Estimating the effect of hitting strategies in baseball using counterfactual virtual simulation with deep learning

Hiroshi Nakahara, K. Takeda, Keisuke Fujii
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引用次数: 2

Abstract

Abstract In baseball, every play on the field is quantitatively evaluated and the statistics have an effect on individual and team strategies. The weighted on base average (wOBA) is well known as a measure of a batter’s hitting contribution. However, this measure ignores the game situation, such as the runners on base, which coaches and batters are known to consider when employing multiple hitting strategies, yet, the effectiveness of these strategies is unknown. This is probably because (1) we cannot obtain the batter’s strategy and (2) it is difficult to estimate the effect of the strategies. Here, we propose a new method for estimating the effect using counterfactual batting simulation. The entire framework consists of two phases: (i) generate a counter-factual batter’s ability based on their actual performances and (ii) simulate games with the batting simulator. To realize (i), we propose a deep learning model that transforms batting ability when batting strategy is changed. This method can estimate the effects of various strategies, which has been traditionally difficult with actual game data. We found that, when the switching cost of batting strategies can be ignored, the use of different strategies increased runs. When the switching cost is considered, the conditions for increasing runs were limited. Our results suggest that players and coaches should be careful when employing multiple batting strategies given the trade-offs thereof. We also discuss practical baseball use-cases to use this simulation.
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利用深度学习的反事实虚拟模拟评估棒球击球策略的效果
摘要在棒球运动中,场上的每一场比赛都是定量评估的,统计数据对个人和团队的策略都有影响。加权上垒平均数(wOBA)是衡量击球手击球贡献的一个众所周知的指标。然而,这一措施忽略了比赛情况,例如垒上的跑者,众所周知,教练和击球手在使用多种击球策略时会考虑这些情况,然而,这些策略的有效性尚不清楚。这可能是因为(1)我们无法获得击球手的策略,(2)很难估计策略的效果。在这里,我们提出了一种使用反事实击球模拟来估计效果的新方法。整个框架由两个阶段组成:(i)根据击球手的实际表现生成反事实击球手的能力;(ii)使用击球模拟器模拟比赛。为了实现(i),我们提出了一个深度学习模型,该模型在击球策略改变时改变击球能力。这种方法可以估计各种策略的效果,这在传统的实际游戏数据中是困难的。我们发现,当击球策略的转换成本可以忽略时,使用不同的策略会增加跑动。当考虑到切换成本时,增加运行次数的条件是有限的。我们的研究结果表明,考虑到多种击球策略的权衡,球员和教练在使用多种击球策略时应该小心。我们还讨论了使用这种模拟的实际棒球用例。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
International Journal of Computer Science in Sport
International Journal of Computer Science in Sport Computer Science-Computer Science (all)
CiteScore
2.20
自引率
0.00%
发文量
4
审稿时长
12 weeks
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