How To Break Down A Set Defence
How To Break Down A Set Defence
Twenty3 Sport
October 7, 2019
Abstract
In football, attacking a team which has transitioned into a deep defensive setup is a common game
situation which coaches and players want to understand and plan for. However, despite its practical
importance, there hasn’t been much research into this situation through the use of event data. In this
document, we present an attempt to do precisely that. Using event data supplied by StatsBomb, we
present a scalable algorithm to identify events in the game in which a team is attacking against a set
defence, explore the empirical outcome of said game situations in the data, and present several approaches
to isolate the reward and risk effects of individual factors related to the attacking teams actions when
facing an opponent in a set defence.
1 Introduction
Football – with its eleven players on each team on the pitch – is an incredibly dynamic sport with endless
variations. And yet, the nature of this kind of goal-scoring sport (where points are gained by getting the ball
past a goalkeeper into a goal) makes it a sensible, and frequently seen, strategy for defending teams to keep
as many players between themselves and the goal that they’re defending as possible, to prevent the attacking
team’s route to goal.
Because of this, attacking teams will often find themselves faced with an opponent who are set in a
compact defensive shape, usually just on the edge of the eighteen-yard box, blocking the route to goal.
Trying, and struggling, to break down an opponent who is set in their defensive shape is a situation which
teams will find themselves in frequently, and in every match that they play. Often, they will fall into what
we refer to in the paper as probing — retaining possession of the ball but passing it amongst themselves in
a not-altogether-fast manner which, to an outside observer, can look a little aimless.
There are obvious reasons to want to improve on the situation described above, and the low-scoring nature
of the sport means that finding a way to break down these set defensive structures with even slightly more
efficacy would be a great boost to football teams.
With the importance for practitioners and coaches to understand and plan for these crucial game situations,
it is only natural to look towards data analytics as a valuable tool in providing insight. Increasingly so amongst
the world’s most popular sports, the raw volume of data collection, coupled with the sophistication of tech-
niques to interrogate it for answers and insight, has put data analytics at the forefront of many workflows
within professional sports clubs.
1
However, when it comes to providing insight into these crucial game situations of attacking against a set
defence through the use of data, the conceptual definitions above do not have a natural equivalent in the data,
particularly event data. As opposed to more segmented, stop-start sports like American football or baseball,
game situations in football are rarely neatly categorised and labelled within data feeds. As is recurrent in
football analytics, the study of these situations using data stumbles upon a challenge from conception, with
the lack of established and formal definitions of what we want to analyse.
This area of study is not ground that is well-trodden. There is little work on defining phases of play
beyond set-pieces and counter-attacks, the principal of which in the public sphere is Opta Pro’s work [1],
although their methodology itself has not been made public.
In this document, we present original research which attempts to provide some data-driven insight into
how to break down a set defence. We present an end-to-end study; from proxying the game situation in the
event data, through to actionable insight into how to successfully attack a set defence. The document is
organised as follows:
• In Section 2 we concern ourselves with the proxy for attacking a set defence, describing how we designed
the criteria to determine when we consider that an attacking event occurred against a defence that was
set.
• Using this definition, in Section 3 we carry out an empirical examination of the results of teams attacking
a set defence, beginning to identify the different locations from which an attack against a set defence is
successful when compared to other types of attacks, and begin to beckon to the practitioner with some
practical and digestible results concerning the success of these attacks.
• In Section 4 we take this exercise even further, fully breaking down the outcome of individual factors
of attacks against a set defence. We present two separate approaches to deal with different segments
of possessions which are against a set defence; and evaluate the respective risk and reward of each as
per the legend below.
Reward Risk
Events which we consider
Section 4.1 Section 4.3.1
to occur against a set defence
Events in which a team faced a “set”
Section 4.2 Section 4.3.2
defence at some point, but not currently
• Finally, in Section 5 we conclude and offer some remarks for future work.
2
sequences of possession rather than just each event as its own isolated action. Events were therefore given
information of which team was in possession, and the individual possession changed if and when play was
restarted or their opponent established control of the ball. Events were also assigned a play pattern, noting
whether the possession they were part of came in regular play, from a set-piece (of various kinds), or in a
counter attack. We found this designation of “Regular Play” and “From Counter” particularly useful during
the analysis.
The type of available data, on the ball events, ensures that proxying a set defence is particularly challenging
because there is a natural bias towards attack in recording on the ball events. In other words, it is much
easier to understand or categorise what the attacking team is doing than what the defending team is doing.
Clearly in the case of attacking against a set defence, the natural interpretation is that these situations are
characterised by what the defence is doing rather than by what the attack is doing. However, for our purposes
we had to reverse that interpretation and try and answer what in the events of an attacking team indicate
that they are attacking against a set defence.
The concepts that we’ve chosen for our definition are:
• Duration: The defensive team needs time to transition into their set defensive shape, and therefore
there should be a threshold of duration to consider an event in a possession to be occurring against a
set defence.
• Pinballing: Despite gaining considerable attention lately, the idea of a possessions framewor is a
difficult one to execute properly in such a dynamic sport as football. Periods where teams struggle over
possession of the ball, for example a string of half-clearances or uncontrolled touches from both teams
(which we’ve referred to as pinballing), are hard to include in a possessions framework satisfactorily.
For our purposes, we’ve decided to only consider events in which there is no recognisable pinballing for
a window prior to the event.
• Verticality: Referring to the speed of meters advanced along the axis towards the opponent goal, an
attack against a set defence can’t be progressing too quickly vertically, as this would imply either a
full-blown attack during the transition phase, in which case a defence is unlikely to have chance to get
set; or an extremely vertical ball against a deep defence which would in any case indicate a divergence
from probing against a set defence.
• Height: Finally, it also clear that there should be a criteria referring to how high up a pitch the events
are taking place (as in, how advanced into the opposition’s half). An attack against a set defence can’t
be taking place too far back as that might indicate a team in possession but pinned back by a high
block or high press.
How we came to the specifics of the parameters to determine the above criteria will be discussed below.
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• If we increase the time interval we are looking at by a bit, we would find counterattacks, and these, by
definition, are not attacks against a set defence, but we should see that, for these, the odds of them
resulting in a goal should be relatively high.
• Once a team has had possession for a certain amount of time, and their opponents have transitioned
into their defensive shape, the circumstances of the attack don’t change with extra time elapsing, and
as such the likelihood of these attacks ending in a shot or goal stabilises with time. The starting point
for this plateau is the threshold we are looking for.
To search for this plateau, we need to empirically examine the relationship between possession duration and
“results” of attacks. In preparation for this search, we looked only into possessions that have an attacking
action in the final third for them to be considered as attacks (thus filtering out possessions which are for
example short possessions of a defending team recovering the ball and then clearing it which would skew our
study). Additionally, we also filtered out those where the team which is considered as being not in
possession of the ball does more than 20% of on the ball events1 , as we deem these to be pinballing
and therefore inserting noise into the effects of possession duration on the success of an attack. Finally,
possessions tagged as “From Counter”, “From Corner Kick” or “From Free Kick” and with less than five on
the ball events are also excluded.
The following chart suggests that 20 seconds is a reasonable threshold for this issue.
1 Here, as throughout the rest of paper, we refer to the ball events as those events tagged as “Pass”, “Shot”, “Dribble”,
4
Throughout the rest of the document, we’ll refer to possessions which meet the criteria above and are at
least 20 seconds long as long and well-established attacking possessions.
There’s an old adage in football that “the ball travels quicker than the player”, a reminder to young
players learning the sport that passes travel quicker than they’re able to run. Because of the potential speed
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of passes, it is necessary to take the progress of numerous events in a row to find the speed of attack, rather
than taking the speed of single events on their own. We used a three-event rolling window for ball-movement
actions (i.e. passes and carries), and calculated the speed that the ball was moved along the long axis of the
pitch, comparing actions marked as “Regular Play” and “From Counter” in StatsBomb’s play pattern.
Given that the reason for having a verticality criteria was to rule out quick attacks during a transition
phase, it made sense to choose a conservative speed. The vertical speed that we settled on was 4.375 metres
per second, which is around the 75th percentile speed in regular play possessions (with outliers of anything
above 30 metres per second removed).2
2 We had originally done these investigations using x-coordinates to measure height of the pitch and, therefore, the vertical
speed. The vertical speed we settled on, after checking it against some video clips, was 5 x-coordinates per second, which
corresponds to 4.375 metres per second, assuming a 105-metre long field of play in relation to StatsBomb’s 120-long x-coordinates.
6
Having seen the distribution of the height of passes from centre-backs, we decided that it made most sense
to keep our threshold relatively high, but that we wanted to test some different options. We tested several
parameters and watched video of possessions that matched some of these but not others, and came to the
conclusion that a height — which turned out to be around the 60th percentile — of 43.75 metres was a good
one to use.3
This depended partly on the conception of playing against a set defence that we already had in our minds.
If we had wanted to look at possessions specifically facing what is termed a ‘low block’ (when a defending
team sits no higher than around 40 metres from their own goal) then we may have chosen a higher value for
this criteria.
in the study. The x-coordinate height that we settled on was 50, which corresponds to 43.75 metres up the pitch, assuming a
105-metre long field of play in relation to StatsBomb’s 120-long x-coordinates.
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In this phase their play is too deep and thus does not trigger the necessary height parameter, causing it
to remain False. Liverpool continue to pass in this manner, slowly working their way up the pitch, eventually
reaching a phase where both the height and the verticality conditions are met.
8
In this phase Liverpool are still manoeuvring the ball from side to side, at a speed slow enough to keep
the verticality criteria True, as they look for an opening. This is similar to the first phase, however these
passes are far higher up the pitch, thus meeting the criteria for height and inferring that they are now facing
a set defence.
It is important to recognise that, inevitably, the complexity of strictly labelling situations in such a fluid
sport as football compounded by the attacking bias of the on-the-ball events we mentioned above implies
that the algorithm won’t be perfect and will have both false positives and false negatives when compared to
human judgement of these game situations. Nevertheless, throughout the rest of the document we hope to
appease doubters by establishing that the situations we’ve marked as True have significant signal of interest,
and have natural and robust implications for practitioners.
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3 Empirical Results of Attacks Against a Set Defence
Section 2 has left us with a set of criteria with which we can algorithmically define events which we
consider to occur against a set defence (marked as True). In this section, we’ll focus on looking at the
observed outcomes of these situations, and contrast it with the situations which we’ve marked as False.
• Attacks against set defences: Possessions that contain an event marked as True as described in
Section 2.5.
• Other long and well-established attacking possessions: As in 2.1, recall that this refers to
possessions that
The fact that a possession like this is not flagged as an attack against a set defence must then be due
to the fact that for all of its events, either the verticality or the height criteria fail, i.e., at all times we
should see that either the possession is too vertical or the actions are happening too far back in the
in-possession-team’s own half of the pitch. Therefore, these involve both possessions that may not be
considered to have a really offensive intention as well as others that, by their directness, may indicate
that the not-in-possession-team is not well set to defend. An example might be a team pinned back by
a high-press early in the possession, which eventually breaks through and manages to attack a defence
which in nature almost resembles that faced by counter-attacks.
• Counter-attacks: Possessions marked as ‘From Counter’ in Statsbomb’s play pattern field in the
data.
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We see quite clearly that achieving outcomes when attacking against a set defence is harder than when
counter-attacking, both by looking at the goal-scoring rate but also at the ratio between goals scored and
shots: 10.81% of shots result in a goal when attacking against a set defence, whereas this increases to 15.38%
if we look at counter-attacks. The fact that there’s better outcomes when attacking against set defences than
in other long attacking possessions may very well be explained that the proxies we have used to construct
those (not too vertical, not too fast) implies a certain degree of calm that leads to smaller chances of losing
the ball (in fact, 70.35% of attacks against set defences end with a ball loss, whereas this percentage increases
to 75.78% when we look at other long attacking possessions which might represent for example teams pinned
back by a high-press which never manage to mount an attack despite having possession).
With this line of thinking, we computed a simple metric which mimics xT which we’ve labeled as empirical
expected threat (exT ), which for each zone of the pitch is defined by the empirical likelihood of scoring within
the next 5 moves. As “zones” we’ve used a 12 × 8 grid of the pitch. The visualisation below illustrates the
different levels of exT associated with the different zones of the pitch.
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The simplicity of exT (it’s basically a frequentist metric) allows us to compute it for any subset of events.
In particular, we can compute exT solely for True events, and compare the results with the exT for the phases
of play examined in Section 3.1.
Compared to events in counter-attacks, the counters clearly have the upper-hand, with the relative exT
value of counter-attacking actions as much as eight times greater than when facing a set defence. The scale
is based on the attacking half of the pitch, with the defensive half in many of the following examples being
victims of noise (our height criterion ensures that not too many actions against this far back are marked as
True so the sample size for these locations is small).
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However, the increased threat of counter-attacks diminishes the closer to goal that we get. Intuitively,
this makes sense: it would be more effective to attack quickly when further away from goal, but the relative
advantage of that diminishes when there is less space in which to attack into, and when defences will likely
be more compact.
In comparing events that come against a set defence to those that are in established possessions that
aren’t against a set defence (i.e., that fail one or more of our other parameters), playing against a set defence
appears to be slightly more threatening, but only when closer to goal.
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Potentially, there is an advantage to being closer to goal when playing against a set defence than in
established possessions that may be less settled: this may be because teams are in more of an attacking
structure and better able to construct good attacks, even though the defence is likely in a set defensive
structure of their own.
Notice that the two zones that cover the six-yard box are coloured in a way that indicates that playing
against a set defence creates more of a threat in these areas. To investigate further, we can look at where
teams get into these two zones from.
Below is a visualisation which looks at what zones make successful passes into those two “six-yard box
zones”. Once again, we are comparing events that come from long possessions that aren’t necessarily against
a set defence against events which fit all of our parameters of playing against a set defence.
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The dominant zones where proportions of successful passes in the six-yard zones come from are closer to
the byline against a set defence than when not against a set defence. The zones where a larger proportion
come from not against a set defence than against a set defence are more like deeper crossing zones, which
are likely to lead to lower value chances than those resulting from passes from the byline.
The success rate of passes from these zones in the final row of the pitch into the six-yard zone also plays
a factor. The success rate of zones (11, 0-2 and 5-7) to zones (11, 3-4) is 21.59% in long possessions that
aren’t against a set defence while it is 24.39% in our parameters of being against a set defence.
It appears that events that match our parameters of playing against a set defence include passes completed
at a higher rate in these dangerous areas of the pitch, though, which may be due to the advantages of having a
more established attacking structure. The evidence seems to point towards the fact that once you’re near the
byline against a set defence, you’ll be in a position to pass successfully into the box (executing a “cutback”)
more frequently than in other game situations, and as such the relative “disadvantage” in threat from other
locations of the pitch when against a set defence starts to diminish caused by the presence of this dangerous
option in attack.
Whether this result is directly actionable is a different question, as teams will already know that getting
to the byline will enable them to carve out dangerous chances. In the next section we look to isolate factors
leading to success even further.
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4 How to Break Down a Set Defence: Data-Driven Recommen-
dations on Factors of Success when Attacking a Set Defence
Up to this point we’ve focused on defining, describing, and evaluating the results of the attacks we’ve
considered to be happening against a set defence. In this section we dial up our ambitions and try to go
deeper into the in and outs of attacks against a set defence, and the factors that determine whether they’re
successful or not. In trying to answer this question, we’ve separated it into two different aspects:
• True Events: In Section 4.1, we attempt a simple feature engineering approach to model the likelihood
of a True event to lead to a goal in the near future. From the decision function we can try and retrieve
the individual signal of each feature in an attempt to understand what about a True event can indicate
higher likelihood of success.
• False Events: As we saw in 2.5, for every possession with True events, it will in all likelihood also
have string of events where the team does something different and transitions into a False state for a
few consecutive events, which we’ll refer to as False Blocks. Arguably, the moments in which a team
breaks away from “probing” and attempts something are also key moments that determine the outcome
of the attack. Section 4.2 explores the insight to be found here in a completely independent approach
to what we showcase in 4.1, by clustering and classifying different types of False blocks into different
“choices” the team made, and evaluating the empirical reward.
Finally, in Section 4.3 we also turn our attention to the trade-off of reward vs risk in situations where a
team is attacking a set defence, by evaluating what can happen when they lose the ball and their opponents
then take their turn at attacking, and relate the results to the factors of reward we’ve studied in 4.1 and 4.2.
There are a few features, like the distance to goal or whether or not the event was under pressure, which
are clear candidates for regressors to whether or not the attack will lead to a goal. Nevertheless, following a
similar line of thinking to the outcome being “within a couple of moves”, in constructing features associated
to each True event it also makes sense to look a bit into the past to understand what has been happening in
the lead up to each event in the sample. The following features were selected and constructed for our sample:
• Under Pressure: This feature is directly available in StatsBomb’s data, marking whether the player
was under pressure from an opponent when performing the action or not.
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• Distance to Goal: Number of meters from opponent’s goal.
• Rolling Width: On a 3-event rolling basis (passes and carries only), how many meters of the pitch
has the attacking team covered horizontally.
• Rolling Speed: On a 3-event rolling basis (passes and carries only), how many meters per second has
the ball travelled.
• Rolling Time Between Consecutive Passes: On a 3-pass rolling basis, how many seconds have
there been on average between consecutive passes. Notice that the higher this number, the more seconds
have elapsed on average between consecutive passes, meaning passes are coming about more slowly.
4.1.2 Modelling
Predicting the outcome of events from the features selected is a challenging prospect. On the one hand,
the sample is heavily unbalanced. Specifically, out of 994,725 True events in our sample, only 12,832 have a
goal scored within the next five moves. In addition to this problem, the regressors are clearly not independent,
and a simple regression model like a logistic regression won’t perform well. In light of these circumstances,
we’ve chosen to first apply a resampling technique to the sample, which we then feed forward to an ensemble
random-forest based gradient boosting algorithm (using the well known XGBOOST library in Python).
Evaluating the performance of the trained model is difficult precisely because of the unbalanced sample.
However, there are positive signs that the model is learning valuable structure in the sample. On the one
hand, in the resampled test sample (where roughly 50% of observations are marked as having a goal within
the next five moves), the model’s classification is 95.7% accurate. Additionally, when we pass the actual
original sample through the model and assign the “goal probability” value to each sample (as opposed to the
binary 0-1 classification), we can see that the probability distribution for events which in reality resulted in
a goal within the next five moves is markedly skewed towards higher probabilities than events that didn’t.
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4.1.3 Evaluating Feature Impact on Goal Probability
The modelling section has left us with a degree of confidence that we have a model which captures
a certain degree of structure in our sample. However, we now face the fresh challenge that as opposed to
simple models, forest-based models are powerful in learning but don’t lend themselves to simple interpretation
of individual feature importance or impact on the regression, which is what we’re after for practical advice
on these game situations. However, there are creative techniques to circumvent these difficulties and manage
to glean insight into the impact of individual features under certain circumstances. For this project we’ve
attempted an innovative approach to isolate the individual effect of features, which is outlined below:
1. First we carry out a K-Means clustering process on the feature space. The reason for this is that
forest-based models tend to learn structure in a “local” way, i.e. they can predict new observations
well when they’re in the vicinity of a dense set of training samples. By clustering the feature space, we
hope that within each cluster our model has clearly learned in that area of the feature space.
2. Using the partition of the sample space generated by the clustering, within each cluster we fix its
centroid, and taking turns vary each individual feature from its 10th percentile through to its 90th
percentile within that cluster specifically, and pass this synthetic sample to the model to record its
“goal probability”.
3. For each cluster, by plotting the feature’s value versus the resulting probability prediction we can
understand how, within that cluster specifically, the feature’s value affects the likelihood of the event
leading to a goal within the next five moves. In essence, it lets us understand feature importance at a
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very local level. Because of the potentially highly non-linear nature of random forests’ decision functions,
this technique of “fixing all variables bar one which we vary” can potentially be very misleading if done
globally. Hopefully, through the local partition of the sample through clustering we’ve managed to
circumvent this pitfall.
4. Note that the under pressure axis wasn’t considered as part of the feature space when clustering.
When creating synthetic intra-cluster samples, we simply created two, one with each True/False under
pressure.
With the above cluster centroids in mind, the figure below showcases for each cluster and feature, how
the model’s “goal within the next five moves probability prediction” evolves as we vary each feature while
the rest remain fixed at the centroid. As we mentioned before, under pressure is binary and as such we
simply create two synthetic samples each time for its values. Also, we don’t vary distance to goal because
it’s quite clearly increasing: the closer you are to goal the more likely you are to score within the next five
moves. Therefore we are showing the results of varying intra-cluster rolling speed, rolling width and rolling
time between consecutive passes.
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There are several interesting conclusions to draw from the results.
Clusters 0 and 5 exhibit a tendency to be more dangerous (as in, more likely to result in a goal within
the next five moves) as rolling width increases. Both clusters are centred at a very similar distance to goal,
43 and 44 meters respectively; and are also centred at a similar rolling width. What differentiates both
clusters is related to the speed of movements: Cluster 0 is the cluster with the fastest rolling speed, whilst
Cluster 5 is much slower and is the cluster characterised by being markedly the one with the most amount
of seconds between consecutive passes. Whilst both share the same tendency in rolling width, they have
contrary tendencies in rolling speed and time between consecutive passes, meaning that within each cluster,
the already dominant strategy is advisable: in Cluster 5, slowness is preferable; in Cluster 0, fastness is
preferable; but in both clusters, the wider you make play, the more dangerous you’ll be.
Cluster 2 is the cluster whose centroid is closest to the opponent’s goal, and accordingly is the cluster
with the highest probability prediction on average. Its interesting that the prediction is fairly stable as we
vary the features, with the only real signal being a drop-off in the probability once speed increases past 8
m/s, which should be interpreted as there being a threshold when close to goal above which increased speed
of play decreases the likelihood of you scoring.
Cluster 1 is interesting to analyse compared to the rest: its centroid has the lowest rolling width, the
lowest rolling speed and the least rolling time between consecutive passes. In football terms, it’s a cluster
of samples characterised by taking place in a narrow strip of the pitch, with quick exchange of passes that
don’t cover much ground over time, potentially one-two’s in close proximity. It’s interesting in that it’s the
only cluster in which features exhibit clear optimums and minimums. In rolling time between passes, the
probability reaches a clear minimum around 1.5 seconds between passes. For rolling width, the prediction
reaches an optimum between 10 and 15 m wide. Finally, the case of rolling speed is fascinating in that
when not under pressure, there is a clear optimum around 6 m/s. However, when under pressure, this
peaking between 4 and 6 m/s speed is not observed, meaning that that increase in speed is only beneficial if
not exchanging passes under pressure.
This final point on pressure is also interesting to highlight. Satisfactorily, across the board we can see
that the model understands that being not under pressure has a higher chance of leading to a goal within
five moves than being under pressure, as is intuitively expected. It is interesting however to analyse the
relative difference between the True/False under pressure states. The most interesting case is that of rolling
speed in Cluster 4, because the True/False under pressure curves experience opposite tendencies: between
5 and 8 m/s: whilst the probability decreases in a True case, it increases in the False case. Observing the
Cluster 4’s centroid is the furthest away from goal (55 m), in a footballing sense, this is saying that when
against a set defence that far from goal, you should slow down if not under pressure, and speed up if under
pressure. Potentially, if you’re under pressure and you speed up play that far from goal, you’re dragging
the markers who are pressuring you out of position and creating space to string together an attack further
upfield.
It’s important to close out this subsection with a word of caution: interpreting these results is hard, and
we may be drawing conclusions that are noise in the model rather than corresponding to true structure.
Nevertheless, the random-forest based model clearly captured some signal in the data, and the technique
shown above makes an attempt to isolate the effects of features from that model. Even readers who doubt the
validity of this technique in particular, should appreciate the opportunity for other model-agnostic methods
used on well-performing black box models such as these to try and find practical results.
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4.2 The False blocks: classification and reward
The discussion above has mainly looked at the concept of “attack against a set defence” and the outcomes
from those attacks (or, more precisely, from possessions that contain those attacks). However, as visual
inspection suggests (see Section 2.5), the goal-scoring chances and the moments of high risk of losing the ball
may happen inside blocks of consecutive False events (False blocks), i.e., moments inside those long attacking
possessions in which there is either a change in pace, height, verticality or pinballing that takes the possession
out of a True state.
• Looking only at False blocks that happen in a possession that contain a True state, compute the following
features for each of them:
– The reason why the block is False (i.e., if it contains an event tagged as pinballing, lack of height,
or high verticality).
– Number of players involved.
– Number of ball events that encompass the block.
– Where the block is located (determined by the centroid of the locations of events that form the
block).
– The spread of the block.
– Block duration.
– Speed of ball circulation (computed as the average speed of the last four passes and carries) in the
event that leads to the block.
• Run several iterations of a clustering algorithm to isolate groups of False blocks of similar nature, and
assign a certain type to all blocks belonging to the same group.
• Get an understanding of the risk and reward associated to blocks of every type by computing:
– How the odds of scoring increase/decrease for possessions that contain blocks of each type with
respect to possessions that don’t contain blocks of that type.
– How the chance of getting a shot increases for possessions that contain blocks of each type with
respect to possessions that don’t contain blocks of that type.
Using several iterations of a K-Means clustering algorithm on this 11-dimensional feature space, the
following significant clusterings were discovered. As we could have guessed, the reasons why the blocks are
False are important factors in defining clusters. However, their combination with other features such as
location and speed of events yield descriptions that are easily interpretable in footballing terms4 :
• Hard reset: The block contains an event tagged as lack of height, its centroid is less than 35 meters
away from the in-possession-team’s goal-line and the number of on the ball events is less than half of
the duration of the block, in seconds.
4 The definition of each of the clusters should be understood as “All blocks that do not belong to any of the clusters above
and. . . ”
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• Mild reset: The block contains an event tagged as lack of height, its centroid is in the in-possession-
team’s own half and the number of on the ball events is less than the duration of the block, in seconds.
• Pinballing: The block contains an event tagged as pinballing, i.e. neither team had a fully controlled
possession of the ball for events in that block.
• Fast wing-play: The block centroid is less than 15 meters away from either of the wings and the
speed of ball circulation in the event that leads to the block is greater than 10 meters per second.
• Fast central combinative play: The block centroid is more than 15 metres away from both of the
wings, the speed of ball circulation in the event that leads to the block is greater than 10 meters per
second, and there are at least two players involved in the block.
• Fast central individual play: The block centroid is more than 15 metres away from both of the
wings, the speed of ball circulation in the event that leads to the block is greater than 10 meters per
second, and only a player is involved in the block.
• Other
The following table shows the number of False blocks in each cluster:
It is relatively clear that there should be significant differences in the risk and reward teams take when
they find themselves into each of the blocks above, in terms of how likely they are to spring a successful
attack, or to lose the ball right afterwards. Lets evaluate the “reward” associated to each block.
Reward metrics For every cluster of False blocks, we define the following metrics:
Average goals by possession when the possession contains a block of that type
Goals lift = ;
Average goals by possession when the possession does not contain a block of that type
Average shots by possession when the possession contains a block of that type
Shots lift = .
Average shots by possession when the possession does not contain a block of that type
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Goals lift Shots lift
Hard reset 2.229 2.590
Pinballing 1.490 1.291
Fast central individual play 1.354 1.547
Fast central combinative
1.178 1.120
play
Other 0.991 1.286
Mild reset 0.933 1.285
Fast wing-play 0.745 0.925
The results clearly point towards hard reset as the highest reward option. Intuitively, this makes some
sense: “resetting” the possession is intended to draw the defending team out of their deep defensive structure
and open up space to attack into. It makes some sense that this strategy, coached and used in the professional
game, has some quantitative value.
It is also quite interesting that there is such a significant difference between a “hard” reset and the “mild”
one. Also, that “pinballing” and “fast central combinative play” yield a greater lift in goals than in shots
in contrast with the rest of the block types, which suggests that the shots produced by these are easier to
convert (which makes sense, as one can easily imagine both of these to end with central inside-the-box shots).
In 4.1 we defined a set of features which we use to predict the likelihood of a goal coming within the
next five moves, and how that relates to the individual features themselves. In this section we want to flip
the question, and understand how they relate with the risk of the opponent recovering the ball, shooting or
scoring.
The approach must vary slightly in that as opposed to the case of reward, an events features should be
held accountable for the opponent shooting or scoring in the possession immediately following the ball loss,
not just 5 events from it. To evaluate risk in this way, we compare the average of features in the lead up
to losing the ball, and compare that against the proportion of opposition possessions which end in a shot or
goal. The figure below plots the results.
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As in the case of “reward”, we’re hard pressed to extract concise conclusions, but there are interesting
elements in the results. For distance to goal, we are clearly picking up the expected result that the further
from goal, the lower the probability of losing the ball, but the higher the likelihood of conceding a shot or
goal in the event of losing it. Its very interesting to observe that there seems to be an optimum “holding”
height when attacking a set defence: around the 40m from the opponent goal mark. Any further than that
you increase your likelihood of losing the ball; but likewise, any deeper than that into your own half and you
also increase that probability, most likely by triggering a press from the opponent.
The results for rolling speed also have a similarly interesting trade-off. Increasing speed up to 6 m/s is
clearly decreasing the likelihood of losing the ball, but increasing the likelihood of if the ball is lost, then the
team will concede a shot or goal. This might point to the fact that increasing speed necessarily requires more
men to be committed to moving the ball quickly and showing to receive passes, and they might be less set up
to track back in the event of a ball loss. Compounded with the results from Section 4.1.3 which showed that
6 m/s was a local optimum of speed under certain circumstances in terms of probability of scoring a goal in
the next five moves, certainly that threshold of speed has interesting properties in these game situations.
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4.3.2 Risk of False Blocks
Similarly, in Section 4.2 we defined a classification of what we’ve referred to as False blocks, and studied
the reward associated with their presence. How about the risks associated with them?
Then, we have
Prob. to Prob. to
Prob. to lose
concede a concede a
the ball
shot goal
Hard reset 0.113 0.077 0.008
Pinballing 0.203 0.084 0.010
Fast central individual play 0.082 0.092 0.010
Fast central combinative
0.239 0.082 0.011
play
Other 0.071 0.086 0.011
Mild reset 0.157 0.089 0.008
Fast wing-play 0.066 0.082 0.009
As one could expect, the resetting options are the safest in terms of conceding chances, and the fact that
we don’t see small probabilities to lose the ball is due to the fact that, with a significant frequency, these
are followed by long balls (which, in return, make the opponent recover the ball in a not dangerous area).
Naturally, central play is the riskiest of the options.
In terms of the actual proxy, evaluating its effectiveness at scale is inviable: attacking a set defence is a
subjective concept of football and, without tracking data of defensive players, a tenuous concept for event
data to represent. Despite this inherent difficulty, we don’t believe it should take away validity form the
rest of the paper’s results. As with other data proxies in football, such as the ubiquitous xG, regardless
of whether they proxy an actual subjective concept or not (xG seeks to proxy the danger of a shot), if the
heuristics used are natural and there is signal in the structure of the definition, the results are interesting in
their own right. In our case, the heuristics we’ve used are natural for a “slow, probing possession in which
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the attacking team is mostly in the opponent half and has established control of on-the-ball events, and has
given the defending team enough time to transition backward”, and we believe this is enough to claim the
results are interesting in their own right.
The definition of “set defence” which we arrived on encompassed, in footballing terms, both a mid block
as well as a low block. Further research may wish to concentrate on one of these two defensive systems
more specifically, or may wish to compare the two, as different approaches may work better for one over
the other. For example, it may be that a “hard reset” in the possession has more of an effect against a low
block than a mid block. Different practitioners may also choose to set different definitions or proxies for a set
defence for different footballing reasons, and different data sources would provide a range of opportunities
for exploration. The most obvious is tracking data, of course, which would mean that a set defence can be
defined directly rather than through proxies.
In terms of the actual results of what we defined to be attacks against a set defence, we’ve also found some
interesting takeaways. In terms of exT locations, we saw in Section 3.2 that as an attack approaches the
opponent’s byline, the relative “disadvantage” of attacks against a set defence compared to other situations
like counter-attacks starts to disappear. As we saw, a possible explanation of this result is the greater
proportion of cutbacks from the byline into the box from attacks against a set defence as opposed to other
situations. Cutbacks with the defenders reversing towards their goal whilst attackers run into space are
notoriously dangerous situations; and there seems to be a point that these are crucial routes towards creating
chances when attacking a set defence. This line of research in football, the concept of expected threat as
assigning probabilities to points in time in processes of attacks, is clearly rich and full of opportunities.
We’ve presented a very simple frequentist approach, but it’d be very interesting to return to evaluate our
proxies with other more sophisticated approaches of this type in future work.
In Section 4.1 we built a black-box model to evaluate the potential reward of different events against a set
defence, and carried out an innovative approach to try and isolate the individual effects learned by the black-
box. We highlighted a set of possible conclusions to draw from the results, mainly relating to the increased
danger in increasing the rolling width of the attack, or around the “sweet spots” of speed of play between 5
and 8 m/s, which came up again in Section 4.3.1 indicating a trade-off between potential reward versus risk
of losing the ball and conceding chances of your own. However, we’d argue that the main takeaway from this
exercise is the potential in attempting model agnostic techniques to analyse results form black box models.
Football is clearly a complex sport and modelling or predicting outcomes from features of play undoubtedly
needs powerful machinery. However, black box methods draw a wedge between the results they produce and
practitioners who need to understand the practical implications of individual features. We believe that more
attempts of this kind will deeply benefit the applicability of machine learning in football
Section 4.2 took a different viewpoint in analysing not events marked as True, but rather what we defined
as False blocks within possessions that were True as some stage. Through a clustering technique, we’ve
attempted to classify different types of False blocks, and have found that what we’ve labelled as a “hard
reset” is the highest reward option. Intuitively it’s an interesting result, as a hard reset is aimed at drawing
the defence out and creating space to spring an attack into. Our results provide evidence that this strategy
might be successful. It’s interesting that there is such a stark difference in the results between “hard” and
“mild” resets, both in reward and risk. The results point towards the maxim: “if you’re going to reset play,
reset it properly”.
Finally, Section 4.3 evaluated the risk associated with the factors we had set up to study their reward.
Whilst some interesting results were achieved, the study is lacking in a fundamental aspect: the techniques
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to evaluate risk and reward weren’t immediately comparable. The reason for this is that whilst in attack we
consider reward coming in the near future (next few moves), in risk we must consider the outcome of the
whole possession upon losing the ball, not just the first few moves of the opponent. Likewise, in risk there
is arguably a greater weighting to the actual event of ball-loss. In any case, our framework isn’t set up for
a directly comparable “game theoriesque” question of optimal strategy. This is an interesting direction for
future work.
References
[1] Opta Pro, Blog: Phases of Play - an introduction, available at (https://www.optasportspro.com/
news-analysis/phases-of-play-an-introduction/) (2019).
[2] K. Singh, Introducing Expected Threat (xT ) - Modelling team behaviour in possession to gain a deeper
understanding of buildup play, available at https://karun.in/blog/expected-threat.html (2019).
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