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SubscribePredicting In-game Actions from Interviews of NBA Players
Sports competitions are widely researched in computer and social science, with the goal of understanding how players act under uncertainty. While there is an abundance of computational work on player metrics prediction based on past performance, very few attempts to incorporate out-of-game signals have been made. Specifically, it was previously unclear whether linguistic signals gathered from players' interviews can add information which does not appear in performance metrics. To bridge that gap, we define text classification tasks of predicting deviations from mean in NBA players' in-game actions, which are associated with strategic choices, player behavior and risk, using their choice of language prior to the game. We collected a dataset of transcripts from key NBA players' pre-game interviews and their in-game performance metrics, totalling in 5,226 interview-metric pairs. We design neural models for players' action prediction based on increasingly more complex aspects of the language signals in their open-ended interviews. Our models can make their predictions based on the textual signal alone, or on a combination with signals from past-performance metrics. Our text-based models outperform strong baselines trained on performance metrics only, demonstrating the importance of language usage for action prediction. Moreover, the models that employ both textual input and past-performance metrics produced the best results. Finally, as neural networks are notoriously difficult to interpret, we propose a method for gaining further insight into what our models have learned. Particularly, we present an LDA-based analysis, where we interpret model predictions in terms of correlated topics. We find that our best performing textual model is most associated with topics that are intuitively related to each prediction task and that better models yield higher correlation with more informative topics.
Rethinking Evaluation Metric for Probability Estimation Models Using Esports Data
Probability estimation models play an important role in various fields, such as weather forecasting, recommendation systems, and sports analysis. Among several models estimating probabilities, it is difficult to evaluate which model gives reliable probabilities since the ground-truth probabilities are not available. The win probability estimation model for esports, which calculates the win probability under a certain game state, is also one of the fields being actively studied in probability estimation. However, most of the previous works evaluated their models using accuracy, a metric that only can measure the performance of discrimination. In this work, we firstly investigate the Brier score and the Expected Calibration Error (ECE) as a replacement of accuracy used as a performance evaluation metric for win probability estimation models in esports field. Based on the analysis, we propose a novel metric called Balance score which is a simple yet effective metric in terms of six good properties that probability estimation metric should have. Under the general condition, we also found that the Balance score can be an effective approximation of the true expected calibration error which has been imperfectly approximated by ECE using the binning technique. Extensive evaluations using simulation studies and real game snapshot data demonstrate the promising potential to adopt the proposed metric not only for the win probability estimation model for esports but also for evaluating general probability estimation models.
Enhancing Predictive Accuracy in Tennis: Integrating Fuzzy Logic and CV-GRNN for Dynamic Match Outcome and Player Momentum Analysis
The predictive analysis of match outcomes and player momentum in professional tennis has long been a subject of scholarly debate. In this paper, we introduce a novel approach to game prediction by combining a multi-level fuzzy evaluation model with a CV-GRNN model. We first identify critical statistical indicators via Principal Component Analysis and then develop a two-tier fuzzy model based on the Wimbledon data. In addition, the results of Pearson Correlation Coefficient indicate that the momentum indicators, such as Player Win Streak and Score Difference, have a strong correlation among them, revealing insightful trends among players transitioning between losing and winning streaks. Subsequently, we refine the CV-GRNN model by incorporating 15 statistically significant indicators, resulting in an increase in accuracy to 86.64% and a decrease in MSE by 49.21%. This consequently strengthens the methodological framework for predicting tennis match outcomes, emphasizing its practical utility and potential for adaptation in various athletic contexts.
Impact of a Batter in ODI Cricket Implementing Regression Models from Match Commentary
Cricket, "a Gentleman's Game", is a prominent sport rising worldwide. Due to the rising competitiveness of the sport, players and team management have become more professional with their approach. Prior studies predicted individual performance or chose the best team but did not highlight the batter's potential. On the other hand, our research aims to evaluate a player's impact while considering his control in various circumstances. This paper seeks to understand the conundrum behind this impactful performance by determining how much control a player has over the circumstances and generating the "Effective Runs",a new measure we propose. We first gathered the fundamental cricket data from open-source datasets; however, variables like pitch, weather, and control were not readily available for all matches. As a result, we compiled our corpus data by analyzing the commentary of the match summaries. This gave us an insight into the particular game's weather and pitch conditions. Furthermore, ball-by-ball inspection from the commentary led us to determine the control of the shots played by the batter. We collected data for the entire One Day International career, up to February 2022, of 3 prominent cricket players: Rohit G Sharma, David A Warner, and Kane S Williamson. Lastly, to prepare the dataset, we encoded, scaled, and split the dataset to train and test Machine Learning Algorithms. We used Multiple Linear Regression (MLR), Polynomial Regression, Support Vector Regression (SVR), Decision Tree Regression, and Random Forest Regression on each player's data individually to train them and predict the Impact the player will have on the game. Multiple Linear Regression and Random Forest give the best predictions accuracy of 90.16 percent and 87.12 percent, respectively.
Understanding why shooters shoot -- An AI-powered engine for basketball performance profiling
Understanding player shooting profiles is an essential part of basketball analysis: knowing where certain opposing players like to shoot from can help coaches neutralize offensive gameplans from their opponents; understanding where their players are most comfortable can lead them to developing more effective offensive strategies. An automatic tool that can provide these performance profiles in a timely manner can become invaluable for coaches to maximize both the effectiveness of their game plan as well as the time dedicated to practice and other related activities. Additionally, basketball is dictated by many variables, such as playstyle and game dynamics, that can change the flow of the game and, by extension, player performance profiles. It is crucial that the performance profiles can reflect the diverse playstyles, as well as the fast-changing dynamics of the game. We present a tool that can visualize player performance profiles in a timely manner while taking into account factors such as play-style and game dynamics. Our approach generates interpretable heatmaps that allow us to identify and analyze how non-spatial factors, such as game dynamics or playstyle, affect player performance profiles.
Player Pressure Map -- A Novel Representation of Pressure in Soccer for Evaluating Player Performance in Different Game Contexts
In soccer, contextual player performance metrics are invaluable to coaches. For example, the ability to perform under pressure during matches distinguishes the elite from the average. Appropriate pressure metric enables teams to assess players' performance accurately under pressure and design targeted training scenarios to address their weaknesses. The primary objective of this paper is to leverage both tracking and event data and game footage to capture the pressure experienced by the possession team in a soccer game scene. We propose a player pressure map to represent a given game scene, which lowers the dimension of raw data and still contains rich contextual information. Not only does it serve as an effective tool for visualizing and evaluating the pressure on the team and each individual, but it can also be utilized as a backbone for accessing players' performance. Overall, our model provides coaches and analysts with a deeper understanding of players' performance under pressure so that they make data-oriented tactical decisions.
Biases in Expected Goals Models Confound Finishing Ability
Expected Goals (xG) has emerged as a popular tool for evaluating finishing skill in soccer analytics. It involves comparing a player's cumulative xG with their actual goal output, where consistent overperformance indicates strong finishing ability. However, the assessment of finishing skill in soccer using xG remains contentious due to players' difficulty in consistently outperforming their cumulative xG. In this paper, we aim to address the limitations and nuances surrounding the evaluation of finishing skill using xG statistics. Specifically, we explore three hypotheses: (1) the deviation between actual and expected goals is an inadequate metric due to the high variance of shot outcomes and limited sample sizes, (2) the inclusion of all shots in cumulative xG calculation may be inappropriate, and (3) xG models contain biases arising from interdependencies in the data that affect skill measurement. We found that sustained overperformance of cumulative xG requires both high shot volumes and exceptional finishing, including all shot types can obscure the finishing ability of proficient strikers, and that there is a persistent bias that makes the actual and expected goals closer for excellent finishers than it really is. Overall, our analysis indicates that we need more nuanced quantitative approaches for investigating a player's finishing ability, which we achieved using a technique from AI fairness to learn an xG model that is calibrated for multiple subgroups of players. As a concrete use case, we show that (1) the standard biased xG model underestimates Messi's GAX by 17% and (2) Messi's GAX is 27% higher than the typical elite high-shot-volume attacker, indicating that Messi is even a more exceptional finisher than people commonly believed.
How Much Does Home Field Advantage Matter in Soccer Games? A Causal Inference Approach for English Premier League Analysis
In many sports, it is commonly believed that the home team has an advantage over the visiting team, known as the home field advantage. Yet its causal effect on team performance is largely unknown. In this paper, we propose a novel causal inference approach to study the causal effect of home field advantage in English Premier League. We develop a hierarchical causal model and show that both league level and team level causal effects are identifiable and can be conveniently estimated. We further develop an inference procedure for the proposed estimators and demonstrate its excellent numerical performance via simulation studies. We implement our method on the 2020-21 English Premier League data and assess the causal effect of home advantage on eleven summary statistics that measure the offensive and defensive performance and referee bias. We find that the home field advantage resides more heavily in offensive statistics than it does in defensive or referee statistics. We also find evidence that teams that had lower rankings retain a higher home field advantage.
Temporal dynamics of goal scoring in soccer
We investigated the temporal distribution of goals in soccer using event-level data from 3,433 matches across 21 leagues and competitions. Contrary to the prevailing notion of randomness, we found that the probability of a goal being scored is higher as matches progress, and we observed fewer-than-expected goals in the early minutes of each half. Further analysis of the time between subsequent goals shows an exponential decay, indicating that most goals naturally cluster closer together in time. By splitting this distribution by the team that scores the next goal, we observe bursty goal-scoring dynamics, wherein the same team is more likely to score again shortly after its previous goal. These findings highlight the importance of match context (whether driven by fatigue, tactical adaptations, or psychological momentum) in shaping when teams are able to score. Moreover, the results open avenues for extending data-driven methods for identifying high-impact moments in a match and refining strategic decision-making in soccer's evolving analytical landscape.
SportsBuddy: Designing and Evaluating an AI-Powered Sports Video Storytelling Tool Through Real-World Deployment
Video storytelling is essential for sports performance analysis and fan engagement, enabling sports professionals and fans to effectively communicate and interpret the spatial and temporal dynamics of gameplay. Traditional methods rely on manual annotation and verbal explanations, placing significant demands on creators for video editing skills and on viewers for cognitive focus. However, these approaches are time-consuming and often struggle to accommodate individual needs. SportsBuddy addresses this gap with an intuitive, interactive video authoring tool. It combines player tracking, embedded interaction design, and timeline visualizations to seamlessly integrate narratives and visual cues within game contexts. This empowers users to effortlessly create context-driven video stories. Since its launch, over 150 sports users, including coaches, athletes, content creators, parents and fans, have utilized SportsBuddy to produce compelling game highlights for diverse use cases. User feedback highlights its accessibility and ease of use, making video storytelling and insight communication more attainable for diverse audiences. Case studies with collegiate teams and sports creators further demonstrate SportsBuddy's impact on enhancing coaching communication, game analysis, and fan engagement.
Esports Training, Periodization, and Software -- a Scoping Review
Electronic sports (esports) and research on this emerging field are interdisciplinary in nature. By extension, it is essential to understand how to standardize and structure training with the help of existing tools developed by years of research in sports sciences and informatics. Our goal in this article was to verify if the current body of research contains substantial evidence of the training systems applied to training esports players. To verify the existing sources, we have applied a framework of scoping review to address the search from multiple scientific databases with further local processing. We conclude that the current research on esports dealt mainly with describing and modeling performance metrics spanned over multiple fragmented research areas (psychology, nutrition, informatics), and yet these building blocks were not assembled into an existing well-functioning theory of performance in esports by providing exercise regimes, and ways of periodization for esports.
Gender inference: can chatGPT outperform common commercial tools?
An increasing number of studies use gender information to understand phenomena such as gender bias, inequity in access and participation, or the impact of the Covid pandemic response. Unfortunately, most datasets do not include self-reported gender information, making it necessary for researchers to infer gender from other information, such as names or names and country information. An important limitation of these tools is that they fail to appropriately capture the fact that gender exists on a non-binary scale, however, it remains important to evaluate and compare how well these tools perform in a variety of contexts. In this paper, we compare the performance of a generative Artificial Intelligence (AI) tool ChatGPT with three commercially available list-based and machine learning-based gender inference tools (Namsor, Gender-API, and genderize.io) on a unique dataset. Specifically, we use a large Olympic athlete dataset and report how variations in the input (e.g., first name and first and last name, with and without country information) impact the accuracy of their predictions. We report results for the full set, as well as for the subsets: medal versus non-medal winners, athletes from the largest English-speaking countries, and athletes from East Asia. On these sets, we find that Namsor is the best traditional commercially available tool. However, ChatGPT performs at least as well as Namsor and often outperforms it, especially for the female sample when country and/or last name information is available. All tools perform better on medalists versus non-medalists and on names from English-speaking countries. Although not designed for this purpose, ChatGPT may be a cost-effective tool for gender prediction. In the future, it might even be possible for ChatGPT or other large scale language models to better identify self-reported gender rather than report gender on a binary scale.
Large Scale Generative AI Text Applied to Sports and Music
We address the problem of scaling up the production of media content, including commentary and personalized news stories, for large-scale sports and music events worldwide. Our approach relies on generative AI models to transform a large volume of multimodal data (e.g., videos, articles, real-time scoring feeds, statistics, and fact sheets) into coherent and fluent text. Based on this approach, we introduce, for the first time, an AI commentary system, which was deployed to produce automated narrations for highlight packages at the 2023 US Open, Wimbledon, and Masters tournaments. In the same vein, our solution was extended to create personalized content for ESPN Fantasy Football and stories about music artists for the Grammy awards. These applications were built using a common software architecture achieved a 15x speed improvement with an average Rouge-L of 82.00 and perplexity of 6.6. Our work was successfully deployed at the aforementioned events, supporting 90 million fans around the world with 8 billion page views, continuously pushing the bounds on what is possible at the intersection of sports, entertainment, and AI.
PerSEval: Assessing Personalization in Text Summarizers
Personalized summarization models cater to individuals' subjective understanding of saliency, as represented by their reading history and current topics of attention. Existing personalized text summarizers are primarily evaluated based on accuracy measures such as BLEU, ROUGE, and METEOR. However, a recent study argued that accuracy measures are inadequate for evaluating the degree of personalization of these models and proposed EGISES, the first metric to evaluate personalized text summaries. It was suggested that accuracy is a separate aspect and should be evaluated standalone. In this paper, we challenge the necessity of an accuracy leaderboard, suggesting that relying on accuracy-based aggregated results might lead to misleading conclusions. To support this, we delve deeper into EGISES, demonstrating both theoretically and empirically that it measures the degree of responsiveness, a necessary but not sufficient condition for degree-of-personalization. We subsequently propose PerSEval, a novel measure that satisfies the required sufficiency condition. Based on the benchmarking of ten SOTA summarization models on the PENS dataset, we empirically establish that -- (i) PerSEval is reliable w.r.t human-judgment correlation (Pearson's r = 0.73; Spearman's rho = 0.62; Kendall's tau = 0.42), (ii) PerSEval has high rank-stability, (iii) PerSEval as a rank-measure is not entailed by EGISES-based ranking, and (iv) PerSEval can be a standalone rank-measure without the need of any aggregated ranking.
Efficient computation of rankings from pairwise comparisons
We study the ranking of individuals, teams, or objects, based on pairwise comparisons between them, using the Bradley-Terry model. Estimates of rankings within this model are commonly made using a simple iterative algorithm first introduced by Zermelo almost a century ago. Here we describe an alternative and similarly simple iteration that provably returns identical results but does so much faster -- over a hundred times faster in some cases. We demonstrate this algorithm with applications to a range of example data sets and derive a number of results regarding its convergence.
ScoreRAG: A Retrieval-Augmented Generation Framework with Consistency-Relevance Scoring and Structured Summarization for News Generation
This research introduces ScoreRAG, an approach to enhance the quality of automated news generation. Despite advancements in Natural Language Processing and large language models, current news generation methods often struggle with hallucinations, factual inconsistencies, and lack of domain-specific expertise when producing news articles. ScoreRAG addresses these challenges through a multi-stage framework combining retrieval-augmented generation, consistency relevance evaluation, and structured summarization. The system first retrieves relevant news documents from a vector database, maps them to complete news items, and assigns consistency relevance scores based on large language model evaluations. These documents are then reranked according to relevance, with low-quality items filtered out. The framework proceeds to generate graded summaries based on relevance scores, which guide the large language model in producing complete news articles following professional journalistic standards. Through this methodical approach, ScoreRAG aims to significantly improve the accuracy, coherence, informativeness, and professionalism of generated news articles while maintaining stability and consistency throughout the generation process. The code and demo are available at: https://github.com/peiyun2260/ScoreRAG.