppose P (E = i|S = s, R = i) < 1 for
some i ∈ T + , then
P (E = R|S = s, O = o+ )

= P (E = i, R = i|S = s, O = o+ )
i∈T +

= P (E = i|S = s, O = o+ , R = i) · P (R = i|S = s, O = o+ )
i∈T +

= P (E = i|S = s, R = i) · P (R = i|S = s, O = o+ )
i∈T +

< P (R = i|S = s, O = o+ )
i∈T +
= 1 (by the definition of a successful pass).
This contradicts Eq. 1 and thus completes the proof. 

Based on Proposition 1, we can decompose the overall pass success probabil-
ity as follows:

P (O = o+ |S = s) = P (R = i|S = s) (2)
i∈T +

= P (E = i, R = i|S = s) (3)
i∈T +

= P (E = i|S = s) · P (R = i|S = s, E = i). (4)
i∈T +
Pass Receiver and Outcome Prediction 55

Four types of probabilities are related to the above equations:

– Overall pass success probability P (O = o+ |S = s) (OPSP) that a pass


in a given state s is successful.
– Receiver selection probability P (E = i|S = s) (RSP) that the passer at
s intends to send the ball to a teammate i.
– Receiver prediction probability P (R = i|S = s) (RPP) that i is the
actual receiver of the pass.
– Conditional pass success probability P (R = i|S = s, E = i) (CPSP)
given that i is the expected receiver of the pass being successfully sent to i.

In Sect. 4, we construct separate TGN architectures to estimate RSPs and RPPs,


respectively. Then, we can obtain the OPSP for a given state from Eq. 2, i.e.,
by adding up the RPPs for all the teammates of the passer. Moreover, from
Proposition 1, dividing the RPP of each teammate by the corresponding RSP
results in the CPSP indicating the success probability of the hypothetical pass
from the passer to the teammate, i.e.,

P (E = i, R = i|S = s) P (R = i|S = s)
P (R = i|S = s, E = i) = = . (5)
P (E = i|S = s) P (E = i|S = s)

4 Constructing Temporal Graph Networks

In this section, we explain the tasks of estimating RSPs and RPPs introduced
in Sect. 3 using separate TGN models. The common goal of our RSP and RPP
models is to find the most likely receiver (either expected or actual) in a given
passing situation. What differentiates them is that the candidate receivers of the
former are the teammates (10 in general) of the passer and those of the latter
are all the players (21 in general) other than the passer. In Sect. 4.1 and 4.2,
we elaborate on the common fundamentals of our TGN models. In Sect. 4.3, we
describe how to train the TGN for each type of probability.

4.1 Model Definition

The TGN model for each task takes a sequence of time-stamped events that
occurred during each “possession” in soccer matches and produces the proba-
bility of the pass being received by each of the players (or the teammates) on
the pitch in a given game state. Here a possession is defined as a time interval
that a team continues to touch the ball except for fewer than three consecutive
actions by the opponents. Namely, we assume that a possession ends when the
next three actions are performed by the opposite team.
First, we make a graph with nodes corresponding to players, and interac-
tions (i.e., temporal edges) indicating pass attempts between players. We label
an interaction as a successful pass if it connects the two nodes of the same team,
and an unsuccessful pass otherwise. Also, we extract temporal features for each
of the nodes and edges on top of event and tracking data collected from the given
56 P. Rahimian et al.

match. More specifically, node features include a player’s (x, y) location, veloc-
ity, distance, and angle from the ball carrier, and a flag indicating whether the
player is the ball carrier for each time-step. Meanwhile, edge features include
the distance and relationship (i.e., teammates or opponents) between the two
interacting nodes.
Then, we model a TGN as a sequence of events G = {x(t1 ), x(t2 ), ...} at
times 0 ≤ t1 ≤ t2 ≤ · · · , where x(t) is either (1) a node-wise event vi (t) of a
player i such as the change of his location or (2) an interaction event eij (t)
represented by a temporal edge between two nodes i and j such as a pass or a
change in the distance between the two players.

4.2 TGN Architecture

In this section, we elaborate on the building blocks of the proposed TGN. It


consists of an encoder-decoder pair, where an encoder is a function that maps
players’ interactions to node embeddings and a decoder takes the node embed-
dings as input and performs link prediction of the future time-steps. Figure 1
depicts the architecture of our network, which consists of the following modules:

– Memory: A memory of the model {si (t)}i∈P at time t is a representation


of the node’s history that the model has seen until t. It consists of a state
vector si (t) for each player i ∈ P with the set P of all the players in the
game at t, which is updated after an event x(t). (Note that x(t) can be either
node-wise or interactive.) When a substitute is sent onto the pitch and a new
node is created, the network initializes a zero vector for it, and then updates
the memory after each event the player is involved in.
– Message Function: For each event x(t) involving player i, the model com-
putes a message mi (t) to update i’s memory. When a node-wise event vi (t)
happens, a single message for i is computed as:

mi (t) = msgn (si (t− ), t, vi (t)).

Likewise, an interaction event eij (t) induces the computation of messages for
the passer i and the receiver j as follows:

mi (t) = msgs (si (t− ), sj (t− ), Δt, eij (t))


mj (t) = msgd (sj (t− ), si (t− ), Δt, eij (t))

where si (t− ) is the memory of i at the time of the last event before t in which
the player is involved and msgn , msgs , msgd are learnable message functions.
– Message Aggregator: Since each player i can be involved in multiple events
until time t, we aggregate all the memories mi (t1 ), . . . , mi (tb ) of i generated
before t by averaging them, i.e.,

m̄i (t) = mean(mi (t1 ), . . . , mi (tb )).


Pass Receiver and Outcome Prediction 57

– Memory Updater: For each event x(t), a learnable memory update function
updates the memory si of each player i involved in the event:

si (t) = mem(m̄i (t), si (t− )).

In this work, we employ the structure of Long Short-Term Memory


(LSTM) [7] for this memory update function.
– Embedding: Even if si is not updated at time t because the player i is not
involved in the event x(t), the context around i can change by interactions
of other players. To reflect this, we also deploy the embedding module to
generate the temporal embedding zi (t) of i at any time t by

zi (t) = emb(i, t) = h(si (t), sj (t), eij , vi (t), vj (t))
j∈P−i

where P−i is the set of all 21 players other than i and h is Temporal Graph
Attention (TGA) proposed in Rossi et al. [17].
– Link Prediction: To predict the most likely receiver (either expected or
actual) of a pass attempt, we put the temporal embeddings zi (t) into a fully
connected layer that outputs link values between nodes. After applying soft-
max to these values, we obtain a set of probabilities that add up to 1 and mean
which candidate would be the receiver of the pass. Note that any passer does
not intend to send the ball to an opponent, so we restrain the candidates to
the passer’s teammates for the RSP model. Meanwhile, all the players includ-
ing opponents are the candidates for the RPP model. See Fig. 2 depicting the
resulting probabilities in a passing moment as an example.

Fig. 1. TGN architecture for outcome prediction.

4.3 Training RSP and RPP Models


We train separate TGN models for estimating RSPs and RPPs, respectively.
Both models take features for all the players in the state s. On the other hand,
we impose different restrictions on model outputs as described in Sect. 4.2: While
58 P. Rahimian et al.

(a) Receiver selection probabilities (b) Receiver prediction probabilities

Fig. 2. Visualizations of RSP and RPP for an example match situation. Every passing
option from the ball carrier to a player with a probability larger than 0.01 is expressed
as an arrow whose width indicates the probability value.

Fig. 3. Combined visualization of RSP and CPSP for the same match situation as
Fig. 2. The width of an arrow indicates the selection probability (RSP) of the corre-
sponding passing option (same as Fig. 2a) and the color of it stands for the success
probability (CPSP) of such option.

only a teammate can be a candidate receiver for the RSP model, all the players
including teammates and opponents are candidates for the RPP model.
E
For the RSP model, we aim to estimate ŷs,i = P (E = i|S = s) for each of
the passer’s teammates i, the probability that the passer intends to send the
ball to i in a given state s. While we cannot know the expected receiver of an
unsuccessful pass, we have assumed that for a successful pass, the actual receiver
is the expected receiver in Sect. 3. Hence, we take successful passes D+ in the
training dataset and use the actual receivers of them as the true labels indicating
Pass Receiver and Outcome Prediction 59

the expected receivers for training. Namely, the model is trained by minimizing
the cross-entropy loss
1   E
LE = + E
ys,i log ŷs,i
|D | + +
s∈D i∈T

E E E
between the output ŷs,i and the true label ys,i . Here ys,i = 1 if i receives the
E
pass, and ys,i = 0 otherwise.
R
For the RPP model, we want to estimate ŷs,i = P (R = i|S = s) for each of
the players i (either a teammate or an opponent), the probability that i actually
receives the pass. Other than the RSP model, we do know the true receiver for
every pass (either successful or failure) in the dataset. Thus, we train the model
with the entire training dataset D by minimizing the cross-entropy loss
1  
LR = R
ys,i R
log ŷs,i
|D|
s∈D i∈T ∪T
+ −

R R
where ys,i = 1 if i receives the pass, and ys,i = 0 otherwise.
While the two models are trained on different datasets, they can be applied
E
to any passing situation regardless of its outcome. They produce ŷs,i for each
R
teammate i and ŷs,j for each player j (either a teammate or an opponent) for
the situation. Then, as mentioned in Sect. 3, we can compute the OPSP from
Eq. 2 and the CPSP per teammate from Eq. 5, i.e.,
 
R
P (O = o+ |S = s) = P (R = i|S = s) = ŷs,i (6)
i∈T + i∈T +
R
P (R = i|S = s) ŷs,i
P (R = i|S = s, E = i) = = E . (7)
P (E = i|S = s) ŷs,i
For example, the OPSP of Fig. 2 can be obtained by summing the widths of red
arrows in Fig. 2b. Also, the CPSP per the passer’s teammate is calculated by
dividing the width of the corresponding arrow in Fig. 2b by that of its counterpart
in Fig. 2a. The results are illustrated as the arrows’ colors in Fig. 3.

5 Experiments
5.1 Dataset
The dataset consists of high-resolution spatiotemporal tracking and event data
covering all 330 games of the 2020–21 season of Belgian Pro League collected
by Stats Perform. The tracking data include the (x, y) coordinates of all 22
players and the ball on the pitch for 25 observations per second. The event
data includes on-ball action types such as passes, shots, dribbles, etc. annotated
with additional features such as period ID, the ball carrier’s ID, start and end
locations of the ball. We then merged tracking data with event data. Each record
of our merged dataset includes all players and the ball coordinates with their
corresponding features for each snapshot, i.e., every 0.04 s.
60 P. Rahimian et al.

Table 1. Feature sets of different models.

Model Selected features


XGBoost trained Normalized start and end locations of the passes, pass
with event data length, pass angle, pass direction, a flag indicating whether
the pass goes inside the penalty box, angle and distance to
goal, pass type
XGBoost trained Velocity of the passer, velocities of the nearest defenders
with event and toward the passer and the receiver, Distances from the
tracking data passer and receiver to their respective nearest defenders,
the nearest defenders’ angles to the passing line, time from
regaining possession
TGN (trained with (1) Node features: player’s location, velocity, distance and
event and tracking angle from the ball carrier, and a flag indicating whether
data) the player is the ball carrier for each time-step. (2) Edge
Features: distance and relationship (i.e., teammates or
opponents) between the two interacting nodes

Table 2. Model performance on the test dataset.

Model F1 score AUC Log loss


Naive – 0.50 0.45
XGBoost (event only) 0.81 0.79 0.38
XGBoost (event + tracking) 0.86 0.82 0.29
TGN 0.95 0.92 0.18

5.2 Evaluating Model Performance

We aim to evaluate the performance of our framework for estimating CPSPs.


To this end, we trained our TGN models with 358,790 passes from the 330
Belgian Pro League matches. The data was split by using 80% of games for model
training, 10% for validation, and 10% for test according to the chronological order
of the matches in the league. Also, we implemented three other baseline models
to estimate the success probability of a hypothetical pass for comparison. First,
we implemented a naive model that assigns a fixed success probability of 84.5%
(the average success rate in our dataset) to every pass. Second, we trained a
binary classifier with XGBoost [5] using only the features that can be derived
from event data (i.e., the first row in Table 1). Lastly, we trained XGBoost with
hand-crafted features derived from event and tracking data [11] to showcase the
necessity of positional data in prediction (i.e., the second row in Table 1). As a
consequence, Table 2 demonstrate that our TGN model outperforms the other
baselines, achieving 0.95 in F1 score and 0.92 in Area Under the Curve (AUC).
Pass Receiver and Outcome Prediction 61

5.3 Pass Difficulty in Different Areas of the Pitch


To show that the resulting success probabilities agree with our intuition, we
compared the CPSPs in different areas of the pitch. Specifically, we split the
pitch into 18 zones as in Fig. 4 and calculated the average CPSP for the passes
starting from each zone. Also, we performed the same aggregation using the end
locations of passes. The resulting average probabilities of each zone signify how
it is challenging that a player in the area makes a successful pass (aggregation
by starting zone) or that a player successfully sends to the ball to that area
(aggregation by ending zone). Namely, the lower the average values of the zone,
the more difficult to make a successful pass from or to the area.
Figures 4a and 4b depict the average CPSP for all passes in different areas of
the pitch. The cooler colors of a pitch zone show lower average values indicating
more difficulty. Both figures demonstrate that it is more difficult to make a
pass in or towards the attacking area (i.e., zones in the central channel and the
final third). Particularly, partitioning by the destination of a pass exhibits more
deviation of probabilities than that by the origin. These observations accord with
our general intuition that it is generally more challenging to succeed in passing
in the scoring zone, and even harder to successfully send the ball to the zone.

(a) Partitioning by starting location (b) Partitioning by ending location

Fig. 4. Average CPSPs in different areas of the pitch.

6 Conclusion
In this study, we propose the application of a Temporal Graph Network (TGN)
to pass receiver and outcome prediction in soccer. By leveraging the TGN’s
predictive capabilities, our framework can analyze a given passing situation with
segmentalized components. Specifically, it quantifies the tendency of passers’
choice of passing options, the difficulties of the options, and the overall difficulty
of a given passing situation at once. A direction for future work is to assess the
offensive and defensive performance of players leveraging our metrics.
62 P. Rahimian et al.

Acknowledgment. Project no. 2021-1.2.4-TÉT-2021-00053 has been implemented


with the support provided by the Ministry of Culture and Innovation of Hungary from
the National Research, Development and Innovation Fund, financed under the 2021-
1.2.4-TÉT funding scheme.

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Field Depth Matters: Comparing
the Valuation of Passes in Football

Leo Martins de Sá-Freire(B) and Pedro O. S. Vaz-de-Melo

Universidade Federal de Minas Gerais, Belo Horizonte, MG, Brazil


[email protected], [email protected]

Abstract. This study delves into the influence of missing spatial context
information on the valuation of football actions through event data based
metrics. Using actions from an entire Premier League season, we analyze
successful passes originating from different field depths, considering the
subsequent occurrence of goals. By comparing the value assignments by
Valuing Actions by Estimating Probabilities (VAEP), we provide insights
into the metric’s ability to recognize the quality of passes in the early
stages of attacks.

Keywords: Sports analytics · Event data · Machine Learning

1 Introduction

Valuation metrics have emerged in the field of football analytics as a way to


quantify the impact of each action in a match [1]. With high performance and a
wide range of useful employments, they have generated academic developments
and industrial applications over the past years [3,7–12]. Among the state-of-
the-art metrics, VAEP (Valuing Actions by Estimating Probabilities) [1] and
xT (Expected Threat) [4]) stand out, and they have already been compared in
previous research [2].
VAEP is particularly notable for its sensitivity to the specificities of each
action [2]. By analyzing event data, it assigns values to actions by estimating
goal probabilities at each moment of the game. This approach allows for valuing
every move in the game based on the probability variation it generates.
However, event data does not contain the location of all players on the field
for every stored event. Only the protagonist player of each action has their coor-
dinates recorded. Consequently, this representation suffers from a significant loss
of spatial context information, which inevitably limits the effectiveness of metrics
utilizing it. One notable limitation is the neglect of positional advantage, which
refers to the advantage resulting from the relation between players’ positions
from both teams.

This study was financed in part by the Coordenação de Aperfeiçoamento de Pessoal


de Nı́vel Superior - Brasil (CAPES) - Finance Code 001.
c The Author(s), under exclusive license to Springer Nature Switzerland AG 2024
U. Brefeld et al. (Eds.): MLSA 2023, CCIS 2035, pp. 64–73, 2024.
https://doi.org/10.1007/978-3-031-53833-9_6
Field Depth Matters: Comparing the Valuation of Passes in Football 65

Positional advantage is among the key aspects of modern football [5,6]. In


a game where the offensive process is increasingly integrated, it is possible to
observe that many goals and dangerous plays are a consequence of coordinated
movements that put the attacking team in equal or numerical superiority sit-
uations on the field. Many of these movements start far from the opponent’s
penalty area, with passes resulting from good readings by defenders, full-backs,
and midfielders initiating an attack.
The advantage generated by this kind of pass seems to be mainly positional.
Therefore, we raise the following question: Considering that VAEP is based on
event data, can it recognize contributive passes in the early stages of an attack?
Throughout this work, we will gather evidence to answer this question.
The proposed analysis consists of implementing a framework of VAEP applied
to an entire season of the Premier League. From this, we will group successful
passes that occurred throughout the championship according to the depth of the
field from which they originated and the occurrence or non-occurrence of goals
in the near future. Subsequently, we will compare the value assignment by VAEP
in the different groups.

2 Methodology
This section presents an overview of the methodology utilized in the study, high-
lighting the fundamental approaches. Initially, the description of football event
data will be provided. Following that, we will introduce the VAEP framework,
which utilizes a machine learning algorithm to establish the probabilities of scor-
ing or conceding a goal in each gamestate. Next, the process of assigning a value
to each action will be explained. Finally, we will elucidate the grouping of exam-
ined passes and list the conducted analyses and tests.

2.1 Event Data


In football, event data refers to a data representation that captures the sequence
of on-ball actions throughout a match. In this work we used the SPADL [1]
format and the stored attributes of each event are described in Table 1. Although
this data type includes a complete overview on each action on the ball, event
stream data lacks spatial context information once it ignores the other players’
positions during each action.1

2.2 VAEP
Event data allows us to represent a football match as a finite sequence of actions
(a1 , a2 , ..., an ), where n ∈ N. The VAEP framework is based on gamestates con-
sisted of three consecutive actions. A gamestate Si is defined as (ai−2 , ai−1 , ai ).
1
An alternative data representation is tracking data, which constantly captures all
players and ball coordinates. Although it details players positioning, it is more
expansive, more challenging to acquire, and requires a significantly larger volume
of instances to represent full matches.
66 L. M. de Sá-Freire and P. O. S. Vaz-de-Melo

Table 1. SPADL Attribute Descriptions

Attribute Description
StartTime The action’s start time
EndTime The action’s end time
StartLoc The (x, y) location where the action started
EndLoc The (x, y) location where the action ended
Player The player who performed the action
Team The player’s team
ActionType The type of the action
BodyPart The player’s body part used for the action
Result The result of the action

Then, each gamestate Si is associated with the probabilities of the team t in pos-
session of the ball scoring (Pscores (Si , t)) or conceding (Pconcedes (Si , t)) a goal
within the subsequent ten actions. These probabilities are separately estimated
through a learning algorithm that utilizes features derived from the SPADL
attributes of the 3 gamestate actions, as detailed in [1]. A binary label is used to
indicate whether a goal occurs or not shortly after the action sequence. Finally,
a value is assigned to each action ai , denoted as V (ai ). The calculation is per-
formed as follows:

ΔPscores (Si , t) = Pscores (Si , t) − Pscores (Si−1 , t)

ΔPconcedes (Si , t) = Pconcedes (Si , t) − Pconcedes (Si−1 , t)


V (ai ) = ΔPscores (Si , t) − ΔPconcedes (Si , t)
From now on, we will refer to ΔPscores (Si , t) as the offensive value of action
ai .
For our implementation, we utilized a free event data sample provided by
Wyscout, containing the five main European leagues in the 2017/18 season. We
used the matches from La Liga, Ligue 1, Serie A, and Bundesliga for training
the models and defined the matches from Premier League as the test dataset.
Considering the results reported in [13], XGBoost was the chosen learning algo-
rithm, with default hyperparameters except for those indicated in Table 2. The
models performances were measured using the Normalized Brier Score (NBS)
and the obtained values are displayed in Table 3. The Brier Score is defined as
the mean squared error between the predicted probabilities and the correspond-
ing binary outcomes. The normalization step involves dividing the Brier Score
by the baseline Brier Score, where the predicted probabilities are equal to the
observed frequency of the event in the dataset. A lower NBS indicates better
calibration and higher reliability, signifying that the probabilities align well with
the actual outcomes.
Field Depth Matters: Comparing the Valuation of Passes in Football 67

Table 2. Models Hyperparameters

Model Algorithm Objective Learning Rate Max Depth Number of


Estimators
Scores XGBoost Binary: Logistic 0.1 9 100
Concedes XGBoost Binary: Logistic 0.1 9 100

Table 3. Models Performance

Dataset Size Model NBS


Train 1454120 Scores 0.814
Train 1454120 Concedes 0.876
Test 482901 Scores 0.847
Test 482901 Concedes 0.969

2.3 Groups and Tests


With the set of actions from the entire Premier League 17/18 season prop-
erly valuated by the metric, it is possible to conduct the desired investigation.
Initially, we separated a dataset including all successful passes throughout the
championship. From this dataset, we extracted four groups, 1-G, 1-NG, 3-G,
and 3-NG, according to pass origin and the occurrence of goals by the team in
possession in the subsequent ten actions. The criteria and the size of each group
are presented in Table 4. We used the traditional division of the pitch into thirds,
consisting of the defensive third (1st), the midfield third, and the attacking third
(3rd), selecting only passes from the initial and the final thirds. The occurrence
of goals is represented by the binary label of the scores model.

Table 4. Groups of successful passes.

Group Pass origin Label Size


1-G 1st third True 572 passes
1-NG 1st third False 76036 passes
3-G 3rd third True 1606 passes
3-NG 3rd third False 56395 passes

We proceeded by first examining the Cumulative Distribution Functions


(CDFs) of the offensive values in the groups of passes, comparing groups 1-G ×
1-NG and 3-G × 3-NG. Additionally, we conducted Kolmogorov-Smirnov tests
to analyze the differences between the groups. Next, we compared the CDFs of
groups 1-G and 3-NG to gain insights into their offensive value distributions.
Lastly, we closely examined a selection of high-valued passes through plots.
68 L. M. de Sá-Freire and P. O. S. Vaz-de-Melo

3 Results
With only event data attributes, it is not easy to accurately determine which
passes in the first third of the field actually significantly increased the real prob-
ability of a subsequent goal. Still, it is reasonable to assume that there is a higher
concentration of such passes among those that actually resulted in a goal.
This justifies why Group 1-G, which contains initial passes that resulted in
a goal in the near future, will be the focus of our analysis. It is not possible to
affirm that all the passes in this group actually made a significant contribution
to the subsequent goal, but certainly, some of them were decisive.
To understand if the VAEP valuation based on event data can identify them,
we will divide this section into three subsections. The first subsection will com-
pare the offensive valuation differences of passes within the same third of the
field. In the subsequent subsection, we will compare groups 1-G and 3-NG. Lastly,
the final subsection will showcase specific pass examples and highlight notable
cases.

3.1 Comparing Same Third Groups

We conducted the mentioned comparisons by analyzing the groups’ Cumula-


tive Distribution Functions (CDFs) of the offensive value distribution, as shown
in Fig. 1. Additionally, we performed two Kolmogorov-Smirnov tests. The KS
Statistic for groups 1-G and 1-NG is 0.10582 while the same calculation between
3-G and 3-NG is 0.23937.

Fig. 1. Comparison of Cumulative Distribution Functions (CDFs) for groups 1-G and
1-NG (left), 3-G and 3-NG (right). The larger discrepancy between 3-G and 3-NG
CDFs compared to 1-G and 1-NG CDFs indicates that the metric better differentiates
passes that result in goals in the final third than in the first third.
Field Depth Matters: Comparing the Valuation of Passes in Football 69

These results show that there is a significant difference between the two
comparisons. The performed test and the visualizations indicate that, although
both comparisons point out differences between the groups, the discrepancy of
values between 3-G and 3-NG is significantly larger than between 1-G and 1-NG.
This indicates that the metric can better differentiate passes that result in goals
in the final third than in the first third.
This result can be interpreted in different ways. One possible interpretation is
that the factors that led to the subsequent goals in group 1-G occurred after the
passes themselves. Thus, the variation in the label between groups 1-G and 1-NG
is more associated with chance than with the differences between the passes in
each group, which results in a similar valuation by VAEP in both groups. On the
other hand, it is in the final third where the goal condition is really generated.
Therefore, the metric appropriately differentiates good passes in the final third,
which are abundant in group 3-G and receive better overall ratings than group
3-NG.
However, this interpretation does not align with what we can observe in con-
temporary football. In recent years, defenders have been increasingly involved
in the offensive phase of the game, starting from their own field, breaking lines,
finding long balls, and structuring counter-attacks. This is a cornerstone of vari-
ous prominent tactical approaches today. Therefore, we believe in an alternative
interpretation of the results.
The advantage generated by good passes in the early stages of the field is
predominantly positional. Whether it is a pressure release, a first-line break, or
a good long pass, the gain for the executing team lies in the relation between
players’ positions and the ball rather than in the attributes stored in event data.
Conversely, in the final third of the field, the features involved in the model
can more easily capture dangerous passes. Although positional relations are still
relevant, there is also substantial importance on elements such as proximity to
the goal and the speed of the sequence of plays. Because of this, VAEP can make
a better distinction in the final third.
This second perspective on the results seems more plausible, but analyzing
just one season is not sufficient to claim that the metric indeed underestimates
good passes in the first third of the field. There is a significant difference in the
number of passes in each group, which makes it challenging to employ certain
approaches in this comparison. Nonetheless, even though they are not conclusive,
the presented results serve as evidence to believe that underestimation does
occur.

3.2 Comparing 1-G and 3-NG


Another comparison we conducted was between the CDFs of the offensive value
distribution of passes from groups 1-G and 3-NG. The graph with both functions
is displayed in Fig. 2. Clearly, the two groups contain actions that occurred in
very different contexts. Still, this comparison provides us with some interesting
insights. Examining the curves, we can observe a higher frequency of low values,
particularly negative values, in group 3-NG. This aligns with expectations since,
70 L. M. de Sá-Freire and P. O. S. Vaz-de-Melo

Fig. 2. Comparing CDFs of groups 1-G and 3-NG. Group 3-NG shows more frequent
high values than group 1-G. This observation is intriguing since all passes in group 1-G
resulted in goals, while none of the passes in group 3-NG did.

in the final third of the field, the probabilities of scoring are higher and, therefore,
can be decreased by some passes. Though, when we look at the other end of the
graph, we can see that the frequency of higher values is also greater in group
3-NG. This observation is intriguing since all passes in group 1-G resulted in
goals, while none of the passes in group 3-NG did.
Once again, this analysis cannot be taken as conclusive. In addition to the
inherent contextual difference between these two groups, there is a significant
disparity in the number of passes in each. Even so, it is a surprising fact that
corroborates the proposed investigation.

3.3 Notable Cases

To analyze some examples more closely, we selected the top 10 passes from
group 1-G with the highest offensive values assigned by VAEP. These passes are
represented in Fig. 3, where the bottom part of each plot represents the defending
goal, and the top part represents the attacking goal.
The most prominent characteristic in this set is the depth of the passes.
Except for the first one, all of them are long balls that cover a significant portion
of the field. This observation aligns with expectations because ball advance is
a feature that event data can represent and is intuitively correlated with the
occurrence of a subsequent goal. At first glance, it is plausible that these passes
were influential in creating the resulting goal.
Still, when we look at group 3-NG, we observe that 434 passes are better
valuated than the one occupying the first position in group 1-G. In Fig. 4, we
can see a random sample of 10 of these 434 passes.
Field Depth Matters: Comparing the Valuation of Passes in Football 71

Fig. 3. Top 10 valued passes in group 1-G. There is a prominent characteristic of depth,
with all but the first pass being long balls covering a substantial portion of the field.

Fig. 4. Random sample of the top 434 valued passes in group 3-NG. In general the
passes are short and there is a slight trend of progressiveness.

We can observe a notable trend in these passes: they are generally progressive,
aiming for areas of the field closer to the opponent’s goal, despite being shorter
than the selected passes from group 1-G. While none resulted in a goal, they
give the initial impression of increasing the likelihood of scoring. However, it is
72 L. M. de Sá-Freire and P. O. S. Vaz-de-Melo

astonishing to find such a significant absolute number of passes that supposedly


enhanced the goal probability more than any pass from the first third that
actually resulted in a goal.

4 Conclusion and Future Work


After presenting the results, this section concludes the work by presenting con-
clusions and directions for future work.

4.1 Conclusion
Event data has considerable advantages, such as more accessible collection,
greater availability, and lower memory demand. Despite its inherent limitations,
efficient models based on this structure have already been shown to be feasible
and are of great scientific and practical importance. This reinforces the need to
explore characteristics, identify flaws, and try to improve upon them.
Throughout the scope of this work, we conducted an analysis aiming to under-
stand if VAEP, with its original features, can distinguish good passes in the initial
third of the field. Although the scope and depth of the study do not allow for a
categorical conclusion, some relevant evidence has emerged.
Initially, it was possible to observe a significant discrepancy in the offensive
valuation of passes in the final third of the field when comparing actions with
positive and negative labels. The same was not observed in the initial third,
where the value distributions are more similar. Additionally, we observed that,
in general, there are more well-valuated passes among the negative-labeled passes
in the final third (group 3-NG) than among the positive-labeled passes in the
initial third (group 1-G). Finally, we presented some passes from these two groups
on the field and found that the best-valuated pass by the metric in group 1-G
has a lower score than 434 passes from group 3-NG.
These three stages of analysis support the hypothesis that the event-based
VAEP is limited in distinguishing good passes in the initial third of the field. As
mentioned before, this limitation may be due to the spatial context limitation
of the data format, which has a greater impact on initial passes than on final
passes. Thus, this study encourages further investigation in this direction.

4.2 Future Work


The evidence raised points to directions for future work. One possibility is to
repeat the analysis on different datasets to ensure that what was observed in this
Premier League season is not an exception. Additionally, making slight variations
in the VAEP model, such as changing the outcome window of an action to
determine labels, could be interesting. This would increase the likelihood that
the grouped passes are more directly related to goal occurrence.
A longer-term and ongoing approach as a continuation of this work involves
developing a second framework for VAEP that includes features extracted from
Field Depth Matters: Comparing the Valuation of Passes in Football 73

tracking data. By re-valuating the actions using this second form of the metric,
it would be possible to identify which passes had a significant change in value.
This approach could guide a search for patterns within the original features to
enhance and balance the functioning of the metric using event data.

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Basketball
Momentum Matters: Investigating
High-Pressure Situations in the NBA
Through Scoring Probability

Balazs Mihalyi1(B) , Gergely Biczók1,3 , and Laszlo Toka1,2


1
Budapest University of Technology and Economics, Budapest, Hungary
[email protected], [email protected], [email protected]
2
ELKH-BME Cloud Applications Research Group, Budapest, Hungary
3
ELKH-BME Information Systems Research Group, Budapest, Hungary

Abstract. One of the defining characteristics of real basketball stars,


and even great role players, is how well they perform under immense
mental pressure. In this paper, we present a method to identify high-
pressure situations during a basketball game through shooting success.
In order to calculate the amount of pressure a team is facing going into
a game, we use a prediction model to determine the importance of the
given game for that team to reach their end-of-season goal. The model
relies on features referring to game context, recent form, and pre-season
aspirations. We then investigate the impact of our pre-game pressure
metric, along with other factors, on the shooting performance of NBA
players on six seasons’ worth of data. We find that shotmaking in the
NBA is mainly impacted by the so-called momentum, i.e., when a team
outscores their opponent significantly over a short period of time.

Keywords: basketball · scoring · mental pressure · momentum ·


performance

1 Introduction
In the world of sports, there is an adjective for athletes who perform well in big
moments: clutch. This expression is very well known in the NBA. NBA.com even
has a tab, where they list traditional, advanced, and other statistics for players
in the clutch. By their definition, the clutch is the final five minutes of a game,
where the point differential is five or less.
Although earlier studies on the subject show that points scored near the end
of a game, when the score is close, have a significant impact on the final outcome
([6]), games can be decided earlier than that. Giving up a big run can break a
team even if it happens in the third quarter or early on in the fourth. The authors
of [3] were the first ones to introduce pre-game elements to their definition of
high-pressure scenarios. They used features describing game importance, team
ambition, recent form, and game context to train a model on rankings acquired
from a set of football experts.
c The Author(s), under exclusive license to Springer Nature Switzerland AG 2024
U. Brefeld et al. (Eds.): MLSA 2023, CCIS 2035, pp. 77–90, 2024.
https://doi.org/10.1007/978-3-031-53833-9_7
78 B. Mihalyi et al.

The authors of [12] chose to identify high-pressure factors by examining scor-


ing probability in the Italian “Serie A2”. They have also found that pressure
mounts late into a closely contested game.
To the best of our knowledge, there has been no work published on the subject
of mental pressure in sports addressing momentum, although it is a commonly
used term by analysts, play-callers, and fans when a team seemingly grows over
their opposition. When momentum shifts, the athlete who gets on top could feel
a certain superiority over their opponent. This is what the authors of [7] call
psychological momentum, and it could be an important aspect of a basketball
player’s mental state during a game.
To carry out our analysis we used shooting [8] and play-by-play [10] data,
along with standings and advanced box-score statistics [9]. The resulting dataset
consisted of six full seasons, from the 2012–13 regular season to that of 2017–
18, totaling 7, 379 games, and 1, 459, 374 shots (818, 720 2-pointers, 324, 183 3-
pointers, and 316, 471 free throws).
The paper is organized as follows. In Sect. 2, we look at pre-game pressure,
where we use a prediction model to infer game importance and thus, pre-game
pressure. Then, in Sect. 3, we discuss the high-pressure scenarios we identified
through scoring probability. In Sect. 4, we evaluate the shooting and playmaking
performance of players under pressure. Finally, we conclude our work in Sect. 5.

2 Pre-game Pressure
When constructing our pre-game pressure metric, we use a feature set similar to
the one in [3]; however, our final pressure score is game importance itself.
To determine team ambition, we assigned all 30 NBA teams in the 6 seasons
under consideration to four clusters. During the clustering we used the follow-
ing features: average experience and age of the roster, average salary of the 5
highest earning players on the team, average experience of the 5 highest earning
players, number of all-stars on the team roster the year before, expected wins
and championship odds before the season began, number of wins the team had
1, 2, 3 and 4 seasons ago, and playoff appearances and championships by the
franchise. All this data was gathered from basketball-reference.com [1]. In the
case of pre-season expected wins and championship odds, we used the way-back
machine [2] to get sufficient data.
The results of the clustering can be seen in Table 1. There are two superior
clusters, 0 and 2. Both of these have more experience on their roster than the
other two, as well as more all-stars. The difference between the two clusters is
their success in recent seasons. Members of cluster 0 have been winning teams
for years, while teams in cluster 2 have been losing teams some years ago, but
are winning presently. Members of cluster 3 are the opposite of teams in cluster
2. They have been getting worse and worse over the last few seasons, but their
highest-paid players are quite experienced. These teams are likely just entering
a rebuild, but have not yet gotten rid of their aging veterans. Teams in cluster
1 are in complete demise. They are young and bad, and seemingly not going
Momentum Matters 79

anywhere. For some examples of teams in certain clusters look for Fig. 7 in the
Appendix.

Table 1. Means of the most interesting features in the 4 clusters

Cluster avg avg all-stars expected wins 1 wins 2 wins 3 wins 4


exp age last year wins yr ago yrs ago yrs ago yrs ago
0 6.82 28.90 1.39 46.33 50.20 52.24 52.30 51.04
1 4.90 27.41 0.21 31.96 29.51 31.41 34.76 38.30
2 5.94 27.13 1.32 47.03 45.21 39.82 34.24 30.89
3 4.56 24.34 0.17 29.11 34.00 38.44 43.33 43.72

As mentioned above, to define the amount of mental pressure a team faced


prior to a game, we used a game outcome prediction model. The features used
to train this model were the ones acquired from [9], along with team ambition
features assessed during clustering. To predict game outcomes we used a Mul-
tilayer Perceptron (MLP) model. After feature selection, we were left with 27
features, mostly consisting of factors that experts usually look at when assessing
a team’s strength entering a game, such as special records for the teams (home
and away wins and losses), recent performance, margins of victory, and a simple
rating system (a team rating that takes into account average point differential
and strength of schedule).
After training the model, we calculated the pre-game pressure scores. A cal-
culation for team t can be seen in Eq. (1), where PreGamePrest is the pre-game
pressure value of team t, ExpectedWinst is the mean of the number of wins
expected for teams in the same cluster with team t before the season, Winst is
the number of games the team has won so far in the current season, PredWinst
is the number of wins the team will add to Winst according to the MLP model’s
predictions, and MeanProbt is the mean of the prediction confidence values of the
MLP model. When a team is about to play their final game of the season, their
pre-game pressure is simply 1 − WinProbt , where WinProbt is the probability
that they are going to win their last game.

ExpectedWinst − (Winst + PredWinst )


PreGamePrest = (1)
MeanProbt
An example of pre-game pressure scores throughout an entire season can be
seen in Fig. 1. The team is the Los Angeles Clippers, who were put in cluster 2
that year, meaning they were slowly entering contender status at the time, but
were still relatively young. They started off the season with very low pre-game
pressure scores, but at one point in early February they lost 7 games out of 9,
and pressure started to mount.
80 B. Mihalyi et al.

Fig. 1. Pre-game pressure scores of the LA Clippers in the 2012–13 season

3 Identifying High-Pressure Scenarios

Our approach to identifying high-pressure situations is inspired by the one pre-


sented in [12], but with a different feature set. Indeed, the main difference is
including features that could describe momentum and pre-game pressure. These
were:

– SHOTMAKING L2M, the shot-making streak of the shooter in the last 2 min.
The value is +m if the shooter made the last m shots they attempted and
−m if they missed their last m shots;
– PERF DELTA, the difference in the shooting percentages of the shooter in
previous games and the current game;
– SCOREMARGIN L5M, the score margin in the last 5 min before the shot
was taken from the shooter’s team’s point of view; and
– pregame pressure cluster, the pre-game pressure the shooter’s team was under
entering the game.

The other features were PERIOD, the quarter in which the shot was taken;
SECLEFT, the number of seconds left in the quarter when the shot was taken;
LAST SHOT, 1 if the shooter made their previous shot of the same type, 0
otherwise; SCOREMARGIN, the score difference between the two teams from
the shooter’s team’s perspective; and SHOTTYPE, 1 if the shot taken was a
2-pointer, 2 if it was a 3-pointer, and 3 if it was a free throw.
In our earlier attempts we used features created from tracking data acquired
from [11]. These features were shot-clock (the number of seconds remaining on
the shot-clock), closest defender (the distance between the shooter and the closest
defender to him), and average defender distance (the average distance between
the shooter and the defenders). Although these features added extra context to
each individual shot, our previous analysis proved them indifferent to shooting
success.
Momentum Matters 81

For easier interpretability, we first transformed all numerical features into


categorical ones, by training a CART [5], and a Random Forest [4] classifier on
the original data, and calculated the mean of the decreases in heterogeneity for
every threshold used for every feature, at every node. Equation (2) shows the
calculation of the drop at a single node:
impurityj − impurityk
HTi = impurityi − (2)
2
where HTi is the decrease in heterogeneity allowed by node i, impurityi is the
Gini impurity of node i, and impurityj and impurityk are the impurities of the
left- and right child-node of node i. Table 2 shows the results of the categoriza-
tion.
After finalizing our dataset we trained a CART model on our target feature,
SHOT MADE FLAG, to attain scoring probabilities depending on the above-
mentioned factors. Figure 5 shows the resulting decision tree (see Appendix).
Upon first glance, SCOREMARGIN L5M and SECLEFT dominate the tree.
These two features alone were enough to define high-pressure situations: “There
are more than 8 min and 20 s left, and the shooter’s team has not outscored

Table 2. Categories created from numerical variables, with thresholds.

Variable Category Thresholds


SECLEFT quarter-end SECLEFT < 60.5
quarter-middle 60.5 ≤ SECLEFT < 500.5
quarter-start 500.5 ≤ SECLEFT
pregame pressure cluster low pre-game pr pregame pressure cluster < 0.4
normal pre-game pr 0.4 ≤ pregame pressure cluster < 0.7
high pre-game pr 0.7 ≤ pregame pressure cluster
SHOTMAKING L2M cold hand SHOTMAKING L5M < 0.5
hot hand 0.5 ≤ SHOTMAKING L5M
PERF DELTA below –0.4 PERF DELTA < –0.4
between –0.4 and –0.2 –0.4 ≤ PERF DELTA < –0.2
between –0.2 and 0.4 –0.2 ≤ PERF DELTA < 0.4
more than 0.4 0.4 ≤ PERF DELTA
SCOREMARGIN less than –22.5 SCOREMARGIN < –22.5
bw –22.5 and -10.5 –22.5 ≤ SCOREMARGIN < –10.5
bw –10.5 and -6.5 –10.5 ≤ SCOREMARGIN < –6.5
bw –6.5 and 12.5 –6.5 ≤ SCOREMARGIN < 12.5
bw 12.5 and 18.5 12.5 ≤ SCOREMARGIN < 18.5
more than 18.5 18.5 ≤ SCOREMARGIN
SCOREMARGIN L5M less than –11.5 SCOREMARGIN L5M < –11.5
bw –11.5 and 0.5 –11.5 ≤ SCOREMARGIN L5M < 0.5
bw 0.5 and 12.5 0.5 ≤ SCOREMARGIN L5M < 12.5
more than 12.5 12.5 ≤ SCOREMARGIN L5M
82 B. Mihalyi et al.

the opposing team so far in the quarter”. In other words, NBA players shot the
basketball much better when they gained momentum over their opponent in the
first few minutes of a quarter. Players shot both 2- and 3-pointers much worse
when these conditions were not true. Players made their 2-pointers 49.2% of the
time, but when under high pressure, they only made 31.5%. For 3-pointers, these
numbers are 35.6% and 15.2%, respectively. A potential way to stabilize things
when a team allows their opponent to go on a run early into a quarter could be
to get to the free throw line. Although free throw shooting also gets worse when
a team did not win the last 5 min, the 78.3% to 71.9% drop is more favorable
compared to the other two shot types.
It would make sense that momentum in the first few minutes of the first
quarter stems from pre-game pressure. To test this hypothesis we built a deci-
sion tree without the feature SCOREMARGIN L5M, exclusively on shots in the
first quarter. Figure 6 shows that in the first 11 min of first quarters, players
shoot 2-pointers better (52% vs. 49.5%) when the pre-game pressure is low (see
Appendix). Although there are much fewer shots in such situations (32, 482 vs.
112, 453), the tree is still robust in these leaves.

4 Evaluation of Players’ Performance in High-Pressure


Situations

To evaluate players’ shooting performance under pressure we calculated the


shooting performance of players that took at least 1500 of each shot type
in the investigated time period. To calculate a player’s shooting perfor-
mance, we subtracted the likelihood of every shot they took from the shots’
SHOT MADE FLAG values (1 if made, 0 if missed). Thus, every missed shot
was assigned a negative value, and every made shot was given a positive one.
The absolute value of the scores for missed shots was greater if the player missed
a shot with a high probability of going in. On the other hand, if a player made a
shot with a lower scoring probability, they got a higher score for actually making
it. Note that the performance value for a single shot is in the range of [−1; 1].
The overall shooting performance of player x, for shot type T (2-pointer,
3-pointer, or free throw) was calculated according to Eq. (3). This metric is a
slightly modified version of the one presented in [12].

(SHOT MADE FLAGsx − πsx )
s ∈S
SPx (T ) = x x  (3)
sx
sx ∈Sx (T )
Momentum Matters 83

Fig. 2. Players’ 2-pointer (x-axis), 3-pointer (y-axis), and free throw (color) shooting
performance between the 2012–13 and 2017–18 NBA seasons (Color figure online)

where Sx (T ) denotes the set of type T shots player x took, and sx is one of these
shots. SHOT MADE FLAGsx is the value of the SHOT MADE FLAG variable
for shot sx , and πsx is the scoring probability of sx according to our decision
tree.
The results can be seen in Fig. 2. This figure, as well as Figs. 3, and 4, are
simplified since some of the players seen on them changed teams during the
investigated time period. Stephen Curry’s 3-point dominance is very apparent,
but the whole upper right section of the figure is interesting. Apart from Stephen
Curry, we see Kevin Durant, LeBron James, and James Harden (barely) there
as well. These players won the Most Valuable Player award 5 times out of the
possible 6 during the investigated time period. The only other MVP not there in
the best quarter of the plot is Russell Westbrook, who was better than average
only at free throw shooting while under pressure.
84 B. Mihalyi et al.

Fig. 3. 2-point (x-axis), 3-point (y-axis), and free throw (colors) shooting trends
between the 2012–13 and 2017–18 NBA seasons (Color figure online)

Apart from shooting performance, we also investigated players’ willingness


to shoot. As players can get intimidated under high pressure, and, therefore, lose
their confidence to shoot the basketball, this is worth investigating. Equation (4)
shows the formula for calculating the shooting trend of player x.
⎡ 
sx ⎤
sx ∈Sx,p

⎢ st ⎥
⎢ ⎥
STx = ⎢ − 1⎥
st ∈St,p

⎢ 
sx ⎥ · 100 (4)
⎣ sx ∈Sx


st
st ∈St

Essentially, we take the ratio between the fraction of team shots player x has
taken under pressure and the same ratio overall. Ss,p denotes the set of shots
Momentum Matters 85

Fig. 4. Assist (x-axis), turnover (y-axis), and assist to turnover ratio (colors) trends
between the 2012–13 and 2017–18 NBA seasons (Color figure online)

player x has taken under pressure, and St,p is the same for his team. Sx and St
are the set of shots player x and his team took, in that order. This is a slightly
modified version of the formula presented in [12].
Players’ shooting trends under pressure can be seen in Fig. 3. Almost every
player seems to take more 2-pointers and get to the free-throw line less under
pressure. The latter trend usually means that a player is less aggressive than
usual; however, in this case, it could also be explained by the fact that our high-
pressure criterion can only be true in the first few minutes of a quarter, where
there are usually fewer free throw attempts than in the later stages.
Apart from shooting, a player can also impact a basketball game with his
passing ability, by setting up his teammates to score. On the other hand, they
can also hurt their team by turning the ball over. To see how the players who
met the 1500-shot criterion did in this aspect of the game under pressure, we
86 B. Mihalyi et al.

calculated their assist, turnover, and assist-to-turnover ratio trends similarly to


their shooting trends. Figure 4 shows the results. Contrary to shooting perfor-
mance, here the best performers are in the lower-right part of the plot. It is
quite surprising to see Carmelo Anthony and Isaiah Thomas there, as they are
more known for their shooting than their passing. What is even more interesting
is that they were also the only two players who shot less under pressure. Both
of them seem to turn to their teammates when under pressure, and they do it
successfully.

5 Conclusion and Future Work

During our analysis, we found that basketball is indeed a momentum-dependent


sport when it comes to scoring probability. Players shoot worse when their team
has been outscored in the last 5 min, and experience the most pressure when
that happens in the early minutes of a quarter. We have also seen that the best
players do well in these conditions. A remarkable finding is that there are elite
scorers who turned into elite facilitators under pressure (e.g., Carmelo Anthony).
Pre-game pressure did not seem to affect the overall performance of players
when we analyzed first-quarter shotmaking, disregarding the score margin in
the last five minutes played. The score could be further improved by including
factors such as seeding. Teams that aim to make the playoffs generally go out to
play under more pressure to win, in order to rise in the standings, either to just
make the playoffs, or secure home-court advantage by getting one of the first
four seeds per conference.

Acknowledgement. Project no. 2021-1.2.4-TÉT-2021-00053 has been implemented


with the support provided by the Ministry of Culture and Innovation of Hungary from
the National Research, Development and Innovation Fund, financed under the 2021-
1.2.4-TÉT funding scheme.
Momentum Matters 87

Appendix

Fig. 5. The decision tree built on SHOT MADE FLAG


88 B. Mihalyi et al.

Fig. 6. The decision tree built on SHOT MADE FLAG, without the feature SCORE-
MARGIN L5M, solely on shots in the first quarter
Momentum Matters 89

Fig. 7. Some examples to the clustering of teams’ pre-season aspirations detailed in


Sect. 2

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11. Seward, N.: Sportvu movement tracking data, February 2018. https://github.com/
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Are Sports Awards About Sports? Using
AI to Find the Answer

Anshumaan Shankar1 , Gowtham Veerabadran Rajasekaran1 ,


Jacob Hendricks1 , Jared Andrew Schlak1 , Parichit Sharma1 , Madhavan K. R.1 ,
Hasan Kurban1,2,3(B) , and Mehmet M. Dalkilic1,2
1
Computer Science Department, Indiana University, Bloomington, IN 47405, USA
{shankaa,goveera,jbhendri,jschlak,parishar,madhkr,dalkilic}@iu.edu
2
Data Science Program, Indiana University, Bloomington, IN 47405, USA
3
Department of Electrical and Computer Engineering, Texas A&M University at
Qatar, Doha, Qatar
[email protected]

Abstract. Sports awards have become almost as popular as the sports


themselves bringing not only recognition, but also increases in salary,
more control over decisions usually in the hands of coaches and general
managers, and other benefits. Awards are so popular that even at the
start of a season pundits and amateurs alike predict or argue for ath-
letes. It is odd that something so apparently data-driven does not work
in determining whether it is, indeed, data-driven. The simple question
arises, “Are sports awards about sports?” Using ML (over a hundred
potential models) this work aims to answer this question for professional
basketball: Most Valuable Player, Most Improved Player, Rookie of the
Year, and Defensive Player of the Year. Pertinent data is gathered includ-
ing voting percentages. Our results are very interesting. MVP can be
predicted well from the data, while the other three are more difficult.
The findings suggest that either the data is insufficient (although no
more sports data can be found) or more likely non-tangible factors are
playing critical roles. This outcome is worth reflecting on for fans of all
stripes: should sports awards be about sports? The source code along
with instructions on running it to can be found in our github repository.

Keywords: NBA · Award Prediction · Regression · Sports Analytics

1 Introduction

At the conclusion of each National Basketball Association (NBA) season, indi-


vidual awards are presented to players who have demonstrated exceptional per-
formance in specific categories. Judges cast votes and a simple majority wins.
These awards, in particular, the Most Valuable Player (MVP), Defensive Player
of the Year (DPY), Most Improved Player (MIP), and Rookie of the Year (RoY),
hold great prestige and often foster intense debates throughout the off-season.

c The Author(s), under exclusive license to Springer Nature Switzerland AG 2024


U. Brefeld et al. (Eds.): MLSA 2023, CCIS 2035, pp. 91–102, 2024.
https://doi.org/10.1007/978-3-031-53833-9_8
92 A. Shankar et al.

The general belief is that superior performance dictates the outcome. For
instance, an MVP typically achieves the highest averages in points, rebounds,
and assists; however, history shows many outcomes being driven by what are
apparently other factors.
Interestingly, for an event that brings debate, salary increases, trades etc.,
awards have received limited formal research. In this work, AI is leveraged to
predict the four major NBA awards. Using a novel machine learning (ML) app-
roach, where over ninety models are examined, we demonstrate a compelling
approach to predicting awards that also gives insight into, perhaps, what might
be intangibles. In fact, the question of whether statistics are sufficient to predict
awards is directly answered.

2 Background

Sports Analytics [5,6,10,17–21,24,25,28] has become critical to discovering win-


ning patterns hidden in sports data, that is collected during each game and
prediction of award winners through the same. While some award decisions are
explained by superior “stats” (statistics) or player performance, there may be
other extraneous factors involved influencing the final outcome. Some of these
may include salary [22], voter fatigue, luck [2] and social elements [8]. Due to
such factors, there is some ambiguity around the meaning of these awards (what
does “most valuable” actually mean?) and the basis on which they are given.
Building on previous works on this topic [1,4] that use individual statistics for
MVP prediction, This paper seeks to achieve accurate predictions for four NBA
awards based on player statistics as well as explore whether there are any factors
impacting the awards in addition to player performance.
The data (years 1950–2023) are drawn from several sources: older archived
player data [11], recent player data [9], team data for every year [12], and indi-
vidual award voting by year [3]. Four data sets (denoted MVP, MIP, RoY, DPY)
were created differing on size dictated by eligibility. For size, |MVP| = |DPY| ≈
18 K, |MIP| ≈ 13K, |RoY| ≈ 3K. For features, MVP, DPY, RoY ∈ R27 and
MIP ∈ R52 because it also includes most of the data from the player’s previous
year to learn how much a player has improved over time. The class label of each
dataset is a value [0, 1] reflecting the percentage of votes.
See Fig. 1 for the pipeline. MVP and DPY data consist of player data for
each year including typical stats e.g., shots taken, shots made, and location of
shot. RoY data is constrained to rookies. The MIP dataset has all players who
have played at least a year in the NBA. A majority of missing values >75% in
the years 1950–1981 resulted in only using 1982 onward. Missing values were
replaced with zero.
Because of space limitations, only MVP is presented in detail. As part of our
work, the sufficiency of the data (wrt prediction) for MVP is investigated using
a modified version of the offensive rating [23]. Figure 2 plots the offensive rating
of all players across all years, showing that the MVP consistently ranks above
the 95th percentile, often reaching the top.
Are Sports Awards About Sports? Using AI to Find the Answer 93

Fig. 1. The green boxes illustrate model training and the blue box shows how the
trained model is used. 0: previous years are used as the training data. 1, 2: Individual
player statistics and team win statistics are used as the dataset, 3: preprocess the data
to remove unneeded features and entries. 4: award vote percentage is used as the class
label. 5: regression architectures are used to build models. 6: Player data from the
current year is fed into the model to get results. (Color figure online)

Notably, in the year 2022, the top three performers align with the top three
candidates for the MVP award, suggesting that the offensive rating metric can
serve as a fair indicator of performance. Figure 3 (top) plots points + assists per
game scored by each player. The MVP consistently outperforms the majority of
players typically ranking within the top 5th percentile. Figure 3 (bottom) shows
that many players remain candidates in subsequent years. The rationale behind
this analysis was to ascertain the presence of players with prior NBA experience,
which could potentially impact their likelihood of receiving MVP votes and being
considered contenders for the award. Notably, it is observed that a significant
overlap ranges from approximately 75% to 85% across all years, indicating a
substantial number of players who carry on from one season to the next can
win. Our analysis revealed the existence of more than 20 players who received
votes for the MVP award in at least five different years but have never won.
These results do not encompass the current 2022–23 season, which explains why
Joel Embiid appears in the visualization despite winning the award this season.

3 Experimental Overview
Four experiments were done to predict the chances of a player winning an award
in a specific category (greatest percentage vote) that included over 90 AI models
currently available in R [14]. Selected models vary greatly e.g., tree-based regres-
sor, support vector machine-based regressor, ordinary linear regression models
94 A. Shankar et al.

Fig. 2. MVP winners (red) consistently outperform other players (light blue) in Offen-
sive ratings. They consistently achieve scores above the 95th percentile (black arrow &
line) and the mean performance (green arrow & line) in each year. (Color figure online)

with regularization, random forest, and deep learning models. Models competed
to be the best predictors must (1) complete computation within 15 min; (2) have
no error. After meeting both conditions, 30 models remained for MVP, MIP, and
DPY (all the same). For RoY the number of models was 76. Model training is
done on each data set individually and we report the top models and their sum-
mary statistics. Performance is evaluated via two different metrics: Root Mean
Squared Error (RMSE) and Mean Absolute Error (MAE).

3.1 Data Processing

Irrelevant Features were removed and all values are converted to the same scale
by normalizing using maximum absolute scaling. The data is split in the ratio
85:15 for training and test sets, and the training data is further split into vali-
dation sets as described below. The target column is the number of votes and
the remaining columns are used as the predictor variables.
Are Sports Awards About Sports? Using AI to Find the Answer 95

Fig. 3. (top) MVP winners consistently outperform other players in points + assists
consistently achieving scores above both the 95th percentile (black arrow & line) and
the mean performance (green arrow & line) in each year. (bottom) Overlaps of 75%
to 85% of players in successive years in the NBA indicate many of the same players
remain candidates. (Color figure online)

3.2 Implementation Details

To improve model generalization, we employ k-fold cross-validation (k = 5) by


partitioning the data into k subsets, where the model is trained on k-1 subsets
while the k th fold is used as a validation set for measuring performance. Each
round of k-fold cross-validation is repeated five times to further increase the
model’s robustness. The model training is performed on a 64-bit Ubuntu sys-
tem with 512 GB of RAM consisting of 24 AMD cores, and the version of R
programming language is 4.2.2.

4 Results and Analysis

Performance of top 20 models are presented in Fig. 4. Box plots in sub-figure A


and B demonstrate the spread of RMSE and MAE on the validation data, and
the bar plots in subfigure B, D indicate the RMSE and MAE values on test data.
We note that models won’t perform equally well across both validation and test
data, because of the inherent nature of MVP data i.e., only a few tuples have
non-zero values, and of those, only one win. Since validation data spans a major
portion of the training set, the best models should be chosen by giving more
weight to the performance of validation data. This phenomenon is common to
all data sets used in this work due to the sparsity in the target column and is a
general problem in AI [13].
96 A. Shankar et al.

4.1 Predicting the Most Valuable Player

Results (Fig. 4) show that across validation and test sets, top models include
cubist, pcaNNet, qrnn xgbTree, M5, knn, kknn and avNNet, and indicates that
averaged neural network, tree and neighbor based approaches have better perfor-
mance than their counterparts. Interestingly, the RMSE of these models on the
validation data is less than 0.02, and the MAE is less than 0.002, which shows
better performance than their counterparts. Although the results on test data
seem promising, they are in part biased by the sparsity in the target column.
Therefore, as noted, for MVP data, performance on validation data is a reliable
performance indicator.
Interestingly, the performance landscape of the top models can be broadly
classified into models that use ensemble or committee-based predictions versus
predictions from stand-alone models. Moreover, the models that use ensemble
approach-tree-based regression models and their variants generally demonstrate
the best performance across the evaluation metrics. We think the reason behind
this specific performance landscape is motivated by the accurate selection of fea-
tures either in the form of 1) rules identified by tree-based models that associate
different weights with specific features for regression, and use a committee of
models to smooth final predictions (opposed to conventional linear regression),
or 2) using PCA to identify the features with high variance-removing noisy or
outlier features thus resulting into better training and predictions.
Out of the 7 models that have the lowest average i.e. (RMSE < 0.02), 3
models-cubist, xgbTree and M5 are tree-based, avNNet is a bagging model that
averages the predictions from various single hidden layer neural networks, and
knn is the nearest neighbor method that predicts based on the closest neigh-
bors. Although, all the top 7 models have RMSE < 0.02, yet cubist attained
the best performance by using a relatively sophisticated approach i.e. correct-
ing the predictions made by a committee of tree-based regressors by using a
weighted nearest neighbor approach [15]. xgbTree which implements gradient
tree boosting [7], and M5 which uses linear regressors in the terminal leaves of
the tree (without nearest neighbor smoothing) have slightly higher RMSE than
cubist. An illustrative example of the rule extracted by M5 (a tree-based model)
is shown below:

IF
PTS <= 0.492
AST <= 0.369
THEN
Are Sports Awards About Sports? Using AI to Find the Answer 97

Fig. 4. Comparative performance of top models while predicting the Most Valuable
Player (MVP) of the year.

target = 0.0001 ∗ G − 0.0001 ∗ GS − 0.0003 ∗ M P − 0.0009 ∗ F G (1)


−0.0018 ∗ F GA − 0.001 ∗ F G + 0.0008 ∗ X3P + 0.0025 ∗ X2P
−0.0006 ∗ X2P A − 0.0005 ∗ X2P − 0.0006 ∗ eF G
−0.0003 ∗ F T + 0.0003 ∗ F T A + 0.0011 ∗ ORB
+0.0021 ∗ DRB − 0.0027 ∗ T RB + 0.0004 ∗ AST + 0.0003 ∗ ST L
+0.0002 ∗ BLK − 0.0001 ∗ T OV − 0.0002 ∗ P F + 0.0016 ∗ P T S
+0.0003 ∗ W in + 0.0006
98 A. Shankar et al.

The formula represents a weighted sum of different statistical metrics to


assess a player’s overall contribution to the team. This particular rule is applied
when PTS(points) ≤0.492 and AST (assists) is ≤0.369. Here is an explanation of
each variable: G (Games Played): The total number of games in which the player
participated during the season; GS (Games Started): The number of games in
which the player was in the starting lineup; M P (Minutes Played): The total
number of minutes the player spent on the court throughout the season; F G
(Field Goals Made): The number of successful field goals made by the player;
F GA (Field Goals Attempted): The total number of field goals attempted by the
player; X3P (Three-Point Field Goals Made): The number of three-point shots
made by the player; X2P (Two-Point Field Goals Made): The number of two-
point shots made by the player; X2P A (Two-Point Field Goals Attempted): The
total number of two-point shots attempted by the player; eF G (Effective Field
Goal Percentage): A metric that adjusts field goal percentage to account for the
extra value of three-point shots; F T (Free Throws Made): The number of suc-
cessful free throws made by the player; F T A (Free Throws Attempted): The total
number of free throws attempted by the player; ORB (Offensive Rebounds): The
number of rebounds a player retrieves from the opponent’s basket; DRB (Defen-
sive Rebounds): The number of rebounds a player retrieves from the team’s own
basket; T RB (Total Rebounds): The sum of offensive and defensive rebounds;
AST (Assists): The number of times the player assists a teammate in making
a basket; ST L (Steals): The number of times the player successfully steals the
ball from the opponent; BLK (Blocks): The number of shots the player blocks
from the opponent; T OV (Turnovers): The number of times the player loses
possession of the ball to the opponent; P F (Personal Fouls): The total number
of personal fouls committed by the player; P T S (Points): The total number of
points scored by the player; in (Team Wins): A variable representing the number
of games won by the player’s team during the season.
In the case of neural network-based models, the top models are: pcaNNet
which applies dimension reduction to reduce the feature space of data, followed
by network training, and avNNet which uses an ensemble of networks to improve
the predictions. Evidently, both are better than their traditional counterpart-
nnet that neither applies PCA nor uses an ensemble of models [26]. For RMSE
> 0.02, rpart2, rpart1SE, rpart are all tree-based models motivated from ideas
in [16], randomGLM combines ensemble approach with forward regression [27].
Although, from a practical standing, models with RMSE < 0.02 are virtually
indistinguishable from models with RMSE between 0.02–0.03, the observed per-
formance landscape gives ample evidence to associate better performance with
superior modeling mechanics and methodology.
Table 1 shows the predictions for the top three players predicted to win each
award, as well as the actual award winners for the 2020 season including two
measures to help assess the outcome. First, the Jaccard Similarity:
A∩B
J(A, B) = (2)
A∪B
Are Sports Awards About Sports? Using AI to Find the Answer 99

This was used to evaluate the predictions by comparing the top 10 predicted
players and the top 10 actual players. The similarity algorithm was run on
each dataset for every year from 2000 to 2023 to assess performance over multi-
ple years. The average Jaccard Similarity score was then calculated. The MVP
dataset achieved a score of 0.74 ± 0.12, which outperforms the other models.
The RoY dataset had a score of 0.62 ± 0.13, DPY had a score of 0.47 ± 0.15,
and MIP had a score of 0.5 ± 0.14. These scores suggest that, while the MVP is
mostly data-driven, the other awards apparently include other criteria (perhaps
including human bias). Making this analysis available might provide voters with
incentives to become more transparent.

Table 1. Comparison of actual and predicted awards winner for the 2020 season. The
average rank assessment and Jaccard similarity score respectively are shown n = 24.
Observe that MVP is clearly the most data-driven.

Best Model MVP MIP DPY RoY


Predicted 1. Antetokounmpo 1. Graham 1. Gobert 1. Morant
2. James 2. Young 2. Davis 2. Ayton
3. Harden 3. Adebayo 3. Covington 3. Williamson
Actual 1. Antetokounmpo 1. Ingram 1. Antetokounmpo 1. Morant
2. James 2. Adebayo 2. Davis 2. Nunn
3. Harden 3. Tatum 3. Gobert 3. Williamson
Mean S 0.00 0.62 0.37 0.33
Mean J 0.60 0.70 0.40 0.60

Table 2. Predictions of 2023 Awards.

MVP MIP DPY RoY


1. Jokic 1. Markkanen 1. Claxton 1. Banchero
2. Tatum 2. Murphy III 2. Jackson Jr 2. Gray
3. Antetekounmpo 3. Jones 3. Robinson 3. Ivey

Second, The rank assessment score:


1
S((p1 , p2 , . . . , pk )) = (k − p1 )2 + ((k − 1) − p2 )2 + · · · + (1 − pk )2 (3)
2k
Each pk value is set based on the player’s actual ranking for the award that
year. If a predicted value finished first overall, set the pk to 3. Similarly, if the
predicted player finished second or third, set the value to 2 or 1 respectively. If a
predicted player did not finish in the top three, the value is set to k+1. Similar
100 A. Shankar et al.

to the Jaccard calculations, this score function was run on all years from 2000 to
2022 and the average was calculated. The MVP model achieves a score of 0.40
± 0.18, MIP gets a score of 0.54 ± 0.09, DPY has a score of 0.51 ±, 0.15, and
RoY got a score of 0.35 ± 0.18.
For the defensive player, and most improved player, the model does not
perform quite as well. For these two awards, it was found that the metrics which
make a player a good choice do not necessarily show up in the stats. Many
variables, such as guarding match-ups, positioning, and general work ethic, are
all critical parts of what makes a good defensive or improving player, but what
variables are used is not evident. Since the models failed, perhaps the data was
not sufficient. The answer is that we accessed all available data that is ostensibly
used to determine the award.
In Table 2, the top three predictions made by the model for this year’s awards
are presented. The model accurately forecasted the winners of the MIP and RoY
awards. While the model anticipated Claxton to receive the DPY award, it was
ultimately awarded to Jackson Jr., who the model had predicted as the runner-
up. Additionally, the model correctly placed Jokic and Antetekounmpo in the
top three predictions. However, the award was ultimately bestowed upon Joel
Embiid, who was predicted by the model to secure the fourth position in the
voting.
Judging from the results of the awards, the models are performing fairly
successfully. They predicted two awards correctly. For the two other awards, the
mistakes made are understandable considering the tight competition of those
awards this year. From a data science perspective, this means other factors,
likely intangible, are playing roles.

5 Conclusion and Future Work


In the future, there are plans to expand the prediction model to include the
WNBA and explore automatic award predictions for other sports such as Ice
Hockey, Football, and Baseball. This expansion aims to broaden the scope of
the model and apply it to different sports domains, enabling predictions for
various awards.
It is noteworthy that the Defensive Player of the Year (DPY) and Most
Improved Player (MIP) awards seems to rely on factors beyond the measured
statistics in the dataset. Despite the limitations in predicting these awards, con-
sidering it as a learning experience and understanding the boundaries of auto-
matic award predictions is valuable. Recognizing the limitations of the model
allows for future improvements and refinements in the prediction process.
Overall, the model’s performance is considered to be successful. It can gen-
erate reasonable predictions for most cases and often produces accurate results,
particularly for the MVP and Rookie of the Year (RoY) awards. This work serves
as a foundation for future endeavors and models in the field of data-driven award
predictions. By expanding the model’s capabilities, it opens up possibilities for
further research and advancements in the realm of data-based award predictions
across various sports.
Are Sports Awards About Sports? Using AI to Find the Answer 101

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The Big Three: A Practical Framework
for Designing Decision Support Systems
in Sports and an Application
for Basketball

Francisco Javier Sanguino Bautiste(B) , Dustin Brunner, Jonathan Koch,


Timothé Laborie, Liule Yang, and Mennatallah El-Assady

ETH AI Center, Zürich, Switzerland


[email protected]

Abstract. In a world full of data, Decision Support Systems (DSS)


based on ML models have significantly emerged. A paradigmatic case is
the use of DSS in sports organisations, where a lot of decisions are based
on intuition. If the DSS is not well designed, feelings of unusefulness or
untrustworthiness can arise from the human decision-makers towards the
DSS. We propose a design framework for DSS based on three components
(ML model, explainability and interactivity) that overcomes these prob-
lems. To validate it, we also present the preliminary results for a DSS
for rival team scouting in basketball. The model reaches state of the art
performance in game outcome prediction. Explainability and interactiv-
ity of our solution also got excellent results in our survey. Finally, we
propose some lines of research for DSS design using our framework and
for team scouting in basketball.

Keywords: Machine Learning · Explanability · Interactivity ·


Basketball · Game outcome prediction

1 Introduction

In sports, the strategic decisions made by coaches and analysts play a crucial role
in the success of a team. With the advent of modern data science technologies,
there is a growing opportunity to leverage these advancements to aid in the
design and optimization of team strategies.
Nevertheless, the adoption of new Decision Support Systems (DSS) in high-
performance sports organizations can be challenging. In fact, it is hard to incor-
porate data-based decision-making in the daily operations of the team. A con-
siderable number of decision-making processes in sports are intuitive and the

F. J. S. Bautiste, D. Brunner, J. Koch, T. Laborie and L. Yang—Equal contribution.


Supplementary Information The online version contains supplementary material
available at https://doi.org/10.1007/978-3-031-53833-9 9.
c The Author(s), under exclusive license to Springer Nature Switzerland AG 2024
U. Brefeld et al. (Eds.): MLSA 2023, CCIS 2035, pp. 103–116, 2024.
https://doi.org/10.1007/978-3-031-53833-9_9
104 F. J. Sanguino Bautiste et al.

cognitive processes to understand recommendations by DSS are mainly analyt-


ical. This makes cognitive biases appear [6]. This is especially relevant for DSS
that use Machine Learning (ML) algorithms. In most cases, ML algorithms are
black-boxes and it is difficult for humans to understand the system’s output
based on the inputs. Therefore, human decision-makers are left with a sensation
of untrustworthiness, uselessness and even falsehood towards those systems [48].
As a matter of fact, in this world full of data, DSS are vastly common and
these kinds of challenges exist in other fields as well. Frameworks consisting of
an ML model, an explanation for that model and some kind of interactivity
between the user and the data have proven useful to improve trust in them.

Contributions
Past work in sports has explored model explanation and interactivity with data
separately. There is a lack of work that uses both tools together in DSS. In this
paper, we present a preliminary framework that closes that gap and improves
the understanding of DSS. The framework consists of three components: model,
explanation and interactivity. It has the potential to be used for any task in any
statistical sport. As an application, we focus on team scouting in basketball to
propose a novel methodology to understand why teams win.

2 Literature Overview
Past literature in sports analytics builds upon the fact that transitioning from
observational analysis to automatic statistical analysis based on data provides
huge opportunities [10,39]. The integration of data-driven approaches in physical
conditioning has been a long-standing reality [24,27]. Nevertheless, the advent
of modern data collection techniques has enabled comprehensive game analysis.
From tactical investigations [4,13] to the exploration of mental aspects [12],
nearly all facets of the game can now be studied with data-driven methodologies.
The growing prevalence of data-driven decision-making in diverse fields,
including sports, underscores the need for research addressing the successful
implementation and optimization of ML-based DSS for non-technical decision-
makers. Particularly relevant is the work of Kayande et al. [22], which proposes
a framework to understand potential problems of DSS when used by humans
decision-makers. In the context of sports, there has been past work highlight-
ing the challenges of adding these kinds of systems in professional organisations
[41,48]. There have also been some attempts of proposing frameworks to facili-
tate the incorporation of such systems into sports organisations [2,44]. However,
these frameworks mainly focus on organisations and not on how DSS should be
designed in order to overcome those challenges. Other papers focus on the devel-
opment of DSS for specific tasks [35,43]. Our work closes this gap by proposing
a general framework to design DSS based on ML in sports by adding two compo-
nents (model explanation and interactivity) to the traditional ML pipeline (only
composed by a model). With these three components (ML model, explanation,
interactivity), we aim to close the 3 gaps pointed out by Kayanda et al. [22].
The Big Three 105

Next, we explore ML Explainability and Human-Computer Interaction in


sports, showcasing their distinct roles. We also review basketball analytics and
game outcome prediction in basketball to set the context for our application.

ML Explainability in Sports. ML Explainability has proven essential when a


ML system needs to meet certain requirements such as scientific understanding,
safety or ethics [7]. Within the context of sports, previous literature has focused
in scientific understanding. ML models with an explanability component have
been recognized as valuable tools for generating hypotheses, particularly for
tactical analysis, by identifying correlations between input and output variables.
Song et al. [46] tried to explain American football defence using visual expla-
nations (saliency maps). In the work done by Fernandes et al. [21], Decision
Trees were used to aid American football coaches in making decisions for the
next play (pass or rush) due to their transparency. In volleyball, Lalwani et al.
[26] trained a Neural Network (NN) to predict the result of matches and used
SHAP to identify the most relevant factors for winning. Silver et al. [45] also
use SHAP values to pinpoint the critical factors when predicting the outcome of
a batter versus a pitcher matchup in baseball with a NN. Finally, Wang et al.
[50] apply LIME (Local Interpretable Model-agnostic Explanation) on NN and
Random Forests to analyze the game style based on the boxscore in the NBA.
As seen in the literature, the current state-of-the-art predominantly involves
using ML models followed by the utilization of standard explainability methods.

Human-Computer Interaction in Sports. Interactivity has been a more


prolific field than explainable ML in sports. Past work has focused mainly on
data visualization [8,16,38]. Notably, both the contributions of practitioners and
academic research play a vital role in this field.
In basketball, journalists’ works such as Goldsberry’s shotmaps [14] or White-
head’s bubbles map [52] have incorporated compelling narratives into data visu-
alisation. Additionally, Fu et al. [11], Chen et al. [5] and Losada et al. [29] have
proposed interactive dashboards for exploring basketball data.
Apart from basketball, [51] showcases a notable example of combining
Machine Learning with data visualization by employing infographics to present
Neural Network outputs to rubgy coaches, offering valuable tactical decision
support. However, it is worth noting that there is a scarcity of research on inter-
activity with ML models beyond mere visualization in sports. Allowing human
decision-makers to directly interact with the models could potentially unlock
even more profound insights and facilitate more informed decision-making pro-
cesses.

Sports Analytics in Basketball. The proliferation of data science techniques


within the field of sports has also permeated basketball analytics. The field
began studying the concept of possessions and how to optimize them, with the
works by Oliver [36] and Kubatko et al. [25]. With the appearance of new data
collection systems, new data sources have emerged, enabling more comprehensive
quantitative game analysis. Page et al. [37] and Mandic et al. [34], uses box-score
106 F. J. Sanguino Bautiste et al.

data, summarizing basic game statistics. Play-by-play data, that describes the
time series of events in a game, is used by Grassetti et al. [15], and Vracar et al.
[49]. Lastly, tracking data, that provides player localtions at every moment, has
been used by Sampaio et al. [42], Reina et al. [40], and Abdelkrim et al. [1].

Studying Winning in Basketball. Predicting winning has been one of the


most traditional perspectives to studying the game of basketball using data
[3,18]. In fact, the seminal work [36] proposed 4 factors to predict winning. We
focus on pre-game prediction rather than in-game prediction [33]. There has been
past work focusing in predicting with season statistics [19,53] or individual player
performance [20]. Based on boxscore statistics, Loeffelholz et al. [28] trained
Neural Networks over the boxscore statistics (70.67% accuracy) and compared
it to the accuracy of human experts (68.67%). Thabtah et al. [47] trained several
models over different sets of features obtained directly from the boxscore, the
best model was a reported accuracy was Decision Tree with 83% accuracy.

3 The Big Three: Model, Explanation and Interactivity


As proposed in Kayanda et al. [22], there are three potential gaps when using
a DSS (Fig. 1). We present a framework for sports analytics DSS, consisting of
3 components: ML model, model explanation, and interactivity, each closing a
specific gap. The framework is versatile enough to potentially apply it in any
statistically quantifiable sport. To effectively implement the framework, design-
ing each component separately is essential. Interviews with domain experts can
be a valuable tool. To facilitate this process, it is advisable to identify the most
relevant person within the organization. Moreover, co-creating the solution with
experts can enhance engagement and foster better utilization of the DSS.

Fig. 1. Gaps proposed by [22] and solutions from our framework.

– Gap 1: closed with ML model component. In ML, it is commonly observed


that models with higher performance tend to be more opaque, such as Neural
Networks. However, with the addition of interaction and explainability com-
ponents, the necessity for transparent models diminishes. Consequently, any
superior performing model can be employed to enhance performance.
The Big Three 107

– Gap 2: closed with explainability component. Accordingly, to past litera-


ture, model transparency is key when adopting machine learning-based DSS
within the sports domain [17]. We contend that incorporating an explainabil-
ity method into the process will lead to increased user trust in the DSS. The
type of explanation needed will depend on the task [9].
– Gap 3: closed with interactivity component. Running what-if analyses is
crucial for coaches to gain insights into various scenarios and understand the
reality of their team or game. By incorporating an interactive component,
such as a dashboard, the coach’s mental model can closely align with the
actual circumstances. This enables them to make informed decisions based
on a more accurate representation of the situation at hand.

4 BasketXplainer: A DSS for Basketball

Fig. 2. Workflow from a user of our solution

A key aspect of designing a game plan is trying to modify some aspects of the it
to maximize the probabilities of winning. Traditionally, coaches have relied on
intuition. We have developed a Data-Driven DSS1 to help coaches in scouting
teams and formulating game plans, showcasing our three-component framework.
The workflow, depicted in Fig. 2, illustrates how coaches can utilize Bas-
ketXplainer to create game plans based on data. The system’s reception among
domain experts has been promising, validating its potential in enhancing
decision-making processes in basketball analytics.

Model. A crucial requirement is a predictive model capable of estimating the


chances of winning a game. For this purpose, we selected boxscore data as inputs,
motivated by their well-balanced combination of actionability (controlability
through a corresponding game plan) and widespread availability.
We used LightGBM [23], a gradient-boosting framework utilizing tree-based
algorithms. Training the model on NBA boxscores from the regular season from
2012–2013 to 2021–20222 , we focused on: assists (AST), blocks (BLK), defensive
1
Publicly accessible in http://b5-winning-in-basketball.course-xai-iml23.isginf.ch/.
2
We omit season 2019–2020. Accessible at https://www.kaggle.com/datasets/nathan
lauga/nba-games.
108 F. J. Sanguino Bautiste et al.

rebounds (DREB), 3-point attempts (FG3A), field goal attempts (FGA), free
throw attempts (FTA), offensive rebounds (OREB), steals (STL), and turnovers
(TO). Statistics directly impacting the score, such as field goals made (FGM), 3-
pointers made (FG3M), and free throws made (FTM), are deliberately excluded.
Explainability. Understanding what factors are the most important to win
a game can help coaches designing a game plan. As professional teams do not
have a lot of time between games, preparing just the most important aspects
of the next game is crucial. From an ML perspective, this can be done using
SHAP (SHapley Additive exPlanations) [31]. It assigns to each input feature an
importance value for a particular prediction based on how much it contributes
to the model output. For its implementation, we used TreeExplainer [30] for the
LightGBM model and a force plot [32] for visualisation.
Interactivity: Dashboard. Our primary focus has been conducting what-
if analyses. Coaches can greatly benefit from exploring multiple scenarios to
assess how potential game plans translate into tangible outcomes. To enhance
the practicality of these analyses, we have incorporated additional components
that allow coaches to understand if their envisioned scenarios are realistic.

Interactive Box Score Data. The core piece of the dashboard is an interactive
parallel coordinates plot of the box score data. When selecting an existing team
for analysis, the mean box score data for that team is displayed in the parallel
coordinates. Using the sliders in each parallel line users can change the boxscore
data and thereby simulate what-if scenarios to see how changes in the box score
will impact the predicted outcome of the matchup. Additionally, the mean boxs-
core data of the 5 most similar teams is shown in the background along with
the number of possessions of each team. This allows direct comparison to check
if the simulation is run with realistic data.

Winning Probability. The trained ML model is used to infer the winning chances
of the two teams based on the provided box score data. Every change to the box
scores displays new winning probabilities. Users can use this to understand how
changes in the box score will influence the predicted outcome.

Similar Matchups. Though we are providing predictions for the outcome of


future games, it is also helpful for users to be able to look back at past games of
teams to see how they previously performed. When users manually adapt the box
score from an existing team, we calculate the distance of this new, custom box
score to all the existing teams and provide the user with the closest matching
one. That way, even with a custom box score, users can look at the closest
matching historic matchups and what the outcomes of those games were.

Feature Importance. We use SHAP as an explainability tool for users to under-


stand the ML model’s outcomes. The contribution of each input feature to the
output is displayed graphically and intuitively, even without any technical knowl-
edge of the underlying theory. Like all the other elements, it dynamically adapts
whenever users make any changes to the input box score data.
The Big Three 109

League Overview. The offensive performance and defensive performance of a


team are calculated and visualized to show how the team performs in the league
compared to all other teams. To represent offensive performance, an Offensive
Performance (OP) statistic is calculated. The calculation of OP is similar to the
calculation of offensive rating. For each team,
PTS
OP = 100 ∗
(Possteam + mean(possopponents ))
The Defensive Performance (DP) statistic is calculated as
BLK + DREB + STL
DP = 100 ∗
(possteam + mean(possopponents ))
which represents how well the team is guarding other teams on average.

5 Results and Analysis


5.1 Model
The ML model (Gap 1) has been evaluated with accuracy, a standard machine
learning metric. We have used 10, 948 games, from which 6, 329 were won by the
home team (label 1). Therefore, the dataset is balanced.
For the input, Boxscore uses the boxscore data specified in Sect. 4 for both
teams, containing 18 features. On the other hand, Difference calculates the differ-
ence between the boxscore metrics between home and away as an input, utilizing
9 features as input.
Before training the model, the data is normalized following equation
xi,j − μj
xi,j = (1)
σj
n
where xi,j is the original i-th sample of the j-th feature, μj = n1 i=1 xi,j is
 
n
the mean of the j-th feature over all samples and σj = n1 i=1 (xi,j − μj )2 its
standard deviation. xi,j is the final value used for training.
To find the best hyperparameters for the LightGBM classifier, we have con-
ducted a grid search over a predefined set of hyperparameter values. For each
combination of hyperparameters, we have performed 5-fold cross-validation,
dividing the data into five subsets and iterating through training and testing
on different splits. From this process, the mean accuracy over those splits was
obtained. We report the result for the best combination hyperparameters. For
prediction, we use the best model within that 5 splits.
The results of our models can be seen in Table 13 . For ease of comparison,
we included the accuracies reported in the most relevant papers with similar
features. The abbreviations used can be found in the supplementary material.
3
The code to reproduce the results can be found in https://github.com/fjsanguino/
nba-game-outcome-prediction.
110 F. J. Sanguino Bautiste et al.

Although Oliver’s Four Factors are engineered features intended to enhance


game outcome prediction, we conducted an additional experiment by training
a Logistic Regression model on them without any regularization or bias term
for comparison. The input for this model consists of the four factors for each
team (8 features), as described in [25]. This comparison allows us to evaluate
the effectiveness of our actionable metrics in relation to traditional engineered
features that are prepared for the task.

Table 1. Model Comparison

Model Features used Accuracy(%)


Boxscore FGA, FG3A, FTA, DREB, 85.40%
OREB, AST, STL, TO,
BLK
Difference FGA, FG3A, FTA, DREB, 86.77%
OREB, AST, STL, TO,
BLK
Neural Network in [28] FG%, 3P%, FT%, DREB, 71.67%
OREB, AST, STL, TO,
BLK, PF, PTS
Decision Tree in [47] FGA, FG%, 3P%, FTM, 83.00%
DREB, REB, TOV, PF
Oliver’s Factors eFG%, TOV%, OREB%, 94.72%
FT%

As seen in Table 1, our model improves the accuracy of methods using simple
boxscore data. However, it falls short when compared to methods with engineered
features specifically tailored for game outcome prediction, such as Oliver’s fac-
tors. Despite this, it is crucial to consider that such engineered features are not
suitable for our application due to their lack of actionability.

5.2 Explainability and Interactivity

The other two components of the framework, explainability and interactivity,


were evaluated through interviews with domain experts, recognizing the signifi-
cance of the user’s mental model in closing the gaps (See Fig. 1). The interview
had a quantitative part with closed questions and a qualitative part with open-
ended questions. After a brief introduction to the interface, domain experts were
presented a use case were they had to predict the winner using boxscore data,
give explanations of their reasoning and come up with a game plan for the home
team. The quantitative part consisted some general enough questions to be used
in any sport DSS using our Big Three framework. A detailed description of the
structure of interviews can be consulted in the suplementary material.
The Big Three 111

The domain experts are five people from the coaching staff from teams in
Spanish men’s and women’s leagues. Among them, four belong to the top-ranked
league, while the fifth individual is associated with the third league. Three fulfill
the role of data analysts, and two are assistant coaches.

Table 2. Survey Results

Gap2: Explainability
Q1: How coherent is the explanation of the model compared to your 1.2 / 2
explanation?
Q2: How satisfied with this kind of explanation? 1.2 / 2
Gap3: Interactivity
Q3: How useful has been the interactivity (what-if analysis) for the use 1.8 / 2
case proposed?
General Questions
Q4: Is the information obtained from the DSS transferable to court 1.6 / 2
decisions?
Q5: Would it be easy to include this DSS in your daily routine? 1.8 / 2
Q6: Does it add new perspectives? Is it innovative? 1.4 / 2
Q7: How effective ( information
time
) is the solution compared to what you use 1.6 / 2
now?

Table 2 displays the survey results. Although we asked them for the predicted
outcome of the game without showing them the actual model output, we don’t
include such a question because the model’s performance has been evaluated
in the previous section. Q1 evaluates the similarity of their reasoning for why
the game was won before and after presenting the SHAP values with the actual
SHAP explanation. Q2 measures the comprehensibility of the SHAP explanation
after it was shown to them. Notably, all interviewees admit a lack of confidence
in their answers for both Q1 and Q2 (and, previously, for guessing the game
outcome), as it is difficult to predict outcomes based only on the metrics used.
However, they demonstrated relative confidence in the rest of the questions.
Another conclusions of the open ended questions were:
They were Expecting a Tool with Information that Could be Quickly
Transferred to the Court. During the expectation check, before the interface
was shown to them, a recurring theme was the desire for a tool with informa-
tion that could be readily applied on the court. The interviewees emphasized
the importance of actionable metrics in facilitating data-driven decision-making
for devising effective game plans. Specifically, the two assistant coaches men-
tioned using data systems as warnings, while the two data analysts looked for
key headlines that could be communicated to the coaching staff. After the use
case, they highlighted that our solution fulfilled this. Our system allowed rapid
identification of key factors to win a game, which, was one of the most important
factors to decide whether to use a DSS or not.
112 F. J. Sanguino Bautiste et al.

Explainability was Key to Improving Trust in the Model. During the


interviews’ use case, this component was used as a guideline to discover what
factors were key to the model’s decision. Domain experts checked the Feature
Importance plot after seeing the outcome of the model. It seemed that this guided
two-step discovery improved the trust in the system a lot (Gap 2), especially
when the domain expert’s initial guess differed from the model’s output. There
was one individual that did not quite get what the plot of Feature Importance
meant due to confusing colouring. This made him more reluctant to believe the
model’s output. Additionally, one data analysts, used to working with other
types of metrics, was expecting more detailed explanations, including ratios.

Their Mental Model was Coherent with the Interactivity Designing.


The interactive box score component proved to be the most engaging during the
interviews. The interviewees spent a significant time on it performing simula-
tions in order to come up with a game plan. Two of them adopted a system-
atic approach by categorizing the metric into rebound, shooting and turnovers.
Then, they modified all the statistics of one category imagining different sce-
narios and assessing their impact on winning probabilities. For instance, one of
them thought that increasing three-point attempts would increase the winning
probability, so he increased the FG3A and FGA and decreased FTA because
if you shoot three-pointers a basketball team receives fewer fouls in general.
All these modifications were qualitative (i.e. increase or decrease), and none
of them focused on how much exactly. Some highlighted that the interactivity
helped them explore more scenarios than they normally consider. And, therefore,
decreasing the gap 3 of the framework between the user’s mental model and the
reality.

6 Conclusion and Future Work

In this paper, we have defined a general framework for designing Decision Sup-
port Systems (DSS) based on Machine Learning models in the domain of sports.
The framework consists of 3 components that close all the potential gaps that
produce user mistrust when using a DSS. To illustrate our approach, we have
developed a tailored DSS for basketball game planning. Our solution allows
coaches to scout the rival team using an ML model for predicting the outcome,
SHAP values to explain the model’s prediction and an interactive dashboard to
perform what-if analysis while checking if the potential game plan is realistic.
The model has a comparable accuracy to past literature and the preliminary
feedback from domain experts regarding explainability and interactivity was
excellent.

6.1 Research Opportunities

Regarding the Big Three: Our Framework. To further explore the benefit
of our framework, a good research opportunity would be what kind of models
The Big Three 113

(i.e. predictive, clustering, generative, anomaly detection...) would be useful for


what kind of task and under what kind of circumstances (pre-game, in-game).
The same applies to the kind of explanation (deductive, inductive, comparative)
and interaction.

Regarding BasketXplainer and Scouting Rival Teams in Basketball

Improving the Model to Make it Specific. One domain expert expressed a major
concern regarding the relevance of data used to train the predictive model, par-
ticularly regarding distribution shifts. For instance, using LEB ORO (Spanish
second men’s league) data to predict outcomes in the NBA would not be logical
due to differences in leagues. However, there might be insufficient data to train
an ML model for a specific league or team, prompting the exploration of ideas
like fine-tuning, weighted training, or ensemble training to address this challenge
and leverage useful representations from basketball games in other leagues.

Adding Other Metrics. A recurring desire expressed in all interviews was the pos-
sibility of incorporating personalized metrics into the dashboard, allowing for a
deductive workflow that integrates their domain knowledge. However, gathering
this specific data poses a significant challenge, as it often requires manual collec-
tion through game video analysis. Despite this obstacle, coaches recognized the
potential benefits of including personalized data in our application. This could
open up new avenues of research to explore the effectiveness of personalized met-
rics in basketball’s winning dynamics. Some coaches even requested the inclusion
of additional metrics relevant to their teams, such as differentiating assists for
three-pointers and two-pointers, further enhancing their ability to leverage their
mental models within the system.

Adding Other Player’s Statistics. In a similar line, our interviewees praised our
solution for providing valuable insights into the team’s overall performance, aid-
ing in game plan preparation. However, they emphasized the need to consider
individual player contributions, leading to a new research direction on effectively
integrating individual performance in team sports while preserving quality inter-
actions.

Acknowledgements. We sincerely thank Francisco Camba Rodriguez for the insight-


ful conversations and the feedback given. We also thank all the coaches for their time
and willingness to participate in the interviews. This project was supported by the ETH
AI Center. It was also partly supported by a fellowship from “la Caixa” Foundation
(ID 100010434). The fellowship code is LCF/BQ/EU21/11890127.

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3-642-10781-8 7
Other Team Sports
What Data Should Be Collected for a
Good Handball Expected Goal model?

Alexis Mortelier1(B) , François Rioult1 , and John Komar2


1
Normandie Univ, UNICAEN, ENSICAEN, CNRS, GREYC, 14000 Caen, France
[email protected]
2
National Institute of Education, Nanyang Technological University, Singapore,
Singapore

Abstract. Expected goal models (xG) are of great importance as they


are the most accurate predictor of future performance of teams and play-
ers in the world of soccer. This metric can be modeled by machine
learning, and the models developed consider an increasing number of
attributes, which increases the cost of learning it. The use of xG is not
widespread in handball, so the question of learning it for this sport arose,
in particular which attributes are relevant for learning. Here, we used a
wrapper approach to determine these relevant attributes and guide teams
through the data collection stage.

Keywords: Handball · Expected goal · Machine learning

1 Introduction
Expected goal (xG)1 models are important as accurate predictors of future team
and player performance. At team level, these models are better at predicting
performance than current goal difference or number of shots, such as the Total
Shot Ratio (TSR)2 .
Models of xG are commonly used for soccer and hockey [34]. Here we consid-
ered their use for handball, which is absent from the literature. Our study also
attempted to clarify what types of data are required for the design of a robust
xG model for handball. For example, can we be satisfied with analyzing player
positions alone, or do we need to take account of match events (passing, fouls,
shooting)? Taking each type of information into account represents a cost that
needs to be considered: budgets and resources vary from one sport to another,
and even from one team to another within the same sport. Depending on the
available budget, data acquisition technologies will provide rich, comprehensive
data, or poor, summary data.
We are therefore interested here in whether a dataset must necessarily be rich
to obtain relevant xG values, and how this impacts its learning cost. Indeed, data
1
https://www.statsperform.com/opta-analytics/.
2
https://www.scisports.com/total-shots-ratio/.
c The Author(s), under exclusive license to Springer Nature Switzerland AG 2024
U. Brefeld et al. (Eds.): MLSA 2023, CCIS 2035, pp. 119–130, 2024.
https://doi.org/10.1007/978-3-031-53833-9_10
120 A. Mortelier et al.

availability affects the ability to learn good models of xG [29]. In the search for
young talent, a minor league team has very little data, so it’s interesting to define
an approach that allows us to judge the quality of the xG with summary data,
so as not to miss out on the next recruit.
To answer the question of the relevance of the attributes needed to calculate
xG, we used machine learning techniques in this article. These techniques make
it possible to establish a model of the xG and the conditions for calculating
this model. Calculation performance (accuracy, convergence speed) indicates the
relevance of the attributes used: if the attribute improves learning quality, then
it is relevant to consider it. This approach is called wrapper [20].

2 State of the Art

2.1 The xG Metric

In collective ball sports, goals are the most important events. Depending on the
sport, these goal events may occur rarely, as in soccer, where goal events have a
low probability of occurrence during a match [37]. Analysts therefore prefer to
focus their attention on shots, which are more numerous than goals. This has
led to the creation of measures such as the Total Shot Ratio or TSR [21], which
evaluates the dominance of teams based on their share of shots in matches. The
limitation of TSR, however, is that it does not take into account the quality of
a shot. For example, a shot on goal without a goalkeeper has the same value as
a shot from midfield defended by an entire team.
With the democratization of data analysis, several derivatives of this measure
were created. Shot differential, Fenwick3 differential (shot differential between
teams) and Corsi4 differential (which considers shots on target and blocked shots
differently) have become popular for analyzing the performance of hockey teams
and players [23]. These statistics were chosen because each has proven to be a
very good indicator of performance at team level.
As not all shots are equal, a method is needed to measure the quality of a
given shot or series of shots, and this is how the xG models were developed. xG
is a statistical metric based on the shooter’s position to calculate a probability
of turning a shot into a goal. However, in sports where goal events occur most
frequently, such as handball, which has around 40 goals per match for two and
a half times as many shots, xG models are not used.
Historically, xG models were introduced to soccer in 2012 by Sam Green
for statistics site Opta5 . In soccer, the company StatsBomb6 provides one of
the most recognized xG7 calculation services. StatsBomb uses this metric8 in a

3
https://en.wikipedia.org/wiki/Fenwick (statistic).
4
https://en.wikipedia.org/wiki/Corsi (statistic).
5
https://www.statsperform.com/opta/.
6
https://statsbomb.com/.
7
https://statsbomb.com/soccer-metrics/expected-goals-xg-explained/.
8
https://statsbomb.com/what-we-do/soccer-data/.
What Data Should Be Collected for a Good Handball Expected Goal Model? 121

variety of ways. In soccer circles, it is a benchmark calculation method on a par


with that provided by Opta.
Models for predicting the probability of a shot turning into a goal are based
on a history of similar shots. For example, for ten shots at a position, if seven are
turned into goals, then the xG value for the position will be 0.7. These models
can consider a wide variety of attributes, giving varied information, in order to
predict the xG value of a particular shot. StatsBomb and Opta use up to 35
attributes, each advancing an xG value closer to reality. These models share a
base of attributes that include the angle or distance of the shot in relation to the
goal, the position of the goalkeeper, the number of defenders exerting pressure
on the shooter [6,9,15,16,25,39]. In general, the addition of new attributes does
not seem to improve the quality of xG models, but may be relevant for certain
isolated cases.
While the xG metric indicates the most favorable positions for scoring a goal,
it does not provide information on the quality of a shot: a shot with a high xG
value may be stopped by the goalkeeper, the mechanics of the shot may be poor,
or it may go out of frame. xG gives an indication of the position in which a player
should place himself to take the shot, in order to increase his chances of turning
it into a goal.

2.2 Use of xG

In the literature, xG can be used in several ways. Comparing the value of xG to


the number of goals scored can indicate a player’s scoring ability or luck. A player
who regularly scores more goals than his total xG probably has above-average
shooting/finishing ability [1].
xG models are used for a variety of reasons: predicting match scores [38,40],
measuring scoring efficiency by estimating goal expectancy [30], judging the
efficiency of soccer shots [28] or assessing the quality of positioning without
the ball, preceding shots that may lead to goals [34]. The uses of the xG value
are numerous and can be adapted to measure other qualities, such as passing,
possession, etc. [24,26,41].
xG is also a collective performance attribute, as the model calculates the
shooting situations that a team could have converted into a goal (xGinf licted ) as
well as the chances that could have led to a goal being conceded (xGconceded ).
A team’s goal differential (xGinf licted − xGconceded ) can indicate how a team
should behave: a negative goal differential but a positive one could indicate that
a team has had little luck or has a below-average finishing ability [1].
xG can be refined to differentiate between a team’s abilities in different situ-
ations: open play, free kick, corner, etc. For example, a team that has conceded
more goals from free-kicks than its xG on free-kicks is probably below average
at defending these set-pieces. A team’s xGconceded is an indicator of its ability
to prevent goal-scoring opportunities. A team will have a lower than predicted
xGconceded if it protects itself from shots with a high probability of being scored.
122 A. Mortelier et al.

3 Handball Data
3.1 Data Acquisition
There are two types of dataset for team sports: spatio-temporal data and event
data.
The spatio-temporal data are the trajectories of the players or the ball ; they
provide location, direction and speed information for each of the entities [12].
Event data provides logs of player-related events (pass, shot, catch, goal-
keeper stop, etc.) or technical events (red card, start of time, stop of time, foul,
etc.) for a match. Each of these events can be associated with a distance, duration
or direction, and is time-stamped.
These two ways of looking at data require different technologies and technical
or financial resources. For example, Indoor Position System (IPS) sensors [33]
are inexpensive but not very accurate, while video [27,31,32] is accurate but
requires expensive processing.

3.2 Qatar 2015 Data


The data analyzed here comes from 88 matches of the 2015 Handball World
Championship held in Qatar. These data were obtained by video analysis and
manual annotation of the events, the integrity of this trajectory capture system
have been measured in [4]. This dataset has been little studied [5,13,14].
These data combine spatio-temporal and event-based information: each
player’s trajectory at 10 Hz and details of match events such as passes, recep-
tions, shots and goals. For each match, a statistical summary table is available
for each player. This table communicates individual information, such as walk-
ing distance, running distance, shooting distance at 7 m and 9 m, as well as the
player’s role for each match.

3.3 Dataset Enrichment


From this dataset, it is possible to pre-calculate various attributes providing
additional information on the state of play, such as the distance of the shot from
the goal, the angle of opening, etc. More complex attributes provide information
on the pressure exerted on the shooter. For example, Voronoı̈ [2] regions are used
to determine the area a player can reach before all others (assuming all players
have the same speed). If individual speeds are taken into account, the dominant
region [36] or zone of influence [35] can be calculated. These tools are widely
used to analyze team sports such as football [18].
Each player has a dominant zone. The boundaries of these zones are delimited
by the bisectors between the players: the closer the neighbors, the smaller the
player’s zone. The area of the zone is ultimately indicative of the pressure exerted
on a player.
The Delaunay triangulation [8] of a discrete set P of points is the dual graph
of the Voronoı̈ diagram associated with P . Each cell of the Voronoı̈ diagram
What Data Should Be Collected for a Good Handball Expected Goal Model? 123

is associated with a vertex in the Delaunay triangulation. These vertices are


connected by an edge if the cells are adjacent. The number of edges connecting a
player to defenders is a relevant indicator of the pressure exerted on that player.

4 Method for Calculating xG


4.1 Sample Calculation
The first method for calculating the xG metric involves sampling the data to
determine the ratio between the number of goals scored and the number of shots
taken for each shooting position. Since shots are always taken from different
positions, the field is divided into a grid with cells of varying size, depending on
the precision required. The ratio between the number of goals scored and the
number of shots taken is then calculated for each grid cell. The ratio obtained
reflects the ground truth provided by the data. These values can be visualized
using a heat map. The advantage of this method is that only the shooter’s
position is required to determine this ground truth.

4.2 Model Calculation


The second method for obtaining the xG metric is to design a model. A model
is a function that takes as input various arguments such as the angle of the goal
opening, the distance of the shot, etc., and gives as output the value of the xG.
For example, if we denote xG(d, θ) the function of arguments d the shooting
distance from the goal and θ the opening angle of the goal, we could define this
1
function as equal to dθ . Indeed, this function has good properties because the
goal probability is inversely proportional to distance and opening angle. However,
the exact expression of this function is not known, not least because it depends
on many other arguments, such as the size of the shooter.
What’s more, each handball expert has his or her own unique personal expe-
rience and intuitions. It would be difficult to reach a consensus on the precise
definition of the expected goal.
Determining the right model and therefore the exact expression of the func-
tion is a task taken on by machine learning, based on ground truth. For the
remainder of this presentation, we have used seven of the most widely used learn-
ing algorithms: RandomForest [3], logistic regression [22], decision trees [19]
and gradient boosting [7,17]: xGBoost, CatBoost and ADABoost. We don’t
need to go into the technical details of how these algorithms work, but the essen-
tial point is to understand that, from a series of matches between shooting situ-
ations and the outcome of the shot, the algorithm calculates the most accurate
model that functionally relates a shot to its outcome.
The models under study operate in a supervised classification mode. Their
role is namely to classify shooting opportunities according to their outcome,
positive or negative. In practice, these models calculate the probability of shot
success and use an activation threshold to make the classification decision. The
performance of a model is evaluated by its recall, precision, F1-score and area
under the ROC curve [10].
124 A. Mortelier et al.

4.3 Wrapper : Attribute Selection Approach

In order to determine the handball attributes needed to learn a good handball


model, a technique known as attribute selection is required. These techniques
can be very costly if they have to exhaustively test all potential attribute com-
binations: for n attributes, there are in fact 2n − 1 possible combinations. In
practice, we distinguish between the filter [11] and wrapper [20] approaches.
The filter approach examines the statistical characteristics of attributes, such as
correlation coefficients. The wrapper approach iteratively selects the attributes
that induce good performance of the learning algorithm employed (see Fig. 1).
The wrapper approach thus performs a search in the space of attribute sub-
sets, guided by the performance of the model learning algorithm. The evaluation
criterion is simply the algorithm’s performance measure, which depends on the
calculated model. The wrapper approach enables finer selection than the filter
approach, but at the cost of a longer computation time.

Fig. 1. wrapper approach.

In the experiments in Sect. 5, we’re not looking for the optimal attribute
configuration. We simply compare several emblematic families (see Table 1):

1. the first pos configuration considers only the shooter’s position;


2. the second (pos + θ + d) adds the opening angle θ of the goal and the distance
to the goal d;
3. event data contains position data plus information on match events (time
elapsed since previous shot, goal differential, scores, etc.).
4. spatial data focus on the geometric characteristics of the game situation at the
moment of shooting (goalkeeper position, shooter speed, number of defenders,
etc.);
5. combined data consider all attributes.

The attributes chosen come from the literature on different xG models for
football [6,9,15,16,25,39]. All these models use a base consisting of the shooter’s
position, the opening angle of the goal and the distance to the goal.
However, distance and angle are calculated from the shooter’s x and y posi-
tions. They are therefore a priori redundant with the shooter’s position. This is
What Data Should Be Collected for a Good Handball Expected Goal Model? 125

Table 1. Attribute families for calculating xG.

data pos pos + θ + d event spatial combined


shooter’s (x, y) position × × × × ×
angle θ of goal opening × × × ×
distance from goal × × × ×
time elapsed since previous shot × ×
goal difference × ×
shooter’s team score × ×
opposing team’s score × ×
does the shooter’s team lead? × ×
ball possession time × ×
goalkeeper’s position(x, y) × ×
distance from goalkeeper to goal × ×
shooter’s speed × ×
game situation (counter-attack or × ×
placed attack)
dominant region area × ×
number of connections in the Delau- × ×
nay graph
number of defenders × ×

why the model will be trained, on the one hand with the positions alone, and on
the other with the addition of distance and angle. This distinction will enable
us to decide whether the position is sufficient to calculate a good model.
For event data, the attributes are directly derived or calculated from the raw
data. The characterization of the game situation (placed attack or transition
game) is determined from the positions of the team’s players: after a change in
the team in possession of the ball, a transition situation is characterized by a
surplus of players, indicating the delay of one or more defenders.
For spatial data, the area of the shooter’s dominant Voronoı̈ region and the
number of neighbors in the Delaunay graph are considered. This information is
thought to be indicative of the pressure exerted on the shooter.

5 Results
5.1 Sample Calculation

On the Qatar 2015 data, shot density, goal density and xG are represented by
heat maps in Fig. 2. Although this article asks which attribute families should
be considered for good xG learning, it seems relevant to visualize and analyze
ground truth.
126 A. Mortelier et al.

Fig. 2. Shot density (left), goal density (middle) and xG (right) in handball.

Most shots are taken from the 6 m and 9 m lines. On the other hand, their
success seems to depend on the distance from the goal: the further away the
shooter is, the more the angle of his shot seems likely to face the goal. The
density suggests a shooting cone, with the wide base closest to the goal, and its
apex closer to midfield. We can assume that there is a correlation between the
chance of success on goal and the angle and distance of the shooter. Due to the
atypical topography of a handball pitch, which prohibits players from entering
the 6m zone, we observe a higher success rate for shots in this area. Indeed, an
attacker can enter the zone for a brief moment while in the air, and thus be in
a duel with the goalkeeper, with no defender to get in the way.

5.2 Wrapper Approach

Table 2 shows performance (accuracy, precision, recall, etc.) for each attribute
family depending on model chosen. Learning times are in seconds for the refer-
ence attribute family (pos only), and in percentage relatively to the reference.
In our experiments, we found that the RandomForest algorithm performed
best. For RandomForest, the F1-score is between 0.75 and 0.78 – recall and
precision are almost identical – and the AUC varies between 0.71 and 0.75. This
is the sign of a high-performance model that predicts rather correctly whether
there is a goal in a given situation. The other models have an F1-score between
0.66 and 0.72, and an AUC between 0.63 and 0.67: RandomForest performs
much better than the others.
As attribute richness increases, the improvement in learning quality is not
very significant (F1-score of 0.75 for positions alone, 0.78 for all attributes). An
increase in learning time is observed between the simplest configuration (pos)
and the richest configuration (combined data).
We can also see that there is very little difference between event and spatial
attribute configurations. The extra cost involved in calculating spatial attributes,
such as those associated with the Delaunay graph, which requires the position
of all players, is not always justified. This is characteristic of handball, whereas
in soccer, the richness of attributes is important and the consideration of spatial
attributes is necessary.
What Data Should Be Collected for a Good Handball Expected Goal Model? 127

Table 2. Models performances on different attribute families.

input model accuracy precision recall F1-score AUC learning time


pos RandomForest 0.72 0.77 0.74 0.75 0.71 258 s
Logistic Regression 0.64 0.64 0.69 0.66 0.63 16 s
Decision Tree 0.67 0.75 0.69 0.72 0.66 2s
xGBoost 0.66 0.75 0.68 0.71 0.66 29 s
CatBoost 0.65 0.71 0.68 0.70 0.65 106 s
ADABoost 0.65 0.72 0.68 0.70 0.64 34 s
pos+θ+d RandomForest 0.73 0.78 0.74 0.76 0.72 +62%
Logistic Regression 0.63 0.64 0.69 0.66 0.63 +21%
Decision Tree 0.65 0.71 0.68 0.70 0.65 +28%
xGBoost 0.66 0.73 0.68 0.71 0.65 +33%
CatBoost 0.65 0.73 0.68 0.70 0.65 +60%
ADABoost 0.65 0.72 0.68 0.70 0.64 +70%
event data RandomForest 0.74 0.79 0.76 0.77 0.73 +75%
Logistic Regression 0.63 0.63 0.69 0.66 0.63 +1631%
Decision Tree 0.65 0.74 0.67 0.70 0.65 +700%
xGBoost 0.66 0.73 0.69 0.71 0.66 +177%
CatBoost 0.66 0.74 0.68 0.71 0.65 +54%
ADABoost 0.65 0.72 0.68 0.70 0.64 +70%
spatial data RandomForest 0.75 0.77 0.78 0.78 0.75 +84%
Logistic Regression 0.64 0.64 0.69 0.67 0.64 +768%
Decision Tree 0.65 0.73 0.67 0.70 0.65 +2000%
xGBoost 0.70 0.74 0.73 0.73 0.69 +134%
CatBoost 0.66 0.72 0.69 0.70 0.65 +148%
ADABoost 0.67 0.73 0.69 0.71 0.66 +114%
combined data RandomForest 0.75 0.77 0.78 0.78 0.75 +49%
Logistic Regression 0.64 0.64 0.69 0.67 0.64 +2406%
Decision Tree 0.65 0.67 0.69 0.68 0.64 +4450%
xGBoost 0.68 0.73 0.70 0.72 0.67 +144%
CatBoost 0.67 0.72 0.70 0.71 0.66 +102%
ADABoost 0.66 0.72 0.68 0.70 0.65 +238%

6 Conclusion

Adapting the calculation of the xG metric to handball is a crucial step in analyz-


ing team performance in this sport. An wrapper approach was used to determine
the relevant attributes for learning xG. In soccer, the position of the shooter,
the distance to the goal and the position of the defenders are relevant. How-
ever, adapting the soccer models for handball, which include a large number of
attributes, did not significantly improve model accuracy.
The way in which the calculation of the xG metric is adjusted is influenced
by the availability of data, as well as by the cost that the team is willing to
incur to collect this data. In handball, our experiments have shown that it is not
mandatory to invest huge resources in data collection, and that only the shooting
positions could be sufficient. This is a significant advance in the analysis of player
128 A. Mortelier et al.

and team handball performance, which could have practical applications in the
field of training and strategy.

Acknowledgements. This work was partially funded by the ANR and the Normandy
Region as part of the HAISCoDe project.

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Identifying Player Roles in Ice Hockey

Rasmus Säfvenberg, Niklas Carlsson , and Patrick Lambrix(B)

Linköping University, Linköping, Sweden


[email protected]

Abstract. Understanding the role of a particular player, or set of play-


ers, in a team is an important tool for players, scouts, and managers,
as it can improve training, game adjustments and team construction.
In this paper, we propose a probabilistic method for quantifying player
roles in ice hockey that allows for a player to belong to different roles
with some probability. Using data from the 2021–2022 NHL season, we
analyze and group players into clusters. We show the use of the clusters
by an examination of the relationship between player role and contract,
as well as between role distribution in a team and team success in terms
of reaching the playoffs.

Keywords: Sports analytics · Ice Hockey

1 Introduction
Ice hockey is a fast-paced team sport that emphasizes both physical prowess and
technical ability [10]. However, the expectations and responsibilities of players
vary, not only based on playing position, but also on the role of the player. The
three traditional groups of positions in ice hockey are goaltenders, defenders, and
forwards [21], where the latter two positions are referred to as skaters. However,
the roles of the players are not always that clear cut. For instance, while defenders
are typically given the highest responsibility for preventing the opposition from
scoring, there are defenders who specialize in offensive contribution [21].
The benefits of categorizing players into roles are multi-fold. For team staff
it will allow the choices and design of rosters and line-ups to be more effective
in-game. Additionally, the construction of team rosters is also constrained from
an economic standpoint. In the National Hockey League (NHL), the salary cap
prevents a team from having salary expenditure above a fixed amount [6]. On
an individual level, if there is a disagreement in expectations of the player’s role
between a player and a team, the development of the player may be hampered
and the likelihood of attaining success is lowered for both parties [14].
Work on player roles has been performed in different sports (e.g. [1,19]).
Prior work regarding player roles in ice hockey has typically utilized methods
that assign each player into a distinct cluster, e.g., using k-means, and used a
limited set of performance metrics, e.g., points, plus-minus, and penalty minutes,
which may leave some roles or role nuances undiscovered [6,21]. In comparison,
c The Author(s), under exclusive license to Springer Nature Switzerland AG 2024
U. Brefeld et al. (Eds.): MLSA 2023, CCIS 2035, pp. 131–143, 2024.
https://doi.org/10.1007/978-3-031-53833-9_11
132 R. Säfvenberg et al.

the aim of this paper is to identify different player roles for skaters in ice hockey
using performance metrics that span more aspects of the game than previous
work, as well as a wider basis for discovering different player roles. Further,
players can be assigned to different roles to different degrees.
The contributions of this paper are as follows. First, we identify player roles
by using a larger set of performance metrics than previous work, allowing us to
discover new roles and/or key components in understanding a role, and by using
fuzzy clustering, allowing each player to belong to a role to some degree, rather
than assigning each player to a distinct role. Further, we show applications to
team constructions in terms of player contract comparison and team composi-
tion for successful and less successful teams. Our findings have value to players,
scouts, and managers.
The remainder of the paper is organized as follows. Section 2 describes the
data used for the analysis while Sect. 3 introduces the method including prepro-
cessing, principal component analysis and fuzzy clustering. Section 4 presents
and contextualizes the results. Further, we show two applications. In Sect. 5 we
compare players to players with similar roles with respect to their salaries and in
Sect. 6 we investigate the relationship between team composition based on roles
and reaching the playoffs. Limitations of the study are addressed and concluding
remarks are drawn in Sect. 7.

2 Data
We use data from 2021–2022 NHL regular season obtained from the official web-
site of the NHL1 and their public API, as well as salary data from CapFriendly2 .
The data combines play-by-play data with shift data. From this data, a set of
variables was derived (Table 1). Variables regarding goals, assists, and expected
goals are used to evaluate offensive quality and frequency among players. Plus-
minus (+/−), xGF, xGF%, and xGF% Relative serve as proxies for team perfor-
mance while the player is on the ice. Giveaways gives some measure of puck con-
trol, while takeaways and blocks represent defensive contributions. Hits, net hits,
penalties, net penalties, penalty minutes, and number of penalties per group all
portray player aggression and physical play. The number of penalties per group
variables are also split into the penalties the player is given as well as the penal-
ties that are drawn, to distinguish between players who are the instigator and
the receiver. Offensive zone starts can depict if a player is more offensively or
defensively orientated. The time on ice variables capture how much ice time the
player has, while the coordinate variable describes where the player typically is
when performing each event. Finally, weight characterizes player physique, which
is used to gauge the physical dimension of players and its impact on player role.
Furthermore, the variables xGF%, and xGF% Relative serve as a proxy for puck
possession, and, as [22] explains, can negate the weaknesses of the traditional
plus-minus metric.
1
https://www.NHL.com.
2
https://www.capfriendly.com.
Identifying Player Roles in Ice Hockey 133

Table 1. Variables in the data.

Variable Description
Goals Number of goals scored by the player
Assists Number of passes by the player leading to goals
xG How many goals a player is expected to score
xG difference Goals - xG
S% Percentage of shots on goal that become goals
+/− +/− while the player is on the ice
xGF% xGF on ice/(xGF on ice + xGF off ice) during 5 on 5
xGF% Relative xGF% on ice - xGF% off ice during 5 on 5
Giveaway Unforced loss of control of puck by the player
Takeaway Retrieval of the puck from opponent
Blocks Number of blocked shots by the player
Hits Number of hits by the player on opposing players
Net hits Hits given - Hits received
Fights Number of fights the player was involved in
Penalties Number of penalties on the player
Net penalties Penalties on - Penalties drawn
Penalty minutes Total penalty minutes for the player
Penalties per group Groups are physical, restraining, stick, (other not used)
Penalties drawn per group Groups are physical, restraining, stick, (other not used)
OZS% % of starts in the offensive zone for the player
PP% % of time played in powerplay
SH% % of time played while shorthanded
OT% % of time played in overtime
Median X coordinate Median X coordinate for each event
Median Y coordinate Median absolute Y coordinate for each event
TOI∗ Total time on ice for the player
5 on 5 TOI∗ Total time on ice during full strength for the player
Height Player’s height in inches
Weight Player’s weight in pounds
* Not included as a variable for modeling.

3 Method

The analysis consisted of preprocessing, dimensionality reduction and clustering.

3.1 Preprocessing

In the Preprocessing step, a threshold was used of 200 min for minimum number
of minutes played during the season to exclude players who had insufficient
playing time. The number of defenders satisfying this requirement was 263 (out
of 345), and the number of forwards 485 (out of 659). We then split the data into
two subsets, one for defenders and one for forwards, to take positional variations
into consideration. Further, all3 performance-related variables with counts, i.e.,
3
Except xGF, which used 5 on 5 TOI.
134 R. Säfvenberg et al.

not variables with percentages, were then standardized by dividing by total time
on the ice (TOI) and multiplied by 60 (number of minutes in a game in regulation
time). The variables were also normalized by subtracting the variable’s mean and
dividing by its corresponding standard deviation.

3.2 Principal Component Analysis


Next, principal component analysis (PCA) was utilized to perform dimension-
ality reduction on the data, as clustering in high dimensions tends to become
ineffective [2]. The selection of the number of principal components was primarily
based on parallel analysis [12,13] to reduce the probability that too many com-
ponents are kept. This selection method was shown to be among the best per-
forming in [17]. Based on experiments regarding the robustness for the method
[12] we ran 100,000 iterations using the 95th percentile as the basis for selecting
the number of components.

3.3 Clustering

As we wanted to model that players can take on different roles to certain degrees
and that roles tend to have overlapping elements, we opted to use a fuzzy cluster-
ing algorithm rather than the crisp clustering algorithms used in previous work.
In fuzzy clustering, the objects are assigned a probability of belonging to a given
cluster, where the probabilities of cluster membership of an object sum to one.
In this paper, we used the fuzzy c-means algorithm [3,9]. The objective in fuzzy
c-means algorithm is to create k fuzzy partitions among a set of n objects from
a data vector x by solving (1) until convergence.


n 
k 
k
2
min Jm = ij d (xi , cj ) s.t. uij ∈ [0, 1],
um uij = 1 (1)
U,C
i=1 j=1 j=1

In (1), d denotes the distance between object i and the j:th cluster centroid
cj . Moreover, uij is the degree of membership for object i to cluster j. The
hyperparameter m controls the degree of fuzziness, where a higher m leads to
a fuzzier solution [4]. It can also be shown that the fuzzy solution converges to
the crisp solution as m → 1 [15] and as m → ∞ then uij → k1 .
There is no optimal m that suits all cases [4]. However, m ∈ [1.5, 3.0] tends
to give satisfactory results in general [4] or are typical values [24], m = 2 results
in compact and well separated clusters [9], but can also negatively affect the
clustering [8,20]. The formula that we use for deciding m was proposed in [20].
   
1418 12.33
f (n, p) = 1 + + 22.05 d−2 + 0.243 d−0.0406 log(n)−0.1134 , (2)
n n

which only depends on the number of objects n and the dimensions p.


Similar to its crisp clustering counterpart, k-means, the fuzzy c-means algo-
rithm also requires that the number of clusters k are specified in advance. A
Identifying Player Roles in Ice Hockey 135

popular method for deciding how many clusters should be formed is to compare
a set of candidate k by considering one or more cluster validity indices [16]. In
[23] a large set of different fuzzy cluster validity indices are compared. Although
no singular validity index is optimal for all data, the modified partition coeffi-
cient (MPC) was one of the indices that partitioned many of the investigated
data sets into the best number of clusters. The MPC is an extension of the
partition coefficient (PC) [3]:
 
1  2
n k
1
VP C = uij ∈ ,1 , (3)
n i=1 j=1 k

PC exhibits a monotonic evolution as k increases. As a result, [7] proposed the


MPC, which is defined as:
k
VM P C = 1 − (1 − VP C ) ∈ [0, 1]. (4)
k−1
Similarly to the PC, MPC quantifies the extent of sharing between fuzzy subsets.
For both indices, the optimal number of clusters is given by the k that maximizes
the index [23].
Although some cluster validity indices are typically only considered for fuzzy
clustering, extensions of crisp clustering validity indices have also been proposed,
an example being a fuzzy extension of the silhouette width criterion, which is fre-
quently used in crisp clustering [5]. The silhouette of an object i is computed by
ai − bi
si = ∈ [−1, 1], (5)
max{ai , bi }
where ai describes the average dissimilarity for object i to all other objects
belonging to the same crisp cluster, while bi is the minimum average dissimilarity
to the clusters where object i is not assigned [18]. Moreover, the crisp silhouette is
defined as the average of the silhouette over all objects. However, in the context of
fuzzy clustering, the crisp silhouette does not account for information regarding
the degree of cluster overlap between two clusters. To generalize this criterion
to fuzzy clustering, the fuzzy silhouette (FS) is defined by:
n
(uig − uig )α si
VF S = i=1 n , (6)
i=1 (uig − uig )
 α

where uig and uig represent the two largest elements from Ui [5] while α ≥ 0 is
a weighting coefficient that is commonly set to 1 [11]. One distinction between
the crisp and fuzzy silhouette is that the latter computes the weight for each
term, based on the two fuzzy clusters that are found to be the best match. The
optimal number of k is obtained by maximizing the index [5].

4 Results
4.1 Principal Component Analysis
Figure 1 shows the proportion of variance explained by each component generated
by the PCA for defenders and forwards, respectively. The first six components are
136 R. Säfvenberg et al.

1.0

Cumulative proportion of
0.8

variance explained
0.6
Defenders
Forwards
0.4

0.2

0.0
5 10 15 20 25 30 35 40 45
Principal component

Fig. 1. Proportion of variance explained for defenders and forwards

responsible for the majority of the variance in the data, by providing an explana-
tion of at least 50% of the variance. However, the proportion of explained variance
decreases rapidly, and in order to explain, e.g., 90% of the variance, at least 26 and
27 components are required for defenders and forwards, respectively. We used par-
allel analysis to determine the set of components, which resulted in the selection
of the first eight for defenders and nine components for forwards. These choices
explain approximately 55–57% of the variance for each respective position group.

4.2 Fuzzy Clustering

For obtaining values for m in fuzzy c-means we used Eq. 2 which resulted in 2.407
for defenders and 2.179 for forwards. For k we used Eqs. 4 and 6 to evaluate
cluster cohesion. k = 2 produced the most distinct clusters for defenders and
forwards and less cohesive clusters were observed for values larger than k =
3 (defenders) and k = 4 (forwards). In addition to these metrics, the cluster
assignment of players was also compared to domain knowledge to guide the
final choice. More specifically, the players who belong to the same cluster should
share the same style of play, regardless of if other possible roles, i.e., clusters,
have some overlap. As a result, k = 3 and k = 4 were chosen for defenders and
forwards, respectively, as they provide more cohesive clusters while also allowing
the number of roles to be as descriptive as possible.
Figure 2 shows the distribution of the probabilities representing cluster mem-
bership. We note that the densities of probabilities for defenders are more similar
than forwards, where cluster F4 has a high peak close to zero. Furthermore, clus-
ters D1 and D3 among defenders have similar distributions while cluster D2 is
more centered. For forwards, both clusters F1 and F3 appear to span the entire
range of possible values between zero and one, while clusters F2 and F4 have a
somewhat smaller range. Except for cluster D2 among defenders, the densities
reach a peak between 0 and 0.25.
To explore the variables characterizing each cluster, we retrieve the cluster
centroids, which are expressed in terms of principal components. We then obtain
approximate centroids corresponding to the original variables by computing an
inverse transform of the centroids and the selected principal components. More-
over, since the data was standardized to have unit variance prior to conducting
Identifying Player Roles in Ice Hockey 137

Fig. 2. Cluster membership degrees for defenders (left) and forwards (right).

PCA we also invert this procedure by multiplying by the standard deviation and
adding the mean for each variable. Using this method, we then obtain approxi-
mate centroids on the original variable scales, expressed in per 60 min of ice time
(Table 2).
Among defenders, a higher probability to belong to cluster D1 is connected to
the most offensively skilled defenders, who assist their team’s attacking presence
by contributing more goals, assists, xG, and takeaways while also playing closer
to the opposition’s net. They also start in the offensive zone and in powerplay
situations, more often than defenders in the other clusters. In cluster D3 we find
the most physical defenders, as the number of fights, hits, and penalties are the
highest, alongside the largest average weight. Their offensive contribution, with
respect to xG, assist, and OZS% rank is lowest. They also garner the highest
share of time played while shorthanded, but lowest in overtime and while short-
handed. Finally, the third cluster, D2, contains the defensive specialists, where
goals, penalty minutes, and hits are at their lowest, in combination with playing
closer to their own net. They are also the shortest and lightest.
Regarding forwards, the players in cluster F4 can be described as physi-
cal players, with the highest weight in combination with most fights, hits, and
penalty minutes. The offensive production is second lowest, and they tend to
be preferred in defensive situations. The offensive specialists can be found in
cluster F3, where goals, assists, and xG are at their highest, which also can be
seen in their play closer to the opposition’s goal. Moreover, players in F3 also
draw the most non-physical penalties. These players also block the most shots. A
lower, but still second highest, offensive proficiency characterizes the players in
F2, alongside positive xGF% values. Finally, the two-way forwards reside in F1,
with skating that covers the entirety of the rink. Additionally, the lowest xG and
goals are created by these players, alongside the lowest +/− and xGF On. How-
ever, they rank the highest for time played while shorthanded and percentage of
starts in the defensive zone.
138 R. Säfvenberg et al.

Table 2. Approximate cluster centroids of the original variables per 60 min.

Variable F1a F2b F3c F4d D1e D2f D3g


Goals 0.536 0.784 1.189 0.596 0.304 0.172 0.165
Assists 0.782 1.057 1.535 0.663 1.032 0.701 0.592
xG 0.649 0.823 1.023 0.711 0.271 0.187 0.174
xG difference −0.113 −0.039 0.166 −0.116 0.033 −0.015 −0.010
S% 0.090 0.108 0.143 0.093 0.059 0.041 0.040
+/− −0.532 −0.221 0.274 −0.370 0.164 −0.180 −0.097
xGF% 0.469 0.497 0.525 0.471 0.510 0.487 0.486
xGF%Rel −0.024 −0.001 0.024 −0.025 0.010 −0.008 −0.014
Giveaways 1.270 1.513 1.918 1.463 1.872 1.740 1.793
Takeaways 1.512 1.618 1.848 1.277 1.125 0.846 0.818
Blocks 2.137 1.747 1.441 2.220 3.737 4.214 4.672
Hits 6.122 4.668 3.023 12.749 3.427 4.229 6.279
Net hits 1.006 −0.202 −0.976 6.655 −0.874 −1.008 0.822
Fights 0.058 0.024 0.019 0.460 0.020 0.027 0.107
Penalties 0.691 0.661 0.642 2.007 0.629 0.573 0.929
Net penalties −0.029 −0.080 −0.207 0.456 0.207 0.187 0.398
Penalty minutes 3.591 3.299 3.368 11.621 2.310 2.145 3.796
Physical penalties drawn 0.145 0.120 0.127 0.833 0.094 0.101 0.228
Physical penalties on 0.148 0.117 0.119 0.921 0.091 0.093 0.244
Restraining penalties drawn 0.395 0.425 0.488 0.459 0.208 0.176 0.170
Restraining penalties on 0.330 0.333 0.309 0.529 0.340 0.321 0.440
Stick penalties drawn 0.162 0.182 0.217 0.189 0.113 0.102 0.119
Stick penalties on 0.151 0.157 0.159 0.318 0.148 0.117 0.180
OZS% 0.502 0.501 0.500 0.499 0.500 0.500 0.498
PP% 0.161 0.303 0.522 0.087 0.340 0.149 0.060
SH% 0.205 0.144 0.140 0.124 0.287 0.281 0.359
OT% 0.121 0.225 0.464 0.035 0.423 0.192 0.120
Median X Blocker −61.418 −61.600 −62.203 −60.421 −71.531 −71.816 −72.058
Median X Giveaway −9.247 7.064 22.694 −12.545 −54.876 −62.295 −64.705
Median X Hit taken 46.848 52.974 56.480 42.968 −79.173 −82.887 −83.735
Median X Hitter 50.035 53.585 45.437 63.619 −74.427 −75.385 −72.842
Median X Penalty drawn 38.681 48.730 55.660 29.017 −44.261 −51.050 −52.665
Median X Penalty −1.786 7.576 2.976 16.351 −66.892 −67.643 −68.462
Median X Shooter 69.933 70.348 69.813 70.270 51.044 49.973 48.561
Median X Takeaway 4.481 12.296 8.304 7.197 −43.224 −49.087 −48.726
Median Y Blocker 3.240 3.550 3.366 4.741 2.374 2.665 2.824
Median Y Giveaway 13.743 11.202 8.965 15.791 11.802 12.917 14.816
Median Y Hit taken 14.749 13.006 11.718 17.486 19.306 19.300 21.594
Median Y Hitter 12.296 12.299 12.062 11.374 19.586 20.391 23.384
Median Y Penalty drawn 10.509 8.171 4.680 6.694 11.419 12.341 10.447
Median Y Penalty 10.644 9.845 7.487 6.765 6.644 9.580 7.123
Median Y Shooter 1.855 1.680 1.872 1.931 8.742 11.059 13.364
Median Y Takeaway 8.543 7.226 5.514 11.394 14.730 16.196 16.270
Height (inches) 72.832 72.776 72.648 74.357 73.291 73.318 74.797
Weight (pounds) 196.294 195.941 195.925 211.659 199.538 198.207 208.955
a
Examples: Nick Bonino, Colton Sissons, Barclay Goodrow
b
Examples: Anze Kopitar, Jamie Benn, Tyler Seguin
c
Examples: Sidney Crosby, Auston Matthews, Connor McDavid
d
Examples: Tanner Jeannot, Ryan Reaves, Pat Maroon
e
Examples: Adam Larsson, Rasmus Ristolainen, Radko Gudas
f
Examples: Roman Josi, Victor Hedman, Cale Makar
g
Examples: Ivan Provorov, Christopher Tanev, Brian Dumoulin
Identifying Player Roles in Ice Hockey 139

5 Comparing Player Salary


One use of the clusters is to compare similar players regarding their roles with
respect to salary. We compared each player’s cap hit to their ten nearest neigh-
bors to determine how the player’s cap hit compares to their peers. The definition
of neighbor in this context is based on selecting ten players with whom a given
player has the lowest Euclidean distance, where the distance is measured by con-
sidering the fuzzy cluster membership probabilities. Due to the very right-skewed
distributions of cap hit a logarithmic transformation was used. After comput-
ing the difference in cap hit and distance for a pair of players, the difference is
then divided by the player’s own cap hit and then considered as the basis for
determining if a player is underpaid or overpaid when considering the cap hit of
their neighbors. A summary of the fifteen most underpaid and overpaid players,
relative to their neighbors, per position can be seen in Table 3. In general, a
negative value of average difference indicates that a player is earning less than
similarly performing players, while a positive value suggests the opposite. The
value should not be interpreted objectively to determine whether a player has a
good or bad contract, but rather how their contract stands in relation to players
whose role was similar during the 2021–2022 season.
The results indicate that the most overpaid players, relative to their role,
are Oliver Ekman-Larsson, Sean Monahan, and Milan Lucic, while the players
who are deemed to be most underpaid are Oliver Kylington, Trevor Zegras, and
Mason Marchment. A shared attribute among many underpaid players is that
they are still on their entry-level contract, which is the first contract they sign
when entering the league. As such, their true value may not (yet) be seen in their
contract. However, some of the players that are suggested to be underpaid have
after the season signed more lucrative contracts, including e.g., Jason Robert-
son, Mason Marchment, Jack Hughes, and Adam Fox4 . Moreover, some of the
overpaid players have since signed smaller contracts (Anton Strålman), retired
(Duncan Keith and P.K. Subban), or are no longer in the league (Alexander
Radulov and Danny DeKeyser). Interestingly, players who had a more unique
distribution of cluster membership degrees, such as Brady Tkachuk, were more
difficult to evaluate, as they can be quite distant to their nearest neighbors.
Consequently, they may be overrated by the model while in reality the contract
is not as bad as the model describes.

6 Team Composition
Team composition can have a substantial impact on team performance [6]. There-
fore, we also investigate if there are any patterns between player roles and team
success for the given season. We first compute the minutes played for all players
per team and retain the 18 players with the highest playing time. The choice of
18 players is based on the roster size in the NHL, where 20 players, of whom 18
are skaters and 2 goaltenders, are allowed to be used in any given game. Thus,
4
https://www.capfriendly.com/transactions.
140 R. Säfvenberg et al.

Table 3. Most underpaid and overpaid players, relative to players with similar cluster
membership probabilities for each position.

(a) Underpaid defenders. (b) Overpaid defenders.


Rank Player Avg. Rel. Diff. Rank Player Avg. Rel. Diff.
1 Oliver Kylington −1.060 1 Oliver Ekman-Larsson 0.484
2 Evan Bouchard −0.812 2 Esa Lindell 0.416
3 Adam Fox −0.750 3 Ryan McDonagh 0.410
4 Adam Boqvist −0.726 4 Marc-Edouard Vlasic 0.402
5 Erik Gustafsson −0.688 5 Jeff Petry 0.382
6 Anthony DeAngelo −0.663 6 Anton Strålman 0.380
7 Moritz Seider −0.654 7 Nick Leddy 0.375
8 Bowen Byram −0.636 8 T.J. Brodie 0.374
9 Noah Dobson −0.636 9 Darnell Nurse 0.367
10 Alexandre Carrier −0.584 10 Danny DeKeyser 0.357
11 Rasmus Sandin −0.565 11 P.K. Subban 0.352
12 Kale Clague −0.551 12 Duncan Keith 0.352
13 Calle Rosen −0.548 13 Tyler Myers 0.348
14 Gabriel Carlsson −0.541 14 Rasmus Ristolainen 0.348
15 Jaycob Megna −0.536 15 Ryan Pulock 0.345
(c) Underpaid forwards. (d) Overpaid forwards.
Rank Player Avg. Rel. Diff. Rank Player Avg. Rel. Diff.
1 Trevor Zegras −0.927 1 Sean Monahan 0.483
2 Mason Marchment −0.889 2 Milan Lucic 0.438
3 Jason Robertson −0.869 3 Brady Tkachuk 0.418
4 Joshua Norris −0.837 4 Jonathan Drouin 0.418
5 Jack Hughes −0.800 5 Antohy Beauvillier 0.397
6 Matthew Boldy −0.795 6 Tyler Johnson 0.394
7 Anton Lundell −0.779 7 Jamie Benn 0.392
8 Martin Necas −0.759 8 Kevin Hayes 0.387
9 Tim Stützle −0.744 9 Andrew Ladd 0.385
10 Michael Bunting −0.717 10 Alexander Radulov 0.374
11 Carter Verhaeghe −0.715 11 Dustin Brown 0.373
12 Nathan Walker −0.703 12 Colton Sissons 0.371
13 Nick Suzuki −0.673 13 Christian Dvorak 0.356
14 Cole Caufield −0.672 14 Nick Foligno 0.356
15 Lucas Raymond −0.655 15 Niklas Bäckstrom 0.353

these 18 players can then represent a possible composition of players for any
given team and game. Except for the San Jose Sharks (8D/10F) and the Florida
Panthers (5D/13F), the team compositions either consisted of 7 defenders and
11 forwards or 6 defenders and 12 forwards. Next, for a given team we then sum
the cluster probabilities among all players in each position group (defenders and
forwards) to obtain an estimate of how many players they have in each role,
which is then divided by the total number of players for the given position to
find the proportion of roles each team has. Thus, the sum of all forward clusters
sums to one and likewise for defenders. This is illustrated in Fig. 3, where a hier-
archical clustering using Ward’s linkage method and Euclidean distance groups
the playoff and non-playoff teams by team composition.
Identifying Player Roles in Ice Hockey 141

Fig. 3. Team composition and playoffs.

An observation from the clustering is that a distinction between playoff and


non-playoff teams is apparent, as 14 out of 16 playoff teams were grouped
together with the two exceptions being the New York Rangers and the Dal-
las Stars. Similarly, the Anaheim Ducks and Vegas Golden Knights, who both
missed the playoffs, were clustered with the other playoff teams. In general, the
playoff team cluster had a higher proportion of forwards from role F3, while the
proportions of F1 and F2 were lower than the corresponding roles for the non-
playoff cluster. There did not seem to be any noticeable differences between the
two hierarchical clusters with respect to F4, as most teams had few players in
this role. Among defenders, the playoff teams tended to have higher proportions
of role D1 and fewer players of role D2 and D3. Conversely, D2 and D3 were
more common among the non-playoff teams, which consequently implies a lower
proportion of D1. For the incorrectly clustered teams some additional informa-
tion may shed light on how they were clustered. In particular, by contrasting the
Dallas Stars and Vegas Golden Knights we note a point differential of 4 in favor
of Dallas, while Dallas scored 29 fewer goals than Vegas. This could indicate
that Vegas was more offensively capable but less consistent. Both teams concede
the same number of goals. For the New York Rangers the offensive capabilities
were league average, as their goals scored ranked 16th out of 32 teams but they
had 2nd fewest goals conceded, which can be attributed to their goaltender Igor
Shesterkin who was voted the top goalie during the season. Finally, the Anaheim
Ducks had an even distribution of roles and thus may be closer in distance to
many teams.

7 Conclusion
In this paper we have proposed a novel method for quantifying player roles in ice
hockey from a large set of performance indicators and player data using fuzzy
c-means. We also investigated the application of comparative contract evaluation
for the comparison of salary and player role, which can be used as a component in
142 R. Säfvenberg et al.

decision-making regarding contract negotiation and player acquisition. Moreover,


an investigation of the relation between player roles and team success gave insight
into what roles may provide additional success for a team.
Some limitations are worth mentioning. The data upon which this study is
based is not bias-free and does not cover all events that occur in an ice hockey
game. This is particularly evident for evaluating the defensive contribution of
players. In regard to the contract evaluation, it is dependent on the chosen dis-
tance metric and number of neighbors. For instance, by choosing the maximum
number of neighbors the league’s highest paid players are deemed the most over-
rated. In addition, the highest paid players in the league cannot be underpaid, as
there is nobody or very few paid more than them. Lastly, there is the possibility
that the team that a player plays for may be a latent factor unaccounted for in
this analysis, since a player’s style of play may differ between teams and their
performance may also be affected.
An extension of this work could be to include variables not available in the
data used here that can further distinguish between player roles, e.g., passes and
zone entries. Our method could easily be extended to capture these new vari-
ables. Additionally, by analyzing multiple seasons the results would also highlight
changes in performance and role over a player’s career. This method can also be
generalized and applied to other leagues around the world, as the style of play
may differ between leagues.

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Elite Rugby League Players’ Signature
Movement Patterns and Position
Prediction

Victor Elijah Adeyemo1,2,3,4(B) , Anna Palczewska1 , Ben Jones2,3,4,5,6 ,


and Dan Weaving2
1
School of Built Environment, Engineering and Computing, Leeds Beckett
University, Leeds, UK
{v.adeyemo,a.palczewska}@leedsbeckett.ac.uk
2
Carnegie School of Sport, Leeds Beckett University, Leeds, UK
{b.jones,d.a.weaving}@leedsbeckett.ac.uk
3
England Performance Unit, Rugby Football League, Leeds, UK
4
Leeds Rhinos Rugby League Club, Leeds, UK
5
School of Science and Technology, University of New England, Armidale, Australia
6
The University of Cape Town and the Sports Science Institute of South Africa,
Cape Town, South Africa

Abstract. Although sports on-field activities occur sequentially, tradi-


tional performance indicators quantify players’ activities without regard
to their sequential nature. Nowadays, movement patterns are used to
sequentially quantify players’ activities to understand match demands
on players. However, the specific behavioural (i.e., signature) movement
patterns of rugby league players per playing position remain unknown
and the prediction of rugby league players into all nine playing posi-
tions based on their movement patterns is largely unexplored. Hence, this
study identified the signature movement patterns of elite rugby league
players per position and revealed the contribution of movement patterns
towards the prediction of players into positions during the 2019 and 2020
seasons. Varying numbers of signature movement patterns were identified
across playing positions with centres having the highest number of signa-
ture patterns (i.e. 1241). Random Forest best predicted elite rugby league
players’ positions at 73.41% accuracy, 0.74 recall, and 0.73 f1-score and
precision scores based on movement patterns relative frequency values
and top contributing movement patterns were identified. Therefore, we
recommend sports stakeholders recognize the signature and contributing
movement pattern of players per playing position while making decisions
regarding training programmes, talent identification and recruitment.

The authors would like to acknowledge The Rugby Football League (RFL) for the
access to GPS data.
c The Author(s), under exclusive license to Springer Nature Switzerland AG 2024
U. Brefeld et al. (Eds.): MLSA 2023, CCIS 2035, pp. 144–154, 2024.
https://doi.org/10.1007/978-3-031-53833-9_12
RFL Positions’ Signature Movement Patterns and Prediction 145

Keywords: Signature Movement Patterns · Rugby Football League ·


Players Position Prediction · Training Optimisation · Talent
Recruitment and Identification

1 Introduction

Sporting events [9] happen sequentially and players’ completed activities (i.e.,
external load) during matches or training are collected in a time-series format.
However, external loads are widely quantified and analysed without regard to
the sequential nature of sporting events [4] through the use of either technical-
tactical indicators (expertly coded by video-notational analysts from match
videos) or physical indicators (collected via a micro-technology unit contain-
ing accelerometer, magnetometer and or gyroscope worn by players). Few stud-
ies [11,12] have now quantified external loads with respect to their sequential
nature of occurrences - player movement profiling. Player movement profiling [11]
involves quantifying players’ external loads through the extraction of sequential
movement patterns (i.e., exact sequential on-field activities) to understand match
demands and uncover how external loads were accumulated towards replicating
match characteristics for training aspects.
Movement patterns are identified subsets of discrete movement activities
performed by players. Discrete movement sequences (for a player) are a set of
time-series concatenation of discretized velocity, acceleration and turning angle
values without periods of athlete’s inactivity. The study [12] is the first to iden-
tify players’ movement patterns from discrete movement sequences formulated
from Global Positioning System (GPS) data by developing a better and more
stable framework, called Sequential Movement Pattern-mining (SMP). An exam-
ple of an extracted movement pattern is “NNNNN”, (denoted as [Run-Neutral-
Straight] × 5 based on study [11] or denoted as [Sprint-Deceleration-Backwards]
× 5 based on study [12]).
In study [5], the SMP framework [12] was utilised to quantify the differ-
ence between three competition levels of the Rugby Football League based on
movement units obtained from decomposed movement patterns, through the use
of linear discriminant analysis algorithm. However, unique movement patterns
were not identified for each competition level which may be due to SMP frame-
work [12] limitations of identifying a few movement patterns which must be the
longest common movement patterns within each of twenty-five clusters of similar
discrete movement sequences. This type of movement pattern contains omission
of adjacent movement activities and may not represent exact match character-
istics required for training aspects. Additionally, other movement patterns that
are not the longest common subsequences but could be useful and of interest for
training aspects are discarded by the SMP framework.
The study [2] formulated and developed a sequential pattern mining algo-
rithm as a solution to the SMP framework limitations. The developed algorithm,
l -length closed contiguous sequential pattern mining (LCCspm), was used to
extract user-defined lengths of frequent closed contiguous movement patterns
146 V. E. Adeyemo et al.

from sets of discrete movement sequences of elite rugby league players as well as
frequent closed contiguous match events patterns performed by national team
players that participated in the men’s FIFA 2018 world cup. The algorithm was
reported to extract a user-defined length of closed contiguous patterns faster,
scaled better and used lesser memory than other existing related algorithms.
More so, a large number of frequent player movement patterns and match-event
patterns were reportedly discovered by LCCspm.
The study [3] quantified elite rugby league players’ external loads via three
distinct types of obtainable movement patterns, used the sets of extracted move-
ment patterns as independent variables to classify rugby league players into two
tactically distinct playing positions (i.e., hookers and wingers), and reported
LCCspm algorithm [2] closed contiguous movement patterns as the best type
of patterns for profiling players into playing positions. However, the specific
behavioural (i.e., signature) movement patterns of rugby league players belong-
ing to each position remain unknown and also the prediction of rugby league
players into all nine playing positions based on their movement patterns is largely
unexplored. Identifying the signature movement patterns and the classification
of players into playing positions is important for training optimisation for the
overall team and player performance improvement as well as for talent identifi-
cation and recruitment among others. Therefore, this study aims to uncover the
signature movement patterns of elite rugby league players for each nine playing
positions and use movement patterns to predict the playing positions of elite
rugby league players while investigating the contribution of movement patterns
towards the prediction.

2 Method

2.1 GPS Data, Collection and Processing

The method for processing GPS data into discrete movement sequences as pub-
lished [12] by was followed. Each movement unit and its encoded character is
published on [12] page 165. Two seasons (2019 and 2020) worth of GPS data
of 217 professional Rugby League players who participated in 338 fixtures were
collected using the micro-sensor units including global positioning systems [12]
(Optimeye S5, Catapult Sports, Melbourne, Australia) sampling at 10 Hz and
was processed into sets of discrete movement sequences. This study only consid-
ered players who played at one fixed position throughout the seasons. The dis-
tribution of the players across playing positions was 31 centres, 8 Five-Eighths,
22 Full-Backs, 26 Half-Backs, 22 Hookers, 8 Loose-Forwards, 47 Prop-Forwards,
25 SecondRows and 28 Wingers. Collected GPS data were processed into a total
of 4,640 sets of discrete movement sequences at the player-per-fixture level. This
study got the approval of the University Ethics Committee and obtained written
informed consent from the organisation representing the participants.
RFL Positions’ Signature Movement Patterns and Prediction 147

2.2 Signature Movement Patterns Mining

This study used the LCCspm [2] to extract a user-defined length of frequent
closed contiguous patterns from sets of discrete movement sequences. The param-
eters of LCCspm were set to 20 (i.e., 2 s time frame), and the support was set
to 5% (to include both low and high-frequency movement patterns), to extract
movement patterns. For each playing position, signature movement patterns were
derived by analysing extracted movement patterns to identify those performed
only by players within the playing position. Afterwards, signature movement pat-
terns of each position were visualised based on their frequency across all fixtures.

2.3 Playing Position Prediction and Feature Contribution

To predict the playing positions of players and investigate the contribution of


movement patterns for the prediction, the union of all extracted movement pat-
terns was computed and used as the set of independent variables to generate
a dataset for classification modelling. An observation in the generated dataset
represents a player per fixture. The dataset was populated with “relative fre-
quency” values (i.e., the count of performed unique movement patterns divided
by the total number of discrete movement sequences per match) or zeros. We
refer to this data as “original” dataset.
Due to the class imbalance problem found in the original dataset and to
investigate the influence of the total number of player-per-fixture observations
toward position prediction, both oversampling of minority playing positions and
undersampling of majority playing positions [6] were considered. The Synthetic
Minority Oversampling TEchnique (SMOTE) method was applied to oversample
seven minority playing positions and referred to the generated dataset as over-
sampled dataset. Prop-forward and Centre players have 898 and 779 observa-
tions respectively, which were not oversampled. Five-eighths, fullbacks and loose-
forwards have 188, 378 and 230 observations, which were oversampled at 275%,
100% and 220%, generating 705, 756, and 736 SMOTE observations respectively.
Half-backs, hookers, second-rows and wingers have 619, 499, 513, and 536 obser-
vations, which were oversampled at 15%, 50%, 50%, and 35%, generating 711,
748, 769 and 723 SMOTE observations respectively. Also, the Random Under-
Sampler (RUS) method undersampled all classes except the minority playing
positions (i.e., Five-Eighths) and referred to the generated dataset as the under-
sampled dataset. In total, three (i.e. original, over-sampled and under-sampled)
datasets were developed as input for classification modelling. The original dataset
has 4640 observations, the oversampled dataset has 6827 observations and the
undersampled dataset has 1692 observations
This study utilized six (6) machine learning supervised algorithms for the
classification of players into playing positions. These supervised machine learn-
ing methods were selected because they are based on different learning schemes.
All classifiers were developed using the 10-fold cross-validation technique [1] and
evaluated by accuracy and macro averages of precision, recall and f1-score. The
selected algorithms are: Decision Tree, Gaussian Naive Bayes, Random Forest,
148 V. E. Adeyemo et al.

Logistic Regression, Multi-Layered Perceptron (MLP), and K-Nearest Neigh-


bors. The default parameters for each algorithm were used except MLP whose
hidden layer sizes were set to 1000, 500, 250, 125, 50 and 25. Also, SHapley
Additive exPlanation (SHAP) values technique via “kernelExplainer” [7] was
applied to identify the contribution of each unique movement pattern towards
the classification of elite rugby league players into playing positions based on
the most accurate classification model. The machine learning classification algo-
rithms and SHAP value technique are all implemented in the Scikit-learn [10]
and SHAP [8] python modules.

3 Results and Discussion


3.1 Signature Movement Patterns

Centres: 3,307 movement patterns were performed by centres, where only 1241
(approximately 37.5%) were uniquely performed. The number of times each of
the 1241 movement patterns was performed by all centres varied from 1 to
365,692. The signature movement patterns performed by elite rugby league cen-
tres are visualised in Fig. 1a. An example is “eeeeeea” denoted as [Walk-Neutral-
Straight] × 6 and Walk-Deceleration-Straight.
Five Eighths: 1,199 movement patterns were performed by five-eighths, where
only 13 (approximately 1.08%) were uniquely performed. The number of times
each of the 13 movement patterns was performed by all five-eighths varied from
6 to 56,405. The signature movement patterns performed by elite rugby league
five-eighths are visualised in Fig. 1b. An example is “rqqqqqqq” denoted as Jog-
Neutral-Acute-Change and [Jog-Neutral-Straight] × 7.
Full Backs: 1,561 movement patterns were performed by full-backs, where
122 (approximately 7.82%) were uniquely performed. The number of times
each of the 122 movement patterns was performed by all full-backs varied
from 1 to 96,574. The signature movement patterns performed by elite rugby
league centres are visualised in Fig. 1c. An example is “yyyyzyyy” denoted
as [Run-Deceleration-Straight] × 4, Run-Deceleration-Acute-Change and [Run-
Deceleration-Straight] × 3.
Half Backs: 2,881 movement patterns were performed by half-backs, where
only 612 (approximately 21.24%) were uniquely performed. The number of times
each of the 612 movement patterns was performed by all half-backs varied from
1 to 169,958. The signature movement patterns performed by elite rugby league
centres are visualised in Fig. 1d. An example is “eeeefeeeeeeeeee” denoted as
[Walk-Neutral-Straight] × 4, Walk-Neutral-Acute-Change and [Walk-Neutral-
Straight] × 9.
Hookers: 1,282 movement patterns were performed by hookers, where only 300
(approximately 23.4%) were uniquely performed. The number of times each of
the 300 movement patterns was performed by all hookers varied from 1 to 12,604.
RFL Positions’ Signature Movement Patterns and Prediction 149

The signature movement patterns performed by elite rugby league hookers are
visualised in Fig. 1e. An example is “vwvv” denoted as Jog-Acceleration-Acute-
Change, Jog-Acceleration-Large-Change and [Jog-Acceleration-Acute-Change]
× 2.
Loose Forwards: 1,177 movement patterns were performed by loose forwards,
where only 13 (approximately 1.11%) were uniquely performed. The number of
times each of the 13 movement patterns was performed by all loose-forwards
varied from 4 to 374,428. The signature movement patterns performed by elite
rugby league loose forwards are visualised in Fig. 1f. An example is “zznmm”
denoted [Run-Deceleration-Acute-Change] × 2, Jog-Deceleration-Acute-Change
and [Jog-Deceleration-Straight] × 2.
Prop Forwards: 2,712 movement patterns were performed by prop forwards,
where only 771 (approximately 28.43%) were uniquely performed. The number
of times each of the 771 movement patterns was performed by all prop-forwards
varied from 1 to 145,249. The signature movement patterns performed by elite
rugby league prop forwards are visualised in Fig. 1g. An example is “mmmmma”
denoted as [Jog-Deceleration-Straight] × 5 and Walk-Deceleration-Straight.
Second Rows: 1,967 movement patterns were performed by second rows, where
only 194 (approximately 9.86%) were uniquely performed. The number of times
each of the 194 movement patterns was performed by all second rows varied from
1 to 115,168. The signature movement patterns performed by elite rugby league
second rows are visualised in Fig. 1h. An example is “KKKKKLKK” denoted
as [Sprint-Deceleration-Straight] × 5, Sprint-Deceleration-Acute-Change and
[Sprint-Deceleration-Straight] × 2
Wingers: 3,174 movement patterns were performed by wingers, where only
1066 (approximately 33.59%) were uniquely performed. The number of times
each of the 1,066 movement patterns was performed by all wingers varied from
1 to 28,830. The signature movement patterns performed by elite rugby league
wingers are visualised in Fig. 1i. An example is “GGSSSSSSS” denoted as [Run-
Acceleration-Straight] × 2 and [Sprint-Acceleration-Straight] × 7.
This study was able to identify signature movement patterns of elite rugby
league for each playing position, using closed contiguous movement patterns,
as opposed to the study [5] that did not identify signature movement patterns
of elite rugby league players for each competition level, using longest common
subsequence movement patterns.

3.2 Playing Position Prediction

It is noteworthy to point out that the default probability of correctly predicting


the playing position of players per fixture among the nine positions is computed
as (100/9) % i.e., 11.11%. The performance evaluation of all six (6) classifiers
fitted on the original, oversampled and undersampled datasets were obtained
(Table 1). A set of 7,167 movement patterns were obtained as the union of all
150 V. E. Adeyemo et al.

(a) Centres (b) FiveEighths

(c) Full-Backs (d) Half-Backs

(e) Hookers (f) Loose Forwards

(g) Prop Forwards (h) SecondRows

(i) Wingers

Fig. 1. Signature Movement Patterns of Elite RFL players per Playing Positions
RFL Positions’ Signature Movement Patterns and Prediction 151

Table 1. Prediction Accuracies of Elite RFL Playing Positions

Classifier Precision Recall F1 Score Sampling Method Variables Value Accuracy (%)
Decision Tree 0.32 0.31 0.31 N/A Relative Frequency 33.99
Gaussian Naı̈ve Bayes 0.24 0.16 0.1 10.41
Random Forest 0.53 0.43 0.44 51.9
Logistic Regression 0.53 0.45 0.46 53.53
MLP 0.51 0.49 0.49 53.79
5-NN 0.5 0.46 0.46 48.36
Decision Tree 0.09 0.09 0.09 Random Undersampler Relative Frequency 9.1
Gaussian Naı̈ve Bayes 0.11 0.12 0.07 11.58
Random Forest 0.1 0.1 0.1 10.17
Logistic Regression 0.12 0.13 0.12 12.41
MLP 0.1 0.12 0.07 11.64
5-NN 0.12 0.12 0.11 12.0
Decision Tree 0.46 0.46 0.46 SMOTE Relative Frequency 45.51
Gaussian Naı̈ve Bayes 0.38 0.23 0.18 22.09
Random Forest 0.73 0.74 0.73 73.41
Logistic Regression 0.6 0.61 0.6 60.37
MLP 0.73 0.73 0.73 72.85
5-NN 0.66 0.65 0.61 63.6

Table 2. Top-25 Contributing Movement Patterns for RFL Position Prediction

Ranking Centres Five Eighth Full Backs Half Backs Hookers Loose Forwards Prop Forwards Second Rows Wingers
1 ij HH SS ij iij ijj ijj HH ijj
2 ijj GH jii ii ef ij HH ijj iij
3 jji ijj ij iij ij iij ij ij ij
4 iij jii HH GH iii HH jii iij ji
5 HH ii iij ijj ijj iji SS GH iji
6 ii jjj GH jii ii GH iij iji jjj
7 fb HG iii HH fb jjj GH jii HH
8 GH ff jji jji mq ii jji ji jii
9 ff iij ej HG iji jii iii jji SS
10 jii iji iji jj jjj iii iiij mq ab
11 ji iii ijj ji HH jji iji jj GH
12 jjj ji mq jjj jji ji ji ii ff
13 jj jji ji iii GG mq jj uv vu
14 HG ab jj jij HG no uvv fb uv
15 fa uuuu ii vuv ji ba jjj ej ii
16 iiij ij uuu iji vuvv uuu ff ef jj
17 iii vuuv uuvu iiij uuvu iiij vuvvu GG fb
18 uv bb jjj GG ff HG bbb iii jji
19 jij uv vvuv vvu jii vuuv HG no uuuv
20 uuu uuv HGG mq SS ff eff vvu iii
21 iji jj vuv GGG ur vuvv ii ff uuuu
22 mq qu ff uuu qu fb HGG iiii uq
23 iu jij GGG uu jj jj mq uvv mq
24 vuuvu GG jf bbb ej qq ab ab vvu
25 ef mq efe SS vuv vu uvuuv jij no
152 V. E. Adeyemo et al.

extracted movement patterns across playing positions and it was used as inde-
pendent variables for classification modelling.
The Logistic Regression classifier, fitted on the original dataset, had an accu-
racy of 53.53%, 0.53 precision, 0.45 recall and 0.46 F1-score for predicting players
into nine RFL playing positions. However, the MLP classification model achieved
a maximum accuracy of 53.79%, 0.49 recall and F1 score respectively and 0.51
precision score. Five of the six classification models achieved an accuracy higher
than the default prediction probability except for the Gaussian Naive Bayes.
The low performance of the Naive Bayes algorithm can be associated with its
naive assumption of independent variables whereas the independent variables
are high-dimensional and there maybe be a correlation among some.
The prediction of RFL players into playing positions, using the undersampled
dataset, had a minimum accuracy of 9.1%, 0.09 precision, F1-score and recall
scores as achieved by the Decision tree classifier. The maximum accuracy of
12.41%, precision and F1-score of 0.12 and recall of 0.13 was achieved by the
Logistic Regression classifier. The prediction accuracies of all classifiers on the
undersampled dataset were lower than the default prediction probability in two
cases (Decision tree and Random Forest models).
The prediction of RFL players into playing positions, using the oversampled
dataset, had a minimum accuracy of 22.09%, 0.38 precision, 0.23 recall and 0.18
F1-score as achieved by the Gaussian Naive Bayes classifier. The classifier with
the maximum performance is Random Forest with an accuracy of 73.41%, 0.73
F1-score, 0.73 precision and 0.74 recall scores (Table 1). Four of the six classifiers
had accuracies above 50% except for the Decision tree and Gaussian Naive Bayes
classifiers. Decision tree low performance (i.e. underfitting) can also be attributed
to a large number of independent variables as the classifier decision splits will
be based on numerous variables.
A comparative analysis of the prediction models revealed the individual pre-
diction accuracies of the classifiers were better on the original dataset and best
on the oversampled dataset. For example, the Random Forest model had an
accuracy of 51.9% on the original dataset, 10.17% accuracy on the undersam-
pled dataset and 73.41% accuracy on the oversampled dataset. Additionally, this
study’s Random Forest 73.41% accuracy for predicting elite rugby league play-
ers into nine playing positions is higher than the classification accuracy of 70.1%
reported by [13] for classifying elite junior Australian football players into mid-
field, defence, forwards or rucks positional groups using technical performance
indicators.
SHAP values revealed the rank and contribution of each unique movement
pattern. From Table 2, the top-25 most contributing movement patterns for the
prediction of RFL players’ varied across playing positions. This suggests that
each unique movement pattern contributed more or less information depend-
ing on the rugby league players’ playing positions. For example, the movement
pattern “mq” is the twenty-second most contributing movement pattern for clas-
sifying players into the centres. However, it is the twenty-fifth and twentieth most
contributing movement pattern for classifying players into the five-eighths and
RFL Positions’ Signature Movement Patterns and Prediction 153

half-backs respectively. Additionally, there are featured contributing movement


patterns(s) which are not present across playing positions, such as movement
pattern “SS” featured by half-backs, prop-forward and wingers.

4 Conclusion and Future Works


Through the application of data mining and machine learning algorithms on
sport-related big data (i.e. two seasons’ worth of GPS data), this study con-
ducted the first attempt to quantify players’ external loads via movement pat-
terns towards revealing the signature movements of each elite rugby league play-
ers’ playing positions as well as predicting players’ positions based on movement
patterns. Signature movement patterns of each playing position were discovered
which is essentially useful for training customisation, talent identification and
performance assessment. Similarly, movement patterns can predict the playing
position of rugby league players at 73% accuracy which may help with young-
talent pathway development. An important future work for this study is the
reduction of movement patterns used as independent variables for predicting
players’ positions via feature selection and to improve the overall prediction
accuracy. In addition, the establishment of movement patterns for performance
variability assessment is another important future work to be considered.

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Boat Speed Prediction in SailGP

Benedek Zentai1(B) and László Toka1,2


1
Budapest University of Technology and Economics, Budapest, Hungary
[email protected]
2
ELKH-BME Cloud Applications Research Group, Budapest, Hungary
[email protected]

Abstract. The significance of data analysis in high-performance sports


has largely increased in recent years offering opportunities for further
exploration using machine learning techniques. As a pioneer work in
the academic community, our work showcases the power of data-driven
approaches in enhancing performance and decision-making at high-
performance sailing events. Specifically, we explore the application of
data mining techniques on the dataset collected at a high-performance
sailing event in Bermuda in 2021. By analyzing data from Race 4, the
study aims to gain valuable insights into the relationship between vari-
ables such as wind speed, wind direction, foil usage, and daggerboard
adjustments, and their impact on boat speed. Various prediction mod-
els, including Gradient Boosting, Random Forest, and a stacked model,
were employed and evaluated using performance metrics like R2 score
and mean squared error. The results demonstrate the models’ ability to
accurately predict boat speed. These findings can be utilized to refine
race strategies, optimize sail and rudder settings, and improve overall
performance in SailGP races. Future plans include collaboration with
SailGP to work with larger datasets and integrate the models into live
racing scenarios.

Keywords: Sailing analytics · boat speed · prediction

1 Introduction
SailGP [3] has emerged as a thrilling and revolutionary sailing championship that
showcases the pinnacle of high-performance sailing. One of the most captivating
aspects of SailGP is the sheer speed and adrenaline experienced by the boats as
they harness the power of the wind and glide above the water’s surface using
foiling technology. Foiling, a groundbreaking innovation, allows the boats to
achieve remarkable speeds and push the boundaries of what was once thought
possible in sailing. By shedding light on the intricate relationship between boat
speed and the various influencing factors, this project aims to contribute to the
broader knowledge and understanding of high-performance sailing. The findings
and predictive models derived from this project hold the potential to aid sailors,
teams, and race strategists in making informed decisions and optimizing their
c The Author(s), under exclusive license to Springer Nature Switzerland AG 2024
U. Brefeld et al. (Eds.): MLSA 2023, CCIS 2035, pp. 155–164, 2024.
https://doi.org/10.1007/978-3-031-53833-9_13
156 B. Zentai and L. Toka

performance on the water. As the world of sailing continues to embrace data-


driven approaches, this project serves as a stepping stone towards leveraging the
power of data analysis in unlocking the secrets to success in SailGP and other
high-stakes sailing competitions.
In conducting a thorough review of the state-of-the-art literature in the
field of sailing analytics, it became evident that there is a significant gap in
research specifically focused on SailGP. Despite the growing interest in data-
driven approaches and analytics in various sports, including sailing [7], there
is a dearth of information and studies specifically addressing sailing analytics
within the context of SailGP. This absence of literature indicates an untapped
potential for exploring and leveraging the power of data analysis in the realm of
high-performance sailing. The lack of available research in sailing analytics for
SailGP suggests an opportunity to pioneer innovative approaches and method-
ologies tailored to this unique sailing competition.
Although specific information about the data mining process employed by
the teams in SailGP is not readily available, it can be assumed that data mining
plays a crucial role in enhancing their performance [1,2,8].

2 Background
In the context of SailGP, several key terminologies play a vital role in under-
standing the dynamics of the sport. Foiling refers to the technique of raising the
catamaran’s hulls out of the water using hydrofoils, which are positioned beneath
each hull. These hydrofoils, commonly known as daggerboards, provide lift and
stability to the boat. Additionally, foils can also be present on the rudders, which
are horizontal fins located at the stern of each hull. These rudder foils signifi-
cantly contribute to the overall lift and control of the catamaran, amplifying its
maneuverability and maximizing its speed on the water.
Regarding the sails, the boats are equipped with innovative wingsails, which
are designed to resemble the wings of an aircraft. These wingsails are crucial to
the foiling technique and provide stability and aerodynamic efficiency to harness
the wind’s power effectively. The innovative design of SailGP boats enables them
to achieve remarkable speeds, soaring above the water at exhilarating velocities.
This technology, combined with the skillful navigation of the sailors, unlocks a
new level of performance and competitiveness in the world of sailing.

3 Data Set
Through the use of advanced sensors and onboard data collection systems, teams
gather vast amounts of data during training sessions and races. The SailGP
dataset we used in this project provides a comprehensive and detailed record of
a single race, spanning approximately 12 min. What makes this dataset particu-
larly valuable is the fact that it captures data at a granularity of one record per
second, offering a high-resolution view of the race dynamics and performance.
With nearly 60 features available, encompassing various aspects of boat speed,
Boat Speed Prediction in SailGP 157

wind speed, rudder, daggerboard, jib (headsail), and other critical components,
the dataset offers a wealth of numerical information for analysis and modeling.
However, there are also non-numeric features present, including boat names and
maneuver labels. It is worth noting that the data has a high temporal resolution.
However, obtaining a dataset of this complexity presented significant chal-
lenges due to the strict confidentiality surrounding SailGP data. As the infor-
mation is considered highly sensitive and confidential, gaining access to such
a dataset required extensive effort and collaboration. To overcome this obsta-
cle, several email communications were initiated with the top teams involved in
SailGP, seeking their assistance and cooperation in acquiring the necessary data.
The process involved establishing trust, explaining the project objectives, and
assuring the teams of the utmost confidentiality and data protection. Through
persistent communication and the cooperation of the teams, access to this intri-
cate and valuable dataset was ultimately secured. The complexity and sensitivity
of the data within the SailGP dataset make it a rarity in the field of sailing ana-
lytics.
The inclusion of various units of measurement, such as degrees and knots,
further adds to the intricacy of the dataset. The diverse nature of the features
and the high temporal resolution provide a unique opportunity to gain deep
insights into the race dynamics, team performance, and the impact of different
components on the overall outcome. By successfully navigating the challenges
associated with data confidentiality and secrecy, we have been able to leverage
the richness of the SailGP dataset, allowing for detailed analysis, modeling, and
valuable insights into the intricacies of high-performance sailing.
This dataset includes data from the Bermuda event in 2021, specifically Race
4 which took place on the second day of the event [9]. During this race, all the
boats were competing to secure a spot in the final, where the top three teams
from that weekend’s event would face off.

4 Boat Speed Analysis

The components influencing boat speed are multifaceted and interconnected.


Wind plays a crucial role, as teams must strategically harness its power to pro-
pel the boat forward. Efficient foiling techniques, where the boat is lifted out of
the water by hydrofoils, can significantly increase speed by reducing drag. The
optimal flying height of the boat, achieved through precise control of the foils, is
critical to maximizing performance. The set of the daggerboard and the rudder
directly affects the boat’s stability and maneuverability. Adjusting these com-
ponents allows sailors to optimize lift, resistance, and control, enabling them to
navigate challenging racecourses effectively. Sails, such as the wingsail and jib,
are pivotal in capturing wind energy and converting it into forward motion. The
crew’s position onboard also plays a vital role in boat speed, as their weight
distribution can impact stability and balance (Fig. 1).
158 B. Zentai and L. Toka

Fig. 1. This figure depicts the boat speed of each team recorded throughout the dura-
tion of the race. The data collection begins at T-30 s, and it is evident from the chart
that every team endeavors to maximize their speed leading up to the start. Notably,
during this phase and the initial leg, the teams exhibit their highest speeds, with
team GBR reaching a remarkable 50.0 knots (92.6 km/h). The chart also reveals slight
drops in speed during maneuvers and discernible variations in speed during upwind
and downwind sections. It is worth noting that in this race, both team JPN and team
USA encountered a collision during the first upwind leg, resulting in their withdrawal
from the race.

Analyzing these components collectively provides valuable insights into how


teams can enhance their boat speed. By leveraging data mining and machine
learning techniques, patterns can be identified, and predictive models can be
developed to optimize performance. This analysis enables teams to make data-
driven decisions regarding sail trim, foil settings, crew positioning, and overall
race strategy, ultimately giving them a competitive edge in the fast-paced and
dynamic world of SailGP.

4.1 Unveiling the Key Component


The feature importance analysis offers valuable insights into the relative sig-
nificance of different features within our boat speed regression model. We used
random forest and gradient boosting regressor models to calculate feature impor-
tance, which is determined by the algorithms themselves, and subsequently, they
are ranked based on their relative significance in predicting boat speed. These
results shed light on the contributions of each feature to the model’s predictive
performance, allowing us to prioritize and focus on the most influential factors.
Among the features examined, the most influential feature was found to
be ANGLE DB RAKE LIM DEG, with an importance score of 0.696855. This
indicates that variations in the rake angle of the daggerboard have the most
substantial impact on boat speed prediction. The rake angle is measured by
assessing the inclination of the daggerboard in relation to the boat’s hull. The
Boat Speed Prediction in SailGP 159

measurement is taken at the leading edge or trailing edge of the daggerboard


using specialized instruments or sensors. The rake angle is adjusted by either
moving the daggerboard forwards or backwards, or by adjusting the angle of
the daggerboard relative to the boat’s hull. The daggerboard rake angle plays
a crucial role in controlling the lift and drag forces acting on the boat, thereby
directly influencing its speed and maneuverability [10].
Similarly, the feature that represents the angle of the rudder obtained a
relatively high importance score of 0.114463. This suggests that differences in
the rudder angle contribute significantly to boat speed variations. Precise and
coordinated rudder adjustments can optimize the boat’s trajectory and minimize
drag, resulting in improved speed.
On the other hand, specific features indicating the average angle of the rudder
and the cant angle of the daggerboard in a specific context exhibited lower
importance scores of 0.034179 and 0.004883, and 0.001960, respectively. Cant
refers to the angle at which the daggerboard is tilted or angled sideways from
the vertical axis of the boat. While these features may have a lesser impact
individually, they still contribute to the overall predictive performance of the
model, albeit to a lesser extent.
The obtained feature importance results emphasize the importance of consid-
ering specific aspects of boat design and control mechanisms in predicting boat
speed accurately. The prominence of features related to the daggerboard, plat-
form length, and rudder adjustments underscores their critical role in optimizing
performance. The final regression model was refined by removing irrelevant fea-
tures. These findings provide valuable insights for understanding the factors that
influence boat speed and can guide future efforts in performance enhancement
and optimization within the context of sailing competitions like SailGP.

4.2 Random Forest Model

Random Forest regression is particularly well-suited for handling high-


dimensional data and capturing complex relationships between features [5]. It
can effectively handle both categorical and continuous variables, making it suit-
able for diverse datasets commonly found in boat speed prediction tasks. This
ensemble approach helps to improve the robustness and accuracy of the model by
combining multiple decision trees to make predictions. The random forest regres-
sion model employed in this project yielded promising results, demonstrating its
effectiveness. The reported results are obtained using TimeSeriesSplit, a special-
ized form of cross-validation, tailored for datasets where the temporal order of
the data is crucial [6]. TimeSeriesSplit ensures that during cross-validation the
training and testing sets maintain the temporal sequence of the data, preventing
any data leakage and preserving the integrity of the time series structure, and
reflects the performance on the test sets. The model achieved an impressive R2
score of 0.94, indicating that approximately 94% of the variance in boat speed
can be explained by the selected features. This high R2 score suggests a strong
correlation between the predicted boat speed and the actual values.
160 B. Zentai and L. Toka

Additionally, the mean squared error (MSE) for the random forest regression
model was calculated to be 4.5. A lower MSE value indicates better model per-
formance, as it represents reduced prediction errors. The MSE of 4.5 suggests
that, on average, the predicted boat speed deviates by approximately 2.1 knots
from the true values (Fig. 2).

Fig. 2. This scatter plot provides a visual comparison between the actual boat speeds
and the predicted boat speeds from the meta-model. The points on the plot are col-
ored differently, indicating overestimation (red points) or correct/underestimation (blue
points). The plot of the random forest regression reveals a concentration of predicted
boat speeds around 30 knots (55.6 km/h). Notably, there is a tendency for overestima-
tion within the range of 25 knots (46.3 km/h) to 30 knots (55.6 km/h). This observation
suggests that the model tends to predict slightly higher boat speeds within this par-
ticular range. (Color figure online)

4.3 Gradient Boosted Model


The decision to utilize a gradient boosted regression model for predicting boat
speed in this project is based on several advantageous characteristics of this
particular modeling technique. Gradient boosting is known for its ability to
handle complex relationships and capture non-linear patterns in the data [4].
This is particularly relevant in the context of boat speed prediction, as the factors
influencing speed can exhibit intricate and non-linear dynamics. Furthermore,
gradient boosted models are robust against overfitting and can effectively handle
high-dimensional feature spaces. The employed XGBoost model demonstrated
exceptional performance in predicting boat speed. The XGBoost model is based
on the concept of boosting, which combines the predictions of multiple weak
learners, such as decision trees, to create a strong predictive model. With an
impressive R2 score of 0.95, the model successfully explains the variance in boat
speed based on the selected features. The gradient boosted regression model
attained a mean squared error (MSE) of 4.3, which quantifies the average squared
disparity between the predicted and actual boat speeds (Fig. 3).
Boat Speed Prediction in SailGP 161

Fig. 3. The model exhibits a lower mean squared error (MSE), indicating a reduced
deviation between the predicted and actual boat speeds. Notably, the plot demonstrates
improved accuracy in the higher speed ranges, particularly for boat speeds exceeding 40
knots (74 km/h). This observation suggests that the model’s predictions align closely
with the actual boat speeds in these higher ranges, indicating a higher level of precision
and accuracy in those predictions.

4.4 Benchmark

Benchmarking allows us to evaluate models against a predefined standard or


reference point. In this case, the naive baseline model served as a starting point
for comparison, representing a simplistic approach without extensive optimiza-
tion. This naive model reached an R2 score of 0.92. The naive baseline models
utilized in this project involved using regression models without any form of
hyperparameter tuning or model optimization. Our models, on the other hand,
leveraged cross-validation to systematically fine-tune the model’s hyperparame-
ters, optimizing its predictive capabilities.
The higher R2 score obtained by the hyperparameter-tuned models (0.94
and 0.95) indicates improved ability to explain the variability in boat speed
based on the selected features. It suggests that these models capture more of
the underlying patterns and relationships in the data, leading to more accurate
predictions. The optimized hyperparameters enable the model to adapt better
to the nuances of the dataset, resulting in improved performance.
Furthermore, the use of a variation of k-fold cross-validation in our models
helps mitigate overfitting by evaluating the model’s performance on multiple
subsets of the data. This technique ensures that the model’s performance is not
overly influenced by a specific training-test split, enhancing its generalization
capabilities.
In conclusion, our regression models, incorporating TimeSeriesSplit, outper-
form the naive baseline model by achieving a higher R2 score. The optimization
and robust evaluation provided by the hyperparameter tuning process contribute
to the improved performance of the model, making it a preferred choice for pre-
dicting boat speed in this project.
162 B. Zentai and L. Toka

4.5 Meta Model

The decision to create a stacked model by combining the random forest regres-
sion model and the gradient boosted regression model was driven by the desire
to leverage the strengths of both models and improve overall predictive per-
formance. Each model may have its own unique strengths and weaknesses in
capturing the complex relationships within the data. By combining their pre-
dictions, the stacked model potentially captured a broader range of patterns
and produced more accurate predictions. The idea behind stacking is to learn
from the individual models’ outputs and build a meta-model that combines their
strengths, ultimately aiming for improved predictive power. The performance of
the meta-model is evaluated by calculating the Mean Squared Error (MSE) and
R2 score, which provide insights into the accuracy and goodness-of-fit of the
model (Fig. 4).

Fig. 4. The plot reveals the effectiveness of predicting boat speed, particularly in the
higher speed ranges of 30+ knots (55.6 km/h). Moreover, the stacked model exhibits a
lower deviation, indicating its ability to make precise predictions with reduced errors.
However, it’s worth noting that there is a tendency for overestimation around 30 knots
(55.6 km/h) across all of the models, suggesting a potential area for further refinement.

The obtained results reveal important information about the effectiveness of


the meta-model. The calculated MSE value of 3.2 indicates the average squared
difference between the predicted boat speeds and the actual boat speeds. Lower
MSE values suggest better prediction accuracy, and in this case, the achieved
MSE implies relatively small prediction errors.
Furthermore, the R2 score of 0.97 indicates the proportion of the variance
in the boat speeds that can be explained by the meta-model. A high R2 score
close to 1 signifies a strong relationship between the predicted and actual val-
ues. In this case, the R2 score of 0.97 suggests that the meta-model captures a
substantial portion of the boat speed variability.
Boat Speed Prediction in SailGP 163

5 Conclusion
SailGP stands at the forefront of a rapidly evolving and highly competitive
sailing landscape. This dynamic sport is characterized by its cutting-edge tech-
nology, intense competition, and a strong reliance on data-driven strategies. As
SailGP continues to develop and push the boundaries of what is possible in
sailing, the role of analytics and data mining becomes increasingly vital. It is
worth noting that, within the research community, our work represents a pio-
neering effort in exploring the realm of data mining in the context of SailGP.
By delving into this uncharted territory, we aim to shed light on the untapped
potential of leveraging data to gain insights and unlock performance gains in
this exhilarating sport.
Overall, the results indicate that the stacked regression model, incorporating
the predictions from RF and GBM models, along with the meta-model, yields
promising outcomes in predicting boat speeds. The relatively low MSE and high
R2 score suggest that the model captures and explains a significant portion of
the boat speed variations. These findings indicate the potential practical utility
of the model in estimating boat speeds accurately and its value in optimizing
performance in the context of sailboat racing.
The teams’ integration of data analytics to optimize their boats’ performance
showcases the increasing significance of data-driven decision-making within the
realm of competitive sailing. In SailGP, where the margins between victory and
defeat are often razor-thin, harnessing the power of data becomes crucial for
gaining a competitive edge.
Looking ahead, an exciting opportunity lies in the collaboration with SailGP,
which will grant access to further datasets and potentially real-time racing data.
By working closely with SailGP, we aim to expand our predictive models to
encompass a wider range of scenarios and to obtain more accurate predictions
during live racing events.

Acknowledgement. We would like to express our sincere gratitude to the providers


of the valuable dataset used in this project. Their contribution has been instrumental
in enabling us to conduct our research and derive meaningful insights. We are thankful
for their generosity and commitment to advancing knowledge in this domain.
Project no. 2021-1.2.4-TÉT-2021-00053 has been implemented with the support
provided by the Ministry of Culture and Innovation of Hungary from the National
Research, Development and Innovation Fund, financed under the 2021-1.2.4-TÉT fund-
ing scheme.

References
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propelled-by-ai. Accessed 01 June 2023
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racing-yachts-go-so-fast-an-engineer-explains-121902. Accessed 01 June 2023
Individual Sports
Exploring Table Tennis Analytics:
Domination, Expected Score and Shot
Diversity

Gabin Calmet1,2 , Aymeric Eradès1,2 , and Romain Vuillemot1,2(B)


1
École Centrale de Lyon, Ecully, France
[email protected]
2
LIRIS CNRS UMR 5205, Ecully, France

Abstract. Detailed sports data, including fine-grained player, ball posi-


tions, and action types, is becoming increasingly available thanks to
advancements in sensor and video tracking technologies. In this study,
we explore the potential of utilizing such data in table tennis to analyze
player superiority, scoring opportunities, and creativity. Our approach
involves adapting existing metrics by incorporating additional attributes
provided by the detailed data, such as player zones and shot angles.
Furthermore, we present a methodology for visualizing all metrics simul-
taneously during a single set, enabling a comprehensive assessment of
their significance. We expect this approach to help for developing, com-
paring, and applying a broader range of metrics to table tennis and
other racket sports. To facilitate further research and the benchmarking
of novel metrics, we have made our code and dataset available as an
open-source project.

Keywords: Sports Analytics · Table Tennis · Visual Analysis

1 Introduction

A new generation of detailed sports data is emerging for sports analysis in gen-
eral, including racket sports that require more precise analysis. A flagship exam-
ple is the TTNet [13] video tracking system, which enables real-time identifi-
cation of players and ball positions. This level of detail represents a paradigm
shift, as tracking data [8] of this kind is typically under-explored in such sports.
Meanwhile, a plethora of advanced tools are beginning to leverage this data,
such as iTTvis [13], which is aimed at experts to explore game sequences and
discover tactics. Other approaches also focus on sequence analysis to visually
explore frequent patterns [3], using an a-cyclic graph to represent all points in
a match, and extract tactics. TIVEE [2] leverages shot types, player positions,
and shuttle trajectory and speed to find correlations between strokes, aiding in
the discovery of tactics. TacticFlow [12] utilizes multivariate events in racket
sports to mine frequent patterns and detect how these patterns change over
c The Author(s), under exclusive license to Springer Nature Switzerland AG 2024
U. Brefeld et al. (Eds.): MLSA 2023, CCIS 2035, pp. 167–178, 2024.
https://doi.org/10.1007/978-3-031-53833-9_14
168 G. Calmet et al.

time. Tac-Miner [11] allows users to analyze, explore, and compare tactics of
multiple matches based on three consecutive strokes. All of these works share
the commonality of being driven by the availability of detailed tracking data.

Fig. 1. Example of an extended table tennis detailed data model (from [3]). It includes
additional metadata (e. g., players’ names, score and winner) with advanced strokes
types, players and ball rebound zones. It also takes into account continuous player
positions and ball position (that we haven’t yet collected).

We hypothesize that such detailed data provide deeper games analysis, and
thus need to be anticipated. Figure 1 illustrates a detailed table tennis data model
that captures all data currently available (mostly meta and event-based data). In
this work, we use a combination of event-based data and video tracking data, on
a 2D space. Such data can be collected with regular technical skills using a blend
of computer vision, deep learning and manual annotation tools. It extends the
format previously used in [3] but with finer grained players position, orientation
and ball rebound position. Some researches have been led to collect such data
automatically. [6] uses Twin convolutional neural networks with 3D convolutions
on RGB data and optical flow to classify strokes in table tennis. [5] shows the
importance of optical flow and human detection algorithms to improve action
detection. [9] uses a CNN layer inspired by optical flow algorithms for action
recognition without having to compute optical flow. And TTNet [13] is a multi-
task convolution-based neural network to collect positions and stroke events data
simultaneously. Additional data could be collected, such as the 3D position of
players as well as ball effects, but this requires more work on video detection.
We discuss this part in the last section of this paper.
Exploring Table Tennis Analytics 169

To illustrate our analysis in this paper, we use the following scenario from an
international table tennis game: Lebrun, the French champion, against Zhen-
dong, the world champion and number one player in the world, in the quarter-
final match during WTT1 Championship in Macao, 2023. In this match, Lebrun
wins 3 sets to 2. They took turns winning the sets. It was a really close game,
and Lebrun won the decider 11–9 by touching the edge of the table. During
this match, our experts noticed that Lebrun was very strong when attacking
from the left side of the table. Usually, he would win the point just after his
attack, often down the line with his backhand. If we focus on the first set, we
can see that Lebrun’s domination decreased after the second point, while he
didn’t execute these shots. However, after his domination increased again, these
shots began to be more and more common. Moreover, we noticed that during an
important moment (7–4 for Zhendong), he manages to score twice using these
shots, and this made him take the lead of the set. We may suppose that this is
an important feature of his game plan. In the first set, we found 4 points won
by Lebrun when he makes these strokes (indicated by the red vertical lines in
Fig. 2):

– Point A (1–0) Lebrun serves, Zhendong pushes on the left side of


Lebrun’s table, then Lebrun attacks down the line with his forehand and
wins the point.
– Point B (4–7) Zhendong serves, Lebrun pushes short on Zhendong’s
forehand, who pushes long on the left side of Lebrun’s table. Lebrun attacks
with his forehand on the left side of Zhendong’s table.
– Point C (5–7) Lebrun serves short on Zhendong’s forehand, who pushes
long on the left side of Lebrun’s table. Lebrun attacks with his backhand
down the line.
– Point D (9–7) Lebrun serves long on Zhendong’s backhand, who attacks
on Lebrun’s left side of the table. Lebrun counters with his backhand and
wins the point after a few shots.

We derived a series of high level questions from this game analysis, as a


way to address more general tasks analysts often conduct when processing table
tennis data:

1. Why is a particular point effective during a game?


2. What is the effect of shots diversity?
3. What shots combination are the most efficient?
4. What are strokes difference between players?
5. How a stroke can win you a point?
6. Can we classify players by their playing style?

To address these questions, we first selected a domination metric commonly


used in adversarial sports or games to measure the advantage held by a player
and designed it to capture both local efficiency for each shot and global trends.
1
World Table Tennis, a commercial organization that runs table tennis tournaments.
170 G. Calmet et al.

We then used another metric often used in soccer matches by bookmakers to


assess the reliability of the match outcome: Expected Goals [7]. This metric cal-
culates the probability that a scoring opportunity will result in a goal, providing
insight into whether the winning team had the most dangerous scoring oppor-
tunities or not. Finally, we included a last metric that captures creativity in the
choice of shots techniques, based on a shot similarity distance.
We have released our benchmark code and datasets (collected and aug-
mented) in a public GitHub repository2 .

2 Domination Analysis in Table Tennis

Analyzing the pressure or domination is popular in team sports. In general, it is


an umbrella term that encompasses all the ways to prevent the opposite team to
develop an attack [1]. There is always an objective component of the domination
that is calculated at a given moment without depending on the past. But most
games and sports requires physical, technical and mental capacities that can’t be
objectively quantified without depending on the past. In racket sports, usually
more fragmented than team sports that have long, continuous actions, but also
that have high scoring opportunities, there is a need to re-define this notion to
account for those characteristics. In such context with two opponents, we define
it broadly as follows:

Definition 1 (Domination). A situation in which a player (or a team) con-


sistently outperforms their opponents and maintains a significant advantage.

We used various data from Fig. 1 (scores, positions of both players, zone of
rebound, type of stroke, laterality) to define the domination function D(t) nor-
malized between −1 and 1 to indicate which team dominates. At the beginning
of the match, no team dominates, in other words D(0) = 0. As domination usu-
ally relies on many factors (e. g., endurance, precision, self-confidence, power,
speed, trajectory prediction, agility, decision-making, strategy, to name a few)
we will therefore consider multiple types of domination: score, physical and
mental. However, we know that three functions won’t be enough to analyze
every aspect of a table tennis match, this definition is an initial approach that
inevitably contains many limitations.

– Score domination is calculated using the current scores at a given instant. It


is highly reliable because the scores are what the winner is declared on at the
end of the match, and because they are considered an absolute truth during
the game. In this case, we consider that the score domination is proportional
to the winning chances of player A, Pa,b (see Appendix A for detailed defi-
nition). The value of Pa,b between 0 and 1 is then linearly re-scaled between
−1 and 1 to give us the score domination Sd (t).

2
https://github.com/centralelyon/table-tennis-analytics.
Exploring Table Tennis Analytics 171

Fig. 2. Detailed metrics during the first set of a match between Lebrun and Zhen-
dong at the WTT Championships in Macao, China in 2023. Red vertical lines the 4
points during the first set we focused on. (Color figure online)

– Physical domination in table tennis is supposedly based on three factors:


endurance, aggression and playing angle. At each stroke, we calculate the
distance dX (t) covered by each player, the playing angle a(t) and we update
also their respective rate of offensive shots rX (t). We then combine the three
contributions to get the full physical domination function (see Appendix A
for further explanation):
1
Ph (t) = (a(t) + d(t) + r(t))
3
– Mental domination in table tennis is difficult to quantify because it depends
a lot on the players and on the context of the match. However, we assume that
certain mental characteristics are found in a majority of cases [14]. Our model
takes into account defeat anxiety l(t), self-confidence c(t) and the stress of
long rallies s(t) (see Appendix A for detailed definition). We combine those
three factors to get the mental domination function:
1
M (t) = (l(t) + c(t) + s(t))
3
– Global domination. On a larger scale, the three types of domination are
also combined to obtain the global domination function:

D(t) = 0.4Sc (t) + 0.3Ph (t) + 0.3M (t)


172 G. Calmet et al.

From this definition of domination, we can see on Fig. 2 that domination is


highly correlated to the score difference, which is due to the score domination
term. During the last set, the domination function fluctuates a lot because the
score is very tight, and because this set is decisive. Moreover, during the decider,
there is a lot of stress because both player can easily win or loose, so the mental
domination is also at stake. The physical domination is not very decisive, and it’s
most of the time almost null. This can be explained by the fact that both players
are probably physically prepared and that they are authorized to rest between
and during sets. Nevertheless, we can notice that some score domination period
are correlated with physical domination peaks (Fig. 3).

Fig. 3. Theoretical structure of the Playing Patterns Trees (PPT) that enumerates all
shot attributes combination.

3 Expected Score (XScore) in Table Tennis


We have developed a second metric that draws inspiration from Expected Goals
(often referred to as ExpG or XG) in soccer [4,7]. The objective of this met-
ric is to predict the outcome of a point based solely on the first three strokes.
By consistently applying this prediction to all points in a set, we can construct
an expected score (XScore) that indicates the logical winner of the set. We
accomplish this by exploring a tree that represents all possible three-stroke play-
ing patterns and calculating a winning probability based on the statistics of the
branch in which each expected point is situated, and defined as:

Definition 2 (Expected Points). A statistical metric to estimate the prob-


ability of winning a point based on various factors such as player skill, shot
quality, and opponent performance.

To construct the similarities between the games, we build a Playing Patterns


Trees (PPT) described by those simple rules:
Exploring Table Tennis Analytics 173

1. The children of a zone node or of the root are laterality nodes: backhand
and forehand
2. The children of a laterality node are type nodes: right side and left side
for services and offensive, push and defensive for the others strokes.
3. The children of a type node are zone nodes according to the zone of rebound
of the ball (d1, d2, d3, m1, m2, m3, g1, g2, g3. It also has a child named
fault if the rally ends there.

Each node stores the probability that the sequence results in a win. Theo-
retically, the PPT up to the third stroke contains 62, 651 nodes, but in reality,
many of them are never explored because they represent unlikely sequences. For
instance, after an offensive stroke, it is unlikely to find a short zone of rebound
like d1, m1, or g1. Actually, the trees that are built on several real match anal-
yses haven’t more than 2, 000 nodes. We have built our PPT from the analysis
of 9 simulated matches, augmented from 3 different set annotated manually.
This metric is particularly interesting because it allows us to introduce the
concept of chance (or unlikely success) and its analysis can explain certain sub-
tleties of mental domination. As Fig. 2 suggests, the expected score respects
the global match outcome 3–2 for Lebrun. However, the set winners are not
always the same as expected. The third set is particularly interesting because
Lebrun wins by a wide margin and dominated during the whole set. But the
expected score is totally different: he is expected to lose by a wide margin. This
can be explained by the fact that he just lost the previous set and needs now
to be careful. Moreover, Zhendong just came back to a draw and may be less
concentrated: he still plays aggressively, which means he has occasions but com-
mits mistakes. The fourth set is similar, both players are very close in terms of
expected score, but Lebrun loses by a wide margin, as Zhendong did in the
previous set: he just won the previous set, he is less concentrated, and he makes
mistakes. This is an important feature that could be useful for the understanding
of mental domination.
An important remark is that this metric isn’t used to point the finger at
players who are lucky; it is used to show how luck can sometimes work in a
player’s favor to gain a mental advantage. Moreover, what we call ’luck’ is only
those sequences that are statistically losing and still result in a win. It is quite
possible that a precise refinement of the quality of the stroke will be undetectable
in our analysis and will allow a losing sequence to become a win. For instance,
this metric doesn’t quite work with players that are extremely creative, like
Lebrun. This leads us to our last metric.

4 Shots Diversity in Table Tennis

Being able to vary playing patterns during a match is one of the keys to victory
in table tennis. A player who always responds in the same way to a sequence is
bound to lose in the long term, even if their technique is perfect. However, it is
well known that humans are particularly bad at creating randomness, especially
174 G. Calmet et al.

when things are going fast and when the mind is in automatic mode. Therefore,
analyzing the variation of playing patterns during a set should be an interesting
way to look at the mental domination.

Definition 3 (Shots Diversity). Variety of shots and techniques employed


by a player during a match, including variations in racket side, placement, and
shot selection.

Fig. 4. Distance matrix between openings of the match between Lebrun and Zhen-
dong at the WTT Championships in Macao, 2023. At the beginning Lebrun doesn’t
vary much, probably to start with his strength and take the lead. Only then, he starts
to change to keep surprising his opponent with new openings. During the first set,
Zhendong started to lose when Lebrun started to vary openings. The most interest-
ing analysis is from the last set. We can see that Zhendong didn’t change a lot of
opening during this set (white square). We can suppose that he noticed that these tac-
tics were efficient, and he wanted to take the lead at the beginning of it. But Lebrun
adapted to this and managed to come back. Then, Zhendong never tried to change
pattern and lost the match. This may reflect a mental fatigue of Zhendong (maybe
with the stress he wanted to stay with something familiar to him, or maybe he wasn’t
lucid enough to take the decision to change of opening).

In a previous paper [3], we saw that some players tend to serve in the same
way, while they did not lose a point after such a serve. Here, we are going further
in the sense that we explore more strokes into the rally, and because we create a
metric representing the distance between two openings. By collecting the three
first strokes of every rally of a match, we can calculate similarities between
sequences.
Exploring Table Tennis Analytics 175

An opening U is defined as a list of nodes of the PPT that are successively


one of the children of the previous node. The first element of an opening is always
the root of the PPT. The distance between two openings, U and V , of the same
length n, is defined as:


n
D(U, V ) = (n − i) · d(Ui , Vi ) (1)
i=1
with
– d(Ui , Vi ) = 0 if Ui = Vi ,
– d(Ui , Vi ) = 1 if Ui = Vi and if Ui and Vi are laterality nodes or type nodes,
– d(Ui , Vi ) = Mj,k , if Ui and Vi are zone nodes, where M is the zones’ adjacency
matrix and where j and k are respectively the indices for the zones Ui and
Vi in M .
For a given list of openings M = (Mi )i∈[0,m] , we can build the distance matrix
defined as Dist(M ) = (D(Mi , Mj ))i,j∈[0,m]2 . A feature worth attention on Fig. 4
is the similarity of consecutive sequences, that appears as white squares on the
diagonals of both matrix. Because of the temporal aspect of this figure, we can
see Zhendong tends to vary less in his opening at the end of the match, and
this can be a sign of a mental fatigue.

5 Discussion, Limits and Perspectives


In this work, we adapted three metrics that relied upon detailed table tennis
data that we collected and augmented to analyze a specific game. It showed that
these metrics already enabled a general analysis of the game, as well as particular
key moments. In particular, metrics that account for a global context (e. g.,
domination) enabled to provide more nuance to hypothesize on players’ strategic
decisions. For instance, we showed a player can become more conservative in their
technical choices when dominated to reduce the chance of errors, as we have seen
in the last set of our game.
The main limitation of our work is the volume of data used for analysis,
which remains limited to a single game (despite we collected and released data
for multiple games). The reason is that table tennis is an adversarial sport,
so only comparable situations can be compared, as players adapt their behav-
ior against players with similar styles (which was one of our early questions).
Another limitation is that we currently communicated and analyzed the met-
rics separately, while there is an opportunity to combine them. Furthermore,
although we collected tracking data with detailed position, we only operated
on aggregation by zone to capture strategic choices and filter out noise. Posi-
tion data presents an opportunity for designing novel metrics. We anticipate
the development of more continuous metrics based on ball position and players’
body, such as spatial occupation [10].
As we have released our code and datasets (both collected and augmented) as
an open-source project, we hope it will foster research to develop and compare
176 G. Calmet et al.

new metrics. We also plan to update these datasets with even more detailed
data, including better 3D pose estimation, ball spin effects, and trajectories.

A Appendix

A.1 Definition of the Winning Probability Pa,b

Considering the scores being a for player A, and b for player B, we define the
a
probability for A to win the next point by p = a+b .
Then we can calculate the winning probability of A knowing the scores (noted
Pa,b ) by using the following recursive formula,

1
Pa,b = pPa+1,b + (1 − p)Pa,b+1 = (aPa+1,b + bPa,b+1 )
a+b
and by applying those limit conditions:

– If a ≥ 11 and b < a − 1, therefore Pa,b = 1,


– If b ≥ 11 and a < b − 1, therefore Pa,b = 0,
– If a = b, therefore Pa,b = 0.5.

Because of the quite extreme winning probabilities that we encounter for low
scores, we added another condition to complete the model:

– If a + b < 5, therefore Pa,b = 0.5 (Fig. 5).

Fig. 5. Winning probability Pa,b (vertical axis) as a function of the scores a and b
(horizontal axes)

For the winning probability of a match, the same process is applied, taking
into account the probability to win the current set.
Exploring Table Tennis Analytics 177

A.2 Definition of the Three Factors of Physical Domination


We can extract domination function for the endurance and aggressiveness values:
dB (t) − dA (t)
– d(t) = for the domination of endurance,
dA (t) + dB (t)
rA (t) − rB (t)
– r(t) = for the domination of aggressiveness
rA (t) + rB (t)
The playing angle measures if the receiver of the ball is physically put in
trouble by the one who sent it. Given A and B the position of the players, and
C the rebound point of the ball, the playing angle depends on the scalar product
−→ −−→
α = AC · CB which is 1 when the receiver is not in trouble (points are aligned)
and −1 in the worst case. Thus, the playing angle is defined as:

⎨ α − 1 , if A receives the ball

a(t) = 1 − 2
⎪ α
⎩ , if B receives the ball
2
so that a(t) = 1 if B is in trouble (meaning that A dominates) and a(t) = −1 if
it is the opposite.

A.3 Definition of the Three Factors of Mental Domination


If a player is close to defeat or is caught by the score, his anxiety about losing
increases. If a player makes several winning shots in a row, his self-confidence
increases, but if he makes a lot of mistakes in a row, he loses his self-confidence.
And each time a rally takes place, the losing player’s stress increases by an
amount proportional to the length of the rally. We get ourselves three functions
(lX (t) for loss anxiety, cX (t) for self-confidence, and sX (t) for stress) for each
player (A and B). We first combine them two by two to get three functions
between −1 and 1:
lB (t) − lA (t)
– l(t) = for the domination of loss anxiety
lA (t) + lB (t)
cA (t) − cB (t)
– c(t) = for the domination of self-confidence,
cA (t) + cB (t)
sB (t) − sA (t)
– s(t) = for the domination of stress of long rally.
sA (t) + sB (t)
These definitions are highly debatable, as we consider the relationship
between the player and the context as unidirectional: the context of the match
impacts the player mental state. We know that this is not necessary the case,
some player may have the ability to self-regulate and boost his self-confidence,
which impacts the game in return. However, table tennis is known to be a highly
stressful sport where mental characteristics of players can vary a lot. We tried
to build this mental domination metric, with advice from experts and elite table
tennis players.
178 G. Calmet et al.

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27527-2 7
Performance Measurement 2.0: Towards
a Data-Driven Cyclist Specialization Evaluation

Bram Janssens1,2,3(B) and Matthias Bogaert1,2


1 Department of Marketing, Innovation, and Organization, Ghent University, Tweekerkenstr. 2,
9000 Ghent, Belgium
[email protected]
2 FlandersMake@UGent–corelab CVAMO, Ghent, Belgium
3 Research Foundation Flanders, Brussels, Belgium

Abstract. Current cycling analytics solutions do not account for either the raced
course profile or the level of the competition. Therefore, this paper suggests a two-
stage approach which initially clusters races into coherent clusters based upon both
elevation and road surface type. Subsequently, underlying skill levels are deter-
mined per cluster through the observed race results. Our results indicate that the
methodology results into clusters which match the commonly known specializa-
tions in road cycling. The ranking methodology results into skill ratings which
enable the identification of specialization and can be used in other downstream
tasks.

Keywords: Cycling Analytics · Performance Evaluation · Unsupervised


Learning

1 Introduction
The field of professional cycling has seen major changes in recent years. In the last couple
of decades, the sport has shifted to appeal to a wider range of regions and nationalities
(Van Reeth, 2016). This shift has also resulted in many new innovations being introduced
in the sport, including the use of data analytics techniques, colloquially known as cycling
analytics. These innovations have created large value in the sport, where racing is now
more data-driven, with riders racing based upon their known strengths and weaknesses
as measured through their power profiles.
While descriptive techniques, such as measuring threshold power, are deeply embed-
ded in the field, a different story is observed for predictive techniques. This type of
approach was only recently introduced in the field (Hilmkil et al, 2018; Kataoka & Gray,
2018), which could allow for even deeper tactical advantages as team managers and rid-
ers could now start anticipating future behavior. Initial approaches were mainly based
upon riders from within one team, as teams typically have much richer information on
their own riders (e.g., detailed power outputs, and training regimes) compared to riders
who compete for rival teams. However, researchers quickly realized the potential in esti-
mating future performances of athletes across teams, which allowed for race outcome

© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024


U. Brefeld et al. (Eds.): MLSA 2023, CCIS 2035, pp. 179–190, 2024.
https://doi.org/10.1007/978-3-031-53833-9_15
180 B. Janssens and M. Bogaert

estimation (Kholkine et al., 2020; Kholkine et al., 2021), and future talent identifica-
tion (Van Bulck, Vande Weghe & Goossens, 2021; Janssens, Bogaert & Maton, 2022).
Unfortunately, these applications need to work with publicly available data as perfor-
mances need to be compared across athletes and teams. This entails that current solutions
primarily focus on eventual race results, as they give detailed information on the even-
tual outcome of a highly competitive race. These individual race results are then simply
aggregated (Van Bulck et al., 2021), grouped manually (Janssens et al., 2022), or linked
in a race-by-race method (Kholkine et al., 2021).
This completely disregards several aspects of the competitiveness typically observed
in professional cycling. Race profile type heavily influences which riders are the a priori
race favorites, with heavier athletes typically thriving more on flatter terrain compared
to their lightweight colleagues who generally thrive in mountainous terrain. In contrast
to other racing sports, cycling is heavily influenced by in-race dynamics and tactics. This
means that one cannot directly measure performance through absolute values such as race
time. Therefore, current solutions look at riders finishing places. However, some races
see very different starting fields across the years, which means that a third place in a cer-
tain edition could be a stronger performance than a win in another year. Notably, this was
recently discussed by cycling observers, who debated on whether Geraint Thomas per-
formed higher during the 2022 Tour (where he finished third) compared to his victorious
2018 edition (Ozols, 2022).
Ideally, performance measurement, which is currently used as dependent variable for
several studies, should account for race profile and level of competition. Therefore, this
study sets out to formulate a methodology to determine who does so. Specifically, we
propose a two-stage process. In the first step, the races are clustered by information on
both course elevation and ridden surface types. Semi-supervised constrained clustering
is shown to outperform traditional unsupervised clustering techniques by leveraging
community expertise on race similarity. After races are clustered into coherent groups,
the second step ranks the performance of each rider per cluster. The Bayesian TrueSkill
algorithm is used for this purpose, a novelty in the field of cycling analytics and multi-
entrant sports competitions as a whole. This ranking algorithm has several interesting
properties such as the capability to account for multiple participants (i.e., more than
two) and the fact that it values performance relative to the level of the competition, this
as opposed to traditional points systems. Our results show that trustworthy rankings are
outputted when performance is quantified on an individual level rather than on the team
level.

2 Literature Review

Wearable sensors (e.g., heart rate monitors, power sensors) have revolutionized the field
of professional cycling. The quintessential role these detailed data points play in the
current professional cycling industry inspired many data mining researchers to develop
automated tools who enable value estimates without the need of all possible sensors
(e.g., Hilmkil et al.; Kataoka & Gray, 2018; de Leeuw et al., 2022). Recently, these
systems have also reached subfields of the sports such as track cycling (Steyaert, De
Bock & Verstockt, 2022), and cyclocross (De Bock & Verstockt, 2021).
Performance Measurement 2.0 181

These methods are extremely valuable for stakeholders from within teams. However,
they do not allow for insights across teams. To know which athlete is most likely to
succeed in winning a certain race we would need to have fitness level estimates across
all participating teams, which teams of course are not willing to share. Moreover, teams
often do not even want to share ‘less sensitive’ unhandled data such as power outputs
and heart rate responses, with athletes often hiding this type of information on platforms
such as Strava. Therefore, we can observe a trend where researchers who are interested
in comparing athletes across teams use less fine-grained data sources due to availability
reasons.
This is typically observed in race outcome prediction research. In this field,
researchers try to accurately estimate the most likely outcome of individual races. Initial
developments were made by Kholkine et al. (2020) who develop a model to predict the
outcome of the Tour of Flanders, where the authors handpick several races as being the
most informative races to look at previous performances. The fact that these races need
to be selected indicates a grouping of race specializations. Generally speaking, grand
tour performances have limited information towards predicting the outcome of several
classics races such as the Tour of Flanders. Rather, information needs to be searched
in more closely linked races as the ones selected by the authors. However, handpicking
similar races seems a tedious task when dealing with the thousands of races which are
being raced on the professional calendar across seasons. This is even further complicated
by the fact that not all riders compete in all races, as also indicated by a high number
of missing values in the study. Moreover, the study also highlights how performance
is currently hard to measure in professional cycling, with the ordered predicted relative
time used as dependent feature. Time differences in cycling are typically relatively small
compared to the total raced time, and heavily influenced by race tactics, and the level of
the other participants. These issues are alleviated to a certain degree in Kholkine et al.
(2021). Their method is generalized to include six classics and the authors acknowledge
the importance of ‘relative’ performances by adopting a learn-to-rank approach. How-
ever, relevant races are still handpicked, and overall historic performance is calculated
by points scored, which does not account for the level of competition. Another major
field of research is talent identification, where researchers use machine learning methods
to automatically detect which prospects show the greatest potential. Interestingly, simi-
lar observations to the limitations of the race outcome prediction studies can be made.
Both Van Bulck et al. (2021) and Janssens et al. (2022) use future points scored as the
dependent variable in their predictive set-up. This feature, however, is inevitably flawed
as it does not account for the level of the competition. Moreover, the issue of race-to-race
relevance remains. To limit this issue, Van Bulck et al. (2021) group races based upon
CQ ranking labels: sprints, mountain stages, time trials, general classification, and hilly,
with the latter being a rest category of races which are unlabeled on CQ. The large hill
category, as well as the lack of a typical category such as cobbled races, already indicates
a limitation in this data source. Janssens et al. (2022) follow a manual approach, which
manually groups together several races into eight homogenous categories. Once again
this method is hard to extrapolate to a system which tries to evaluate performance across
all races.
182 B. Janssens and M. Bogaert

A recurring story in recent literature clearly is the lack of a performance evaluation


method which (without the use of sensor data) is capable of fairly evaluating individual
performances based upon the typical characteristics of professional cycling. Therefore,
this study develops a performance evaluation methodology which incorporates both the
type of racecourse as well as the level of the competition.

3 Methodology

3.1 Data

Several aspects of the racecourse influence the riders which are the a priori favorites of
the races. Perhaps the most well-known aspect is elevation, with the physical demands
required for flat sprint stages (Menaspà et al., 2015) differing heavily from those required
in mountain climbs (Lucia, Joyos & Chicharro, 2000). This translates into a range of
rider specialties which excel based upon the elevation changes which are encountered
during the race. Detailed information on racecourse elevation is, however, not directly
available on popular data sources such as ProCyclingStats (Kholkine et al., 2020) or CQ
Ranking (Van Bulck et al., 2021). Rather, we use a community-based website1 which
discusses races in detail, and also shares detailed information about the racecourse,
which fans can then use to spot riders during the race or to ride the course themselves
during recreational rides. The website offers the potential to download the course as a
GPX (GPS eXchange Format) file. A web scraper was built to retrieve all race profiles
which were available on the website during Spring 2022. The GPS data in the GPX file
are stored in the form of the sequence of the GPS points forming the GPS track as used
for navigation. Geographical coordinates in the GPX file are supplemented with the data
concerning elevation above sea level, which allows for calculating metrics related to
course elevation.
However, elevation is not the sole specialization determinant in professional cycling.
Road cycling is raced on public roads, which may vary heavily. When roads get smaller,
positioning becomes more important as the narrow roads hinder moving through the
peloton. Bad positioning has several disadvantages such as inability to respond to attacks
at the front, or sudden shifts in time differences due to further narrowing of the road
which may results in time differences of tens of seconds between the first and last
riders of the same group, which can be extremely detrimental in a sport which is often
decides by differences of seconds. This is even further complicated by road surfaces
such as unpaved sections or cobble sections. It is clear that these aspects should be
accounted for. However, obtaining structured information on these aspects can be hard,
and may explain why this is currently unaccounted for in academic research. Therefore,
we suggest using the Komoot application2 , which is an application directed at people
who participate in outdoor sports such as running, hiking, and cycling. The application
allows for detailed route creation which users can use to explore the outdoors. One of the
features is that it calculates statistics about the surface and road type. This information
was retrieved by building a web scraper which automatically uploaded all GPX files
1 https://www.la-flamme-rouge.eu/.
2 https://www.komoot.com/discover.
Performance Measurement 2.0 183

from the previous step into the application, which then calculated and stored this for
every course in our data set.
Besides racecourse information, it is also essential to have information on actual
results. Results were scraped from ProCyclingStats, a popular website which stores
information on professional cycling results, which has been popular in previous research
(Kholkine et al., 2020; Kholkine et al., 2021; Van Bulck et al., 2021; Janssens & Bogaert,
2022; Janssens et al., 2022; Baron et al., 2023). Each race which was present on La
Flamme Rouge was searched on the website, and results were stored.

3.2 Clustering
Much domain knowledge is present within the field of professional cycling. This means
that fans and professionals are capable of grouping very similar races together. This could
indicate that grouping of similar races could be done manually. However, the scalability
to do so for thousands of races is limited. A natural solution lays in the deployment of
clustering algorithms. However, such an approach would completely disregard all the
domain knowledge in the field. Wagstaff et al. (2001) propose the use of a Constrained K-
means algorithm which imposes constraints on which races should be clustered together
and which races may not be clustered together. Using these constraints the observations
are assigned to the cluster centers, which results into different eventual cluster centers.
The algorithm takes a dataset D (i.e., the races in this case), a list of must-link constraints
Con= ⊆ D x D, and a list of cannot-link constraints Con= ⊆ D x D. Accordingly, we
have created a list of constraints Con = Con= ∪ Con= .
Besides Constrained K-means, we also benchmark several clustering algorithms
which are fitted without constraints to check and validate whether the constrained app-
roach improves the clustering performance: K-Means (Sculley, 2010), Affinity Propaga-
tion (Frey & Dueck, 2007), Mean Shift (Comaniciu & Meer, 2002), Spectral Clustering
(Shi & Malik, 2000), Hierarchical Clustering with Ward’s Linkage (Ward, 1963), Hier-
archical Clustering: Average Linkage (Sneath & Sokal, 1973), DBSCAN (Ester et al.,
1996), OPTICS (Schubert & Gertz, 2018), BIRCH (Zhang, Ramakrishnan & Livny,
1996), and Gaussian Mixture Model-Based (Raftery & Dean, 2006). If the number of
clusters was required, this was evaluated between 3 and 9 as a limited number of race
types seems to be reflecting the limited number of specialties observed in earlier research
(e.g., Menaspà et al, 2012; Janssens et al., 2022) as well as a more convenient practical
use afterwards (i.e., too many categories could hinder decision making). Each clustering
outcome was externally validated against a test set, which was labeled simultaneously
with list of constraints Con. The test set contains 100 unique race combinations, which
have been labeled as must-link or cannot-link. The test set has no overlap with the list
of constraints Con to ensure no possible data leakage.

3.3 Performance Ranking


Performance value in competitive sports is heavily influenced by the strength of the
opponent. A soccer team’s victory can only be valued to the level of the opposing
team. When Germany beat fellow favorite Brazil with 7-1 in the semi-finals of the
2014 FIFA World Cup, this was considered big news. However, their larger 9-0 victory
184 B. Janssens and M. Bogaert

over Liechtenstein in November 2021 gained little international attention. It is clear


that performance should be regarded as relative to the level of competition. To enable
athletes and other stakeholders to estimate the level of the competitors, ranking systems
are used across several sports. In cycling, (team) ranking is used to define which teams are
allowed to compete in the most important races on the calendar, known as the WorldTour.
However, performance is not calculated relative to the skill of the competition, but
based on a classification system in which top-level races have more points on offer than
lower-level races. This has resulted in heavy critique on the system (e.g., Hood, 2022).
Directly using this flawed system for an objective athlete evaluation system would also
result in a skewed evaluation with athletes who compete a lot in low-competition races
being overvalued. Rather, we should adopt an algorithm which accounts for the level
of the competition. Herbrich et al. (2006) propose the TrueSkill ranking method. This
Bayesian approach is able to model multi-entrant competitions, and can infer individual
skills from team results. This methodology is ideally suited for the multi-entrant race
environment as observed in professional cycling. The authors achieve this increased
complexity by assuming a population of n athletes: {1, . . . , n} who are assigned to
k teams which compete in a match. Team assignments Aj are defined  so that each
athlete can only compete for one team: Aj ⊂ {1, . . . , n}, with Aj Al = ∅ if j = l.
These observed outcome of the competition these teams compete in, is then defined as
r = (r1 , . . . , rk ) ∈ {1, . . . , k}, the observed ranking of these teams. They model game
outcome (i.e., ranking) probability based upon the skills s of the participating players
and the vector of team assignments A: P(r|s, A). When deploying Bayes’ rule this results
in the following formula of the posterior skill distribution:
P(r|s, A)P(s)
P(s|r, A) =
P(r|A)
We are interested
 in P(s), which is a Gaussian
 distribution which is defined as
follows: P(s) = ni=1 P(si ) = ni=1 N μi , σi2 . It is these skill ratings μi and rating
deviations σi2 which will define the overall rating. The final skill rating is determined by
μi −15σi . This to penalize for uncertainty, as otherwise inexperienced athletes with some
good starting results may directly jump to the top rankings. However, their definition
requires a link between hidden individual skills and observed team performances. They
conceptualize individual performance  pi as an outcome which is driven by the true
underlying skill level si : pi ∼ N si , β 2 . Team performance tj is then the sum of all team
members’ individual performance, with the observed r defined through the differences
in tj ∀j ∈ {1, . . . , k}. Cycling is a unique sport in the sense that it can be considered a
hybrid between a team sport and an individual sport. As already mentioned above, this
has implications on how one can define team assignments A and observed ranking r. One
could assign each individual rider to either their sponsor team (e.g., Julian Alaphilippe
to Soudal-Quick-Step) or to their own personal ‘team’ (e.g., Julian Alaphilippe to Julian
Alaphilippe). It is feasible to see value in each approach: while a team-focused approach
might undervalue individual performances, an individual approach might ignore any
work carried out by teammates. Therefore, we will compare both approaches. Moreover,
the team-focused approach also raises the issue of how to aggregate the (individual)
official results to a team-level ranking. One could either look at the best result per
team, or at the overall average ranking of the team. Accordingly, we will compare three
Performance Measurement 2.0 185

approaches: (1) the original individual rankings, disregarding team formation, (2) first
rider per team rankings, and (3) average ranking per team. As it is hard to establish a
ground truth about which rider’s skill should be ranked above another rider’s, we will
compare the outcomes of the three methods based upon some example cases.

4 Results

Table 1. Internal Validation Results: Percentage of elements represented in largest cluster on


entire dataset. Each clustering algorithm is represented in a row. If the number of clusters was set,
columns represent setting.

3 4 5 6 7 8 9
K-Means 45.35% 39.90% 38.33% 36.97% 28.53% 24.73% 17.62%
Affinity Propagation 5.75%
Mean Shift 95.61‰
Spectral Clustering 76.73% 54.86% 52.54% 39.87% 39.88% 39.76% 40.46%
Ward 55.25% 41.66% 36.44% 36.41% 36.41% 36.41% 36.36%
Agglomerative Clustering 99.94% 99.90% 99.86% 99.86% 99.84% 99.84% 99.79%
DBSCAN 100.00%
OPTICS 99.39%
BIRCH 55.26% 55.26% 55.23% 55.18% 36.63% 36.63% 36.63%
Gaussian Mixture 71.49% 30.31% 42.56% 32.39% 30.55% 28.70% 26.88%
Constrained K-Means 97.97% 38.68% 39.63% 40.81% 32.05% 37.96% 31.81%

Table 2. External Validation Results: Percentage of elements correctly classified on test set. Each
clustering algorithm is represented on a row. If number of clusters was set, columns represent
setting. Best performance underlined and in bold.

3 4 5 6 7 8 9
K-Means 81 76 75 75 77 76 77
Affinity Propagation 54
Spectral Clustering 77 77 77 79 80 81 81
Ward 72 74 76 76 76 76 76
BIRCH 81 80 80 80 77 77 77
Gaussian Mixture 66 68 60 62 64 66 65
Constrained K-Means 81 54 79 77 72 82 84
186 B. Janssens and M. Bogaert

Table 1 depicts the percentage of observations which are assigned to the largest
cluster. It is clear that many algorithms (i.e., Mean Shift, Agglomorative Clustering,
DBSCAN, and BIRCH) have the tendency to put almost all observations into the same
cluster. Such outcomes counterargue with prior knowledge (i.e., specialization across
races) and are not informative. Accordingly, they are not included in Table 2, which
depicts the number of correctly clustered or separated observation pairs of the clustering
algorithms on the labeled test set (N = 100). Constrained K-means with K = 9 has the best
performance on the test set (i.e., 84/100 correctly linked/separated). Only a few clustering
algorithms achieve accuracies competitive with this algorithm, most notably K-Means,
and Spectral Clustering. However, they are all outperformed by the Constrained K-
Means algorithm, which correctly links 84 out of 100 instances in the test set, while
also resulting into an insightful grouping of races, with the largest cluster which only
includes around 30% of races. This is also confirmed when inspecting the resulting
clusters and assigned races. When going through the various clusters, they seem to
form coherent specialization clusters: time trials, cobble races, short races, sprint races,
mountain stages, hilly races, hilly races & cobbled races, races with off-road sections,
and short sprint stages. The inclusion of cobbled races and races with off-road sections
clearly shows the added value of including surface type in the clustering analysis.
Remarkably, maximal performance is obtained with the maximal number of possible
clusters as feasible within our methodological set-up. This could suggest that the true
number of clusters is even higher. To check this, we performed a small robustness check
where we allowed the number of clusters to be higher (i.e., up to 20) for the most-
performant algorithm (i.e., constrained clustering). Figure 1 depicts the results of this
analysis. The results clearly depict an ideal performance of K = 9, which is only matched
at a very high number of clusters. These clusters (i.e., K = 19) proofed less humanly
interpretable compared to our suggested number, as they agreed on most clustered pairs,
while the approach with the higher number of clusters tended to group small niche groups
of races together, which would also be uninformative to our ranking approach.

Fig. 1. Influence Number of Clusters (K) on Clustering Performance


Performance Measurement 2.0 187

The results of the three TrueSkill ranking methodologies are reported in Table 3.
We interpret the results on the mountain stage cluster, as teammates can still offer large
advantages during these types of stages while stochastic effects (i.e., luck or race tactics)
have limited effects, resulting in more coherent rankings across races (i.e., ranking
being more directly linked to underlying skill level). This way, we should be able to
interpret the methods’ performances despite the absence of an objective ground truth.
The top-10 ranked riders for each method are reported. The mean team method is heavily
outperformed by the other two methods, with Emerson Santos being the suggested top
rider, which evidently is a worse suggestion than two-time Tour de France winner Tadej
Pogačar. The best rider team method results into some useful top-ranked riders, however,
the top-5 contains riders who very few observers would put in their top-5 of the period
2017-early 2022 compared to the individual method (e.g., Alejandro Osorio, Óscar
Sevilla).

Table 3. Top-5 Rankings Using All Three TrueSkill Methods on Mountain Stage Cluster

Individual Method Best Rider Team Method Mean Result Team Method
POGAČAR Tadej POGAČAR Tadej SANTOS Emerson
BARDET Romain LÓPEZ Miguel Ángel POELS Wout
ROGLIČ Primož OSORIO Alejandro SEVILLA Óscar
QUINTANA Nairo QUINTANA Nairo MUÑOZ Daniel
BERNAL Egan SEVILLA Óscar MUGISHA Samuel

Fig. 2. Depiction Tim Merlier (green), Mathieu van der Poel (purple), and Wout van Aert (red)
scores across the various clusters. (Color figure online)

The individual method results into fair rider evaluations across the various clusters.
Consider Fig. 2. The figure compares the scores of the riders Tim Merlier (green),
Mathieu van der Poel (purple), and Wout van Aert (red) across the 9 detected clusters.
Note how all riders have the lowest possible score on the short sprint race cluster, as
they have not performed in this race category (typically lower-level races). The figure
suggests that Tim Merlier is the best sprinter, but that van Aert and van der Poel perform
188 B. Janssens and M. Bogaert

better at the other specialization clusters. Interestingly, the results also suggest that van
Aert outperforms van der Poel on all other clusters besides the cobbled races, and that
the difference between the two is the largest for mountain stages and time trials. All these
observations match the expectations fans and followers may have upfront. Moreover,
these specialization scores could also be used as features in other downstream tasks such
as race outcome prediction or talent identification.

5 Conclusion
This study assesses the feasibility of a combined cluster-ranking method to come up
with a reliable rankings of rider performance. Semi-supervised constrained clustering is
shown to outperform traditional unsupervised clustering techniques while only using a
limited number of human-labeled observations. The study also introduces the TrueSkill
algorithm to the field of cycling. Despite it being an extension to popular one-on-one
ranking methods often used in sports analytics, such as the ELO rating system, its
application in sports settings is uncommon. We demonstrate that using individual race
results translates to much better rankings compared to team-based performances.
Future research might focus on the relationship between label set size and constrained
clustering performance, as while already outperforming other methods, theoretically
this performance should only increase with enlarged labeled set size. Unfortunately,
the creation of such a dataset is a cumbersome process which is heavily influenced
by the labeler’s own prejudices. Moreover, some fan accounts have also shown early
methodologies which focus on the grouping of related races. Unfortunately, limited
information is provided on to how these groupings are created, which makes comparative
analysis difficult. Future research might validate our clustering approach compared to
these approaches once more transparency about these methods is provided. Another
interesting avenue for future research might be the validation of this methodology as a
step in other analytics applications.

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Exploiting Clustering for Sports Data
Analysis: A Study of Public
and Real-World Datasets

Vanessa Meyer(B) , Ahmed Al-Ghezi(B) , and Lena Wiese(B)

Institute of Computer Science, Goethe University Frankfurt, Robert-Mayer-Str. 10,


60325 Frankfurt am Main, Germany
[email protected], {alghezi,lwiese}@cs.uni-frankfurt.de

Abstract. Clustering as a data mining method has significant impor-


tance in data analysis. To achieve the goal of identifying prototypical fea-
tures in sports data, this paper focuses on well-known clustering methods
applied to publicly available data from the field of sports and activities,
as well as a real-world dataset representing multi-domain measurements
about professional athletes. Difficulties of the wide range of preprocess-
ing methods as well as clustering methods are highlighted in this paper.
In addition, the selected data sets are critically reviewed.

Keywords: Sports Analytics · Clustering · Multidisciplinary Sports


Data

1 Introduction
Data mining methods are increasingly being used to analyze data. Thus, these
methods are also becoming more important for analyzing sports data to provide
training recommendations to athletes based on their data [5]. Finding proto-
typical features in sports data using clustering techniques and the associated
methods for preprocessing the data is the goal of this paper. To achieve this
goal, two sports data sets are used: First, the public Body Performance data set
[4] was used in the development whereas the real-world data set of the in:prove
project is used as a validation use case.
In this paper we hence make the following contributions: The mentioned data
sets are preprocessed accordingly before clustering, where different variants and
combinations are tested. Furthermore, the following well-known clustering meth-
ods are used: K-Means, Hierarchical Clustering, Density-Based Spatial Cluster-
ing of Applications with Noise (DBSCAN), Affinity propagation, Mean-shift
and Balanced Iterative Reducing and Clustering using Hierarchies (BIRCH).
By choosing different clustering methods and preprocessing methods, differ-
ences between methods and the resulting influence on the clustering results are
clarified.

c The Author(s), under exclusive license to Springer Nature Switzerland AG 2024


U. Brefeld et al. (Eds.): MLSA 2023, CCIS 2035, pp. 191–201, 2024.
https://doi.org/10.1007/978-3-031-53833-9_16
192 V. Meyer et al.

Our research focuses on understanding how these clustering algorithms per-


form on distinct types of sport-related data sets. By comparing the effectiveness
of the clustering algorithms on two distinct data sets, we can draw more conclu-
sions about the applicability of the algorithms and methods used.

2 Related Work
One of the basic methods of data mining is clustering. Clustering belongs to the
unsupervised methods [9]. Several approaches apply clustering to sports-related
data (as surveyed in the following) without however providing the comprehensive
comparison as we do in this paper.
For mixed data, the authors present a robust fuzzy clustering model in [2].
In addition, noise clusters are used, and a weighting system is used for mixed
attribute to obtain feature sets relevant for clustering. The authors present a
simulation study and an empirical application. For this purpose, data from foot-
ball players are considered, which are grouped based on their performance and
position. The clustering algorithm the authors present proves effective for finding
clusters that remained hidden without the multi-attribute approach [2].
In [6], a clustering algorithm is developed based on the Delaunay method. The
authors group heat maps of football games into average formations of players and
use hierarchical clustering to subdivide the average formations. In the resulting
clusters, the players’ configurations are different. Thus, according to the authors,
typical transition patterns of formations of a team can be extracted.
To make better decisions for training, data collected with the help of wearable
devices from athletes of an NCAA Division 1 American football team are grouped
using K-Means clustering in [11]. The average playing demands of the athletes
were determined to form appropriate training groups. According to the authors,
the results are similar to traditional groupings for American Football training.
In [12], motivational profiles of young college athletes are found with the
help of clustering. To do this, the athletes filled out questionnaires that were
used to assess their motivation indices. According to the authors, four clusters
were found to be meaningful. This could serve as a support for coaches to develop
intervention programs regarding the motivational needs of their athletes.

3 Clustering Comparison
In this chapter, we first describe the public Body Performance data set. The
Body Performance data set contains twelve features and 13393 data points. The
features include a binary attribute called gender, as well as numeric attributes
such as age, weight kg, height cm, body fat %, blood pressure values diastolic
and systolic, as well as measures of athletic activities such as sit-ups counts,
gripForce, sit and bend forward cm, and broad jump cm. Furthermore, there is a
categorical attribute called class, which is not considered further as it is a target
variable. In future studies, external cluster validation indices could be used since
the use of class provides a ground truth label.
Exploiting Clustering for Sports Data Analysis 193

Fig. 1. Representation of our process with associated Python libraries

We now discuss our process; Fig. 1 shows the sequence of methods applied,
as well as associated Python libraries. After preprocessing, clustering divides
the data into groups. Subsequently, the resulting clusters are evaluated using
internal cluster indices. In the following, the cluster results of the different clus-
tering methods are described. Clustering was applied to three different variants of
the Body Performance data set resulting from the three preprocessing pipelines
sketched in Table 1. A comparison of the clusters formed by applying k-means,
hierarchical clustering and BIRCH to the first variant of the Body Performance
data is visualized with Principal Component Analysis (PCA) in Fig. 2.

Table 1. Three versions of preprocessing pipelines for body performance data

Version 1 Version 2 Version 3


Missing Values No No No
Outlier Removal Yes Yes Yes
Feature Selection Pearson Correlation PCA No
Scaling MinMaxScaler StandardScaler MinMaxScaler

Fig. 2. Visualization with PCA of the resulting k-means (left), hierarchical (middle)
and BIRCH (right) clusters of the first data set variant.
194 V. Meyer et al.

K-Means: K-Means is a well-known partitioning clustering method where the


number of groups is specified by the parameter k. For the Body Performance
data set, an optimal number of clusters k = 4 was found using the Elbow method
in all three variants of the data set. However, if we look at the two-dimensional
visualization of the clusters using the PCA method, we tend to see two clearly
separated groups. It can be seen in Table 2 that despite the same number of
clusters for the different data set variants, different cluster sizes resulted, and
thus different preprocessing pipelines resulted in different clusters.

Table 2. Overview of the sizes of resulting k-means clusters for each data set variant

Data Set Cluster 0 Cluster 1 Cluster 2 Cluster 3


Variant 1 2607 5395 1901 2822
Variant 2 3290 4619 2948 1868
Variant 3 2557 5445 1844 2879

Hierarchical Clustering: We use the agglomerative approach, in which clusters


are combined. To determine a suitable number of clusters for hierarchical clus-
tering, we first formed dendrograms. Color-coded subgraphs of the dendrograms
were used to determine the number of clusters: two clusters were formed for each
of the variants. Table 3 shows the cluster sizes of the different data set variants
of the hierarchical clustering method.

Table 3. Overview of the sizes of resulting hierarchical clusters for each data set variant

Data Set Cluster 0 Cluster 1


Variant 1 8002 4723
Variant 2 8061 4664
Variant 3 8002 4723

DBSCAN: In DBSCAN, all forms of clusters can occur: clusters are formed
based on regions with high density. In addition, DBSCAN requires the minimum
number of neighboring points and the distance between neighboring points and
a core sample as parameters [10]. For the Body Performance data set, DBSCAN
formed two clusters for each variant. In doing so, Variant 2 had some data points
marked as noise which is also included in Table 4. Variants 1 and 3, on the other
hand, received clusters of the same size as in hierarchical clustering.
Exploiting Clustering for Sports Data Analysis 195

Table 4. Overview of the sizes of resulting DBSCAN clusters for each data set variant

Data Set Noise Cluster 0 Cluster 1


Variant 1 – 8002 4723
Variant 2 1319 7420 3986
Variant 3 – 8002 4723

Affinity Propagation: Affinity Propagation (AP) forms clusters by exchanging


messages between data points. The message exchange reveals whether one data
point is a match for the other data point. Up to convergence, the suitability is
updated based on responses to values of other pairs [10]. Due to its complexity
and the many data objects in the Body Performance data set, Affinity Propa-
gation could not be applied to the full data. For this reason a smaller sample of
the data set is generated, including 100 random data points. Table 5 shows an
overview of the cluster sizes per data set variant. Notably, AP finds much more
clusters than other methods.

Table 5. Overview of the sizes of resulting Affinity Propagation clusters

Data Set Cl. 0 Cl. 1 Cl. 2 Cl. 3 Cl. 4 Cl. 5 Cl. 6


Variant 1 19 18 13 28 22 – –
Variant 2 14 21 15 13 9 9 19
Variant 3 12 25 4 9 14 22 14

Mean-Shift: Among the center-based clustering methods is Mean-shift. Can-


didate centers are determined by mean values of data points in a region and
updated. In a post-processing phase, candidates are filtered to remove near-
duplicates to form the cluster centers [10]. Again, the cluster sizes differ (see
Table 6). Yet, for the third variant of the body performance data set, Mean-
Shift results corresponds to the results of hierarchical clustering and DBSCAN.

Table 6. Overview of the resulting Mean-Shift clusters for each data set variant

Data Set Cluster 0 Cluster 1 Cluster 2


Variant 1 8002 2727 1996
Variant 2 7732 4993 –
Variant 3 8002 4723 –
196 V. Meyer et al.

BIRCH: The BIRCH algorithm builds a Cluster Feature Tree (CFT). The data
points are packed into so-called Cluster Feature (CF) nodes [10]. The resulting
clusters of the body performance variants are also different (see Table 7). In the
two-dimensional visualizations with the PCA method, it is also clear that clusters
formed with BIRCH overlap more than clusters formed by other algorithms.

Table 7. Overview of the resulting BIRCH clusters for each data set variant

Data Set Cluster 0 Cluster 1 Cluster 2 Cluster 3


Variant 1 5618 2145 2384 2578
Variant 2 5992 3478 1994 1261
Variant 3 3262 3552 4740 1171

Cluster Validation Indices: Table 8 shows cluster validation scores of the respec-
tive data set variants and clustering algorithms to determine the goodness of
the clusters: Silhouette Coefficient, Calinski-Harabasz Score and Davies Bouldin
Score were used to calculate the validation scores.
To provide a comprehensive understanding of the results, we will present the
cluster validation indices in more detail.
Cluster validation indices are often used to evaluate cluster results. Internal
cluster validation indices like the above-mentioned scores evaluate cluster results
based on information found in the data itself. In general, these metrics are used
to evaluate clusters for compactness, i.e., the density of data points within a
cluster, and separability, i.e., the distance between two clusters [7,8].
For the silhouette coefficient, a higher score indicates better defined clusters.
The silhouette coefficient is calculated for each data point in the data set by
taking the average distance between one data point and all other data points
in the same cluster and calculating the average distance between the data point
and all other data points in the closest cluster [10]. For multiple data points
The silhouette coefficient is calculated by taking the average of the individual
silhouette coefficients of data points. Its values range from −1 to 1. A silhouette
coefficient of zero indicates overlapping clusters, while higher values represent
denser and better separated clusters. It is important to note that the silhouette
coefficient has a drawback: It tends to compute higher values for convex clus-
ters. Non-convex clusters, which can be found in DBSCAN, may have a lower
silhouette coefficient [10].
The Calinski-Harabasz index is another evaluation method. Similar to the
silhouette coefficient, a higher value indicates better defined clusters. The index
represents the ratio of the sum of dispersion between clusters and the dispersion
within clusters. An advantage of the Calinski-Harabasz index is its fast calcula-
tion. However, similar to the silhouette coefficient, it also has the disadvantage
that the values are higher for convex clusters. This may mean that non-convex
clusters, such as those that may occur in DBSCAN, have lower Calinski-Harabasz
index values [10].
In contrast to the Silhouette coefficient and the Calinski-Harabasz index, a
lower Davies-Bouldin index indicates that the clusters of a model are better sepa-
Exploiting Clustering for Sports Data Analysis 197

rated from each other. The index indicates the average similarity, where this sim-
ilarity is the comparison of the distance between clusters with the size of the clus-
ters. A value close to zero stand for better partitioning, with zero being the best
value. An advantage of the Davies-Bouldin index is that it is easier to calculate
compared to the silhouette coefficient. In addition, only pointwise distances are
used in the calculation, and the index is based solely on the sizes and features of
the data set. However, the Davies-Bouldin index also has the disadvantage that
the values for convex clusters are higher than for non-convex clusters [10].
According to the indices for the Body Performance data set, DBSCAN and
Hierarchical Clustering with data set variant 1 provide the best cluster results.
The clusters formed in this process consist of two well-separated groups, which
can also be seen in the two-dimensional visualizations. If we examine the Body
Performance data, we observe that the data was clustered by gender. This high-
lights that clustering methods may not provide meaningful results when not
excluding categorical or binary attribute types like the gender attribute. One
possibility is to remove the gender feature from the data set. However, in addi-
tion to gender, age and the performance features, the data set contains only a
few physiological features (height, weight, body fat, diastolic and systolic) which
can be dependent on gender and age. Therefore, this data set is useful for test-
ing purposes, but a data set that provides more physiological features would be
desirable for cluster analysis.

Table 8. Cluster validation indices for each cluster algorithm and data set variant

Algorithm CVI Variant 1 Variant 2 Variant 3


K-means SC 0.4110 0.4206 0.3224
CH 14710.2149 15712.3319 9809.0281
DB 0.9744 0.8695 1.2407
Hierarchical SC 0.5410 0.5128 0.4876
CH 17908.5849 16327.5031 14628.0959
DB 0.7762 0.7589 0.8700
DBSCAN SC 0.5410 0.4353 0.4876
CH 17908.5849 6880.5246 14628.0959
DB 0.7762 2.2385 0.8700
Affinity Propagation SC 0.3402 0.3732 0.2204
CH 107.9007 118.1503 49.4514
DB 1.1333 0.8626 1.4335
Mean-Shift SC 0.4855 0.5154 0.4876
CH 12662.8634 16957.4042 14628.0959
DB 0.8465 0.7626 0.8700
BIRCH SC 0.3935 0.4015 0.2790
CH 13946.9398 13528.6883 8865.8700
DB 1.0066 0.8307 1.3273
198 V. Meyer et al.

4 Evaluation on Real-World Data Set


We consider in this section the in:prove data set1 . It is a multi-disciplinary sport
data set that is being dynamically collected from about 600 professional ath-
letes. It also represents more than 100 measurement parameters categorized as
personal and body measurements, performance, training, physiology, cognition,
and sociology. Those diverse and dense measurements sketch a training profile
for each athlete. We collect another type of evaluation that is the competitions
data. These data sketch the performance of the athletes in real world competi-
tions. In this paper, we will concentrate on a subset of data from approximately
50 basketball athletes for whom we already have a competition evaluations met-
ric (that is, their “ranking”). We aim to discover how well those competition
points cluster with the performance and cognition data of the same athletes.
The performance measurements provide quantitative assessments of an athlete’s
behaviors, captured through specific performance measurement devices. Since
we have many measurements within the performance space, our first step was
to find the features that show the best clustering results within the performance
space itself. For this, we iteratively ran the BIRCH clustering algorithm on the
competition evaluation feature combined with all of the performance features
and selected the best combination. To evaluate a clustering run, we use an aver-
age between Silhouette Score and Calinski-Harabasz Index. In this context, the
best performing features were:
– LPI Hand. Laterality Preference Inventory value for hands.
– LPI Auge. Laterality Preference Inventory value for eyes.
– LPI Ohr. Laterality Preference Inventory value for ear.
– Inhi RT Hand. Inhibition reaction time of the hands.
The results of clustering the above features with the competitions evaluation
are shown in Table 9. AffinityPropagation gives the best indexes (CVI) results
in Table 9. However, it produces too many small clusters. Both K-Means and
AgglomerativeClustering algorithms offer the best compromise between cluster
separation and definition. They have comparable performance and provide a
reasonable balance between cohesion (as indicated by the Silhouette score) and
separation (as indicated by the Davies-Bouldin score). MeanShift and BIRCH
could be considered as alternatives, with specific trade-offs in terms of cluster
definition and separation.
Next, we considered the correlation between the cognition and the compe-
tition data. The cognition measurements record athletes’ responses to carefully
designed tests, providing a temporal assessment of their cognitive abilities. We
applied the same iterative method to identify the best performing features in the
clustering process for the combinations of both the competition and cognition
features. In this context, those features were:
– D2r BZO SW. The time required to workout the test (the main measure-
ment in this test).
1
https://inprove.info.
Exploiting Clustering for Sports Data Analysis 199

– CF P6 switchcost. Cognitive Flexibility: Average time to click the next tile


without a mistake. This measurement is specific to the sixth puzzle (out of
the seven puzzles conducted in the test).

To state more context about the above two measurements, we briefly mention
the tests that they belong to:

– D2 [1]. The d2 Test of Attention is an assessment tool designed to evaluate


both selective and sustained attention, as well as the speed of visual scanning.
This is typically a written exercise that instructs participants to mark out
each instance of the letter “d” that is encircled by a pair of marks in any
configuration, whether above or below. The task is made challenging by the
inclusion of distractor elements that closely resemble the target stimulus, such
as a “p” accompanied by two marks or a “d” with either one or three marks.
– CF [3]. The Youmans Cognitive Flexibility Assessment is a puzzle-based task
aimed at assessing an individual’s capacity to swiftly alternate between dis-
tinct mental frameworks. It involves participants using a mouse to traverse
a labyrinth of tiles, each possessing a unique shape, shape color, and back-
ground color. Movement from one tile to another is allowed whenever any one
of these three attributes is identical on two neighboring tiles.

We performed the clustering of the above two cognition measurements with


the competition measurement, and state the index (CVI) results in Table 10. K-
means produced the best clustering results with 3 clearly identified clusters as
given by the Calinski-Harabasz score of 42.82. Moreover, the clustering structure
was very good as given by the Silhouette score of 0.63. These metrics are added
to a Davies-Bouldin score of 0.53 indicates good separation between the clusters.
The BIRCH algorithm also performed very well with a Silhouette score of 0.64,
which is the second-highest. The Calinski-Harabasz score is lower than K-Means
but still suggests reasonably well-defined clusters. The Davies-Bouldin score of
0.47 is also quite good, indicating well-separated clusters. In the third step, we
aimed to find if the correlation relationship holds between all the selected features
of cognition, performance as well as the competition. In this context, we imple-
mented the six algorithms on the given features and stated the indexes results in
Table 11. Considering those results, we see that the correlation relationship still
holds in the combined features. That can be observed in the Mean Shift which
performs fairly well. The Silhouette score of 0.36 is good and suggests that the
clusters are cohesive. The Calinski-Harabasz score of 16.15 suggests more well-
defined clusters compared to K-means and DBSCAN. The Davies-Bouldin score
of 0.69 is relatively low, suggesting reasonably well-separated clusters.
Despite the identifiable clusters, there is generally a decreased quality in the
resulting clusters of combined features compared to the case when considering
the competitions feature with either the performance or the cognition features
(Tables 10 and 9). This could arise from the general curse of dimensionality in the
clustering algorithms. However, one way to interpret this from the application
200 V. Meyer et al.

point of view is that sports experts need to consider grouping the given tests in
cognition or performance alone for better correlation with the sports results in
real competitions.

Table 9. Clustering indexes of performance and competition features with number of


clusters

Algorithm Silhouette Calinski-Harabasz Davies-Bouldin #Clusters


K-means 0.42 21.61 0.90 2
DBSCAN 0.10 4.22 2.86 4
AffinityPropagation 0.48 32.79 0.72 10
MeanShift 0.38 24.92 1.03 3
BIRCH 0.42 11.22 0.74 2
Aggl. Clustering 0.42 21.61 0.90 2

Table 10. Clustering indexes of cognition and competition features with number of
clusters

Algorithm Silhouette Calinski-Har. Davies-B. #Clusters


K-means 0.63 42.82 0.53 3
DBSCAN 0.48 10.78 1.50 4
Affinity Propagation 0.60 592.47 0.22 23
Mean Shift 0.22 18.61 1.12 5
BIRCH 0.64 31.89 0.47 3
Aggl. Clustering 0.77 26.94 0.14 2

Table 11. Clustering indexes of performance, cognition and competition features

Algorithm Silhouette Calinski-Har. Davies-B. #clusters


K-means 0.34 13.92 1.13 2
DBSCAN −0.13 0.91 2.48 2
Affinity Propagation 0.44 39.41 0.64 10
Mean Shift 0.37 16.16 0.70 4
BIRCH 0.44 10.60 0.61 3
Aggl. Clustering 0.33 13.61 0.98 2

5 Conclusion
We presented an implementation and comparative evaluation of clustering algo-
rithms on sports data sets. This paper provides a comprehensive evaluation based
on several cluster validation indexes (CVIs).
Based on the tables described, it can already be seen that the groupings
can differ greatly depending on the clustering algorithm and data set variant
Exploiting Clustering for Sports Data Analysis 201

(i.e., preprocessing), as well as the selected parameters. Therefore, before apply-


ing a clustering procedure and preparing the data, it is important to determine
a context to be studied using clustering. The publicly available Body Perfor-
mance data set was used for testing purposes to learn about the behavior of
different clustering methods. Our validation on a real-world dataset confirms
the observations on the publicly available dataset.
The general purpose of our platform is to be able to assign athletes to a
cluster based on their individual features and provide individual training rec-
ommendations to improve performance. Hence in future work we will apply our
implementation to larger data sets and extend our platform. Additionally, vari-
ous alternative clustering algorithms, such as spectral clustering, as well as other
preprocessing and evaluation methods can be applied to the sports-related data
sets in future work to investigate whether they lead to even better cluster results.

Acknowledgements. This project was funded with research funds from the Bun-
desinstitut für Sport-wissenschaften based on a decision of Deutscher Bundestag
(Project Number: ZMI4-081901/21-25).

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Author Index

A Koch, Jonathan 103


Adeyemo, Victor Elijah 144 Komar, John 119
Al-Ghezi, Ahmed 191 Kurban, Hasan 91

B L
Biczók, Gergely 77 Laborie, Timothé 103
Biermann, Henrik 36 Lambrix, Patrick 131
Bogaert, Matthias 179
Brefeld, Ulf 24
Brunner, Dustin 103 M
Memmert, Daniel 36
Meyer, Vanessa 191
C Mihalyi, Balazs 77
Calmet, Gabin 167 Mortelier, Alexis 119
Carlsson, Niklas 131
Cascioli, Lorenzo 11
P
Palczewska, Anna 144
D
Dalkilic, Mehmet M. 91
Davis, Jesse 11 R
de Sá-Freire, Leo Martins 64 Rahimian, Pegah 52
Rajasekaran, Gowtham Veerabadran 91
Rioult, François 119
E Rudolph, Yannick 24
El-Assady, Mennatallah 103 Rumo, Martin 3
Eradès, Aymeric 167

S
H Säfvenberg, Rasmus 131
Hendricks, Jacob 91 Sanguino Bautiste, Francisco Javier 103
Schlak, Jared Andrew 91
J Schmid, Marc 52
Janssens, Bram 179 Shankar, Anshumaan 91
Jones, Ben 144 Sharma, Parichit 91

K T
K. R., Madhavan 91 Timmer, Jens 36
Kim, Hyunsung 52 Toka, László 52, 77, 155

© The Editor(s) (if applicable) and The Author(s), under exclusive license
to Springer Nature Switzerland AG 2024
U. Brefeld et al. (Eds.): MLSA 2023, CCIS 2035, pp. 203–204, 2024.
https://doi.org/10.1007/978-3-031-53833-9
204 Author Index

V Y
Van Roy, Maaike 11 Yang, Liule 103
Vaz-de-Melo, Pedro O. S. 64 Yang, Weiran 36
Vuillemot, Romain 167

W
Weaving, Dan 144
Wieland, Franz-Georg 36 Z
Wiese, Lena 191 Zentai, Benedek 155

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