Analysis of player tracking data for American football is in its infancy, since the National Football League (NFL) released its Next Gen Stats tracking data publicly for the first time in December 2018. While tracking datasets in other sports often contain detailed annotations of on-field events, annotations in the NFL's tracking data are limited. Methods for creating these annotations typically require extensive human labeling, which is difficult and expensive. We begin tackling this class of problems by creating annotations for pass coverage types by defensive backs using unsupervised learning techniques, which require no manual labeling or human oversight. We define a set of features from the NFL's tracking data that help distinguish between "zone" and "man" coverage. We use Gaussian mixture modeling and hierarchical clustering to create clusters corresponding to each group, and we assign the appropriate type of coverage to each cluster through qualitative analysis of the plays in each cluster. We find that the mixture model's "soft" cluster assignments allow for more flexibility when identifying coverage types. Our work makes possible several potential avenues of future NFL research, and we provide a basic exploration of these in this paper.
In some work done in basketball, @cite_5 use the spatio-temporal changes in the team formation in order to determine what features allow for a player to create an open'' shot. Similar to @cite_0 , the authors create role-based features by initially assigning each player a role. In this case, they assign each of the five players on the court one of the traditional five basketball positions. After doing this, they can track the motion of the roles rather than individual players in order to create a permutation-free set of features. Additionally, @cite_4 annotate set plays in the NBA, as discussed above.
@cite_0 @cite_5 @cite_4
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ABSTRACTBasketball games evolve continuously in space and time as players constantly interact with their teammates, the opposing team, and the ball. However, current analyses of basketball outcomes rely on discretized summaries of the game that reduce such interactions to tallies of points, assists, and similar events. In this article, we propose a framework for using optical player tracking data to estimate, in real time, the expected number of points obtained by the end of a possession. This quantity, called expected possession value (EPV), derives from a stochastic process model for the evolution of a basketball possession. We model this process at multiple levels of resolution, differentiating between continuous, infinitesimal movements of players, and discrete events such as shot attempts and turnovers. Transition kernels are estimated using hierarchical spatiotemporal models that share information across players while remaining computationally tractable on very large data sets. In addition to estima... This paper presents a method to assess a basketball player's performance from his her first-person video. A key challenge lies in the fact that the evaluation metric is highly subjective and specific to a particular evaluator. We leverage the first-person camera to address this challenge. The spatiotemporal visual semantics provided by a first-person view allows us to reason about the camera wearer's actions while he she is participating in an unscripted basketball game. Our method takes a player's first-person video and provides a player's performance measure that is specific to an evaluator's preference. To achieve this goal, we first use a convolutional LSTM network to detect atomic basketball events from first-person videos. Our network's ability to zoom-in to the salient regions addresses the issue of a severe camera wearer's head movement in first-person videos. The detected atomic events are then passed through the Gaussian mixtures to construct a highly non-linear visual spatiotemporal basketball assessment feature. Finally, we use this feature to learn a basketball assessment model from pairs of labeled first-person basketball videos, for which a basketball expert indicates, which of the two players is better. We demonstrate that despite not knowing the basketball evaluator's criterion, our model learns to accurately assess the players in real-world games. Furthermore, our model can also discover basketball events that contribute positively and negatively to a player's performance. In this paper, we describe a method to represent and discover adversarial group behavior in a continuous domain. In comparison to other types of behavior, adversarial behavior is heavily structured as the location of a player (or agent) is dependent both on their teammates and adversaries, in addition to the tactics or strategies of the team. We present a method which can exploit this relationship through the use of a spatiotemporal basis model. As players constantly change roles during a match, we show that employing a "role-based" representation instead of one based on player "identity" can best exploit the playing structure. As vision-based systems currently do not provide perfect detection tracking (e.g. missed or false detections), we show that our compact representation can effectively "denoise" erroneous detections as well as enabling temporal analysis, which was previously prohibitive due to the dimensionality of the signal. To evaluate our approach, we used a fully instrumented field-hockey pitch with 8 fixed high-definition (HD) cameras and evaluated our approach on approximately 200,000 frames of data from a state-of-the-art real-time player detector and compare it to manually labelled data. This paper addresses the problem of automatic player identification in broadcast sports videos filmed with a single side-view medium distance camera. Player identification in this setting is a challenging task because visual cues such as faces and jersey numbers are not clearly visible. Thus, this task requires sophisticated approaches to capture distinctive features from players to distinguish them. To this end, we use Convolutional Neural Networks (CNN) features extracted at multiple scales and encode them with an advanced pooling, called Fisher vector. We leverage it for exploring representations that have sufficient discriminatory power and ability to magnify subtle differences. We also analyze the distinguishing parts of the players and present a part based pooling approach to use these distinctive feature points. The resulting player representation is able to identify players even in difficult scenes. It achieves state-of-the-art results up to 96 on NBA basketball clips.