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A Skellam regression model for quantifying positional value in soccer 足球场上位置价值量化的Skellam回归模型
IF 0.8 Q3 SOCIAL SCIENCES, MATHEMATICAL METHODS Pub Date : 2020-12-03 DOI: 10.1515/JQAS-2019-0122
K. Pelechrinis, Wayne L. Winston
Abstract Soccer is undeniably the most popular sport world-wide and everyone from general managers and coaching staff to fans and media are interested in evaluating players’ performance. Metrics applied successfully in other sports, such as the (adjusted) +/− that allows for division of credit among a basketball team’s players, exhibit several challenges when applied to soccer due to severe co-linearities. Recently, a number of player evaluation metrics have been developed utilizing optical tracking data, but they are based on proprietary data. In this work, our objective is to develop an open framework that can estimate the expected contribution of a soccer player to his team’s winning chances using publicly available data. In particular, using data from (i) approximately 20,000 games from 11 European leagues over eight seasons, and, (ii) player ratings from the FIFA video game, we estimate through a Skellam regression model the importance of every line (attackers, midfielders, defenders and goalkeeping) in winning a soccer game. We consequently translate the model to expected league points added above a replacement player (eLPAR). This model can further be used as a guide for allocating a team’s salary budget to players based on their expected contributions on the pitch. We showcase similar applications using annual salary data from the English Premier League and identify evidence that in our dataset the market appears to under-value defensive line players relative to goalkeepers.
无可否认,足球是世界上最受欢迎的运动,从总经理、教练组到球迷和媒体,每个人都对球员的表现感兴趣。在其他运动中成功应用的指标,如(调整后的)+/−,允许在篮球队球员之间划分学分,由于严重的共线性,在应用于足球时表现出一些挑战。最近,许多玩家评价指标都是利用光学跟踪数据开发出来的,但它们都是基于专有数据。在这项工作中,我们的目标是开发一个开放的框架,可以使用公开可用的数据来估计足球运动员对其球队获胜机会的预期贡献。特别是,使用来自(i)来自11个欧洲联赛超过8个赛季的大约20,000场比赛的数据,以及(ii)来自FIFA视频游戏的球员评级,我们通过Skellam回归模型估计每条线(进攻者,中场,后卫和守门员)在赢得足球比赛中的重要性。因此,我们将模型转换为替换球员(eLPAR)之上的预期联赛积分。这个模型可以进一步用作指导,根据球员在球场上的预期贡献来分配球队的工资预算。我们使用英超联赛的年薪数据展示了类似的应用程序,并确定了在我们的数据集中市场似乎低估了后卫球员而不是门将的证据。
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引用次数: 5
Frontmatter
IF 0.8 Q3 SOCIAL SCIENCES, MATHEMATICAL METHODS Pub Date : 2020-11-18 DOI: 10.1515/jqas-2020-frontmatter4
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引用次数: 0
Evaluating the effectiveness of different network flow motifs in association football 评价不同网络流动机在足协足球运动中的有效性
IF 0.8 Q3 SOCIAL SCIENCES, MATHEMATICAL METHODS Pub Date : 2020-11-03 DOI: 10.1515/jqas-2019-0097
Else Marie Håland, Astrid Salte Wiig, L. M. Hvattum, M. Stålhane
Abstract In association football, a network flow motif describes how distinct players from a team are involved in a passing sequence. The flow motif encodes whether the same players appear several times in a passing sequence, and in which order the players make passes. This information has previously been used to classify the passing style of different teams. In this work, flow motifs are analyzed in terms of their effectiveness in terms of generating shots. Data from four seasons of the Norwegian top division are analyzed, using flow motifs representing subsequences of three passes. The analysis is performed with a generalized additive model (GAM), with a range of explanatory variables included. Findings include that motifs with fewer distinct players are less effective, and that motifs are more likely to lead to shots if the passes in the motif utilize a bigger area of the pitch.
在英式足球中,网络流基序描述了球队中不同球员在传球序列中的表现。流母题编码相同的玩家是否在一个传递序列中出现多次,以及玩家的传递顺序。这些信息以前被用来对不同球队的传球风格进行分类。在这项工作中,流母题分析了它们在生成镜头方面的有效性。来自挪威顶级联赛的四个赛季的数据进行了分析,使用流图案表示三个通道的子序列。分析是用广义加性模型(GAM)进行的,其中包括一系列解释变量。研究结果包括,球员特征较少的主题更不有效,如果主题中的传球利用了更大的球场面积,那么主题更有可能导致射门。
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引用次数: 3
Does confirmation bias exist in judged events at the Olympic Games? 确认偏见是否存在于奥运会的裁判项目中?
IF 0.8 Q3 SOCIAL SCIENCES, MATHEMATICAL METHODS Pub Date : 2020-11-02 DOI: 10.1515/jqas-2019-0043
Christiana E. Hilmer, Michael J. Hilmer
Abstract Examining data for the 10 Olympic Games contested this century, we ask whether confirmation bias exists in judged events. We theorize that if such bias is present, then competitors in judged events should perform closer to predicted than competitors in non-judged events. Among a sample of over 5100 predicted medalists from the 10 Games, we find that, all else equal, the differences between ex-ante conventional wisdom and ex-post observed outcome are larger for competitors in timed events than for competitors in judged events. These results suggest that confirmation bias does potentially exist for judged events at the Olympic Games.
摘要通过对本世纪10届奥运会的数据分析,我们想知道在被评判的项目中是否存在确认偏见。我们的理论是,如果存在这样的偏见,那么在评判项目中的选手应该比在非评判项目中的选手表现得更接近于预测。在来自10届奥运会的5100多名预测奖牌获得者的样本中,我们发现,在其他条件相同的情况下,计时项目选手的事前传统智慧和事后观察结果之间的差异大于裁判项目选手的差异。这些结果表明,确认偏误确实可能存在于奥运会的裁判项目中。
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引用次数: 1
G-Elo: generalization of the Elo algorithm by modeling the discretized margin of victory G-Elo:对Elo算法的泛化,通过建模离散化的胜利余量
IF 0.8 Q3 SOCIAL SCIENCES, MATHEMATICAL METHODS Pub Date : 2020-10-20 DOI: 10.1515/jqas-2020-0115
L. Szczecinski
Abstract In this work we develop a new algorithm for rating of teams (or players) in one-on-one games by exploiting the observed difference of the game-points (such as goals), also known as a margin of victory (MOV). Our objective is to obtain the Elo-style algorithm whose operation is simple to implement and to understand intuitively. This is done in three steps: first, we define the probabilistic model between the teams’ skills and the discretized MOV variable: this generalizes the model underpinning the Elo algorithm, where the MOV variable is discretized into three categories (win/loss/draw). Second, with the formal probabilistic model at hand, the optimization required by the maximum likelihood rule is implemented via stochastic gradient; this yields simple online equations for the rating updates which are identical in their general form to those characteristic of the Elo algorithm: the main difference lies in the way the scores and the expected scores are defined. Third, we propose a simple method to estimate the coefficients of the model, and thus define the operation of the algorithm; it is done in a closed form using the historical data so the algorithm is tailored to the sport of interest and the coefficients defining its operation are determined in entirely transparent manner. The alternative, optimization-based strategy to find the coefficients is also presented. We show numerical examples based on the results of the association football of the English Premier League and the American football of the National Football League.
在这项工作中,我们开发了一种新的算法,通过利用观察到的比赛积分(如进球)的差异,也称为胜利边际(MOV),来对一对一比赛中的球队(或球员)进行评级。我们的目标是获得操作简单、易于理解的elo式算法。这分三步完成:首先,我们定义团队技能和离散化MOV变量之间的概率模型:这概括了支持Elo算法的模型,其中MOV变量被离散为三类(赢/输/平局)。其次,有了形式化的概率模型,通过随机梯度实现极大似然规则所要求的优化;这产生了简单的在线评级更新方程,其一般形式与Elo算法的特征相同:主要区别在于分数和预期分数的定义方式。第三,我们提出了一种简单的方法来估计模型的系数,从而定义算法的操作;它是使用历史数据以封闭形式完成的,因此算法是针对感兴趣的运动量身定制的,并且定义其操作的系数是以完全透明的方式确定的。本文还提出了一种基于优化的系数查找策略。我们展示了基于英国足球超级联赛和美国足球国家足球联盟结果的数值例子。
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引用次数: 6
Algorithmically deconstructing shot locations as a method for shot quality in hockey 基于算法解构的冰球击球位置分析方法
IF 0.8 Q3 SOCIAL SCIENCES, MATHEMATICAL METHODS Pub Date : 2020-10-10 DOI: 10.1515/jqas-2020-0012
Devan G. Becker, D. Woolford, C. Dean
Abstract Spatial point processes have been successfully used to model the relative efficiency of shot locations for each player in professional basketball games. Those analyses were possible because each player makes enough baskets to reliably fit a point process model. Goals in hockey are rare enough that a point process cannot be fit to each player’s goal locations, so novel techniques are needed to obtain measures of shot efficiency for each player. A Log-Gaussian Cox Process (LGCP) is used to model all shot locations, including goals, of each NHL player who took at least 500 shots during the 2011–2018 seasons. Each player’s LGCP surface is treated as an image and these images are then used in an unsupervised statistical learning algorithm that decomposes the pictures into a linear combination of spatial basis functions. The coefficients of these basis functions are shown to be a very useful tool to compare players. To incorporate goals, the locations of all shots that resulted in a goal are treated as a “perfect player” and used in the same algorithm (goals are further split into perfect forwards, perfect centres and perfect defence). These perfect players are compared to other players as a measure of shot efficiency. This analysis provides a map of common shooting locations, identifies regions with the most goals relative to the number of shots and demonstrates how each player’s shot location differs from scoring locations.
摘要利用空间点过程成功地模拟了职业篮球比赛中每个球员投篮位置的相对效率。这些分析之所以成为可能,是因为每个球员都能投进足够多的球,从而可靠地符合得分过程模型。在曲棍球比赛中,进球是非常罕见的,以至于得分过程不能适合每个球员的进球位置,因此需要新的技术来获得每个球员的射门效率。使用log -高斯考克斯过程(LGCP)对2011-2018赛季每位至少投篮500次的NHL球员的所有投篮位置(包括进球)进行建模。每个玩家的LGCP表面都被视为图像,然后这些图像被用于无监督统计学习算法,该算法将图像分解为空间基函数的线性组合。这些基本函数的系数是比较玩家的一个非常有用的工具。为了整合进球,所有射门得分的位置都被视为“完美球员”,并使用相同的算法(进球进一步分为完美前锋、完美中锋和完美防守)。将这些完美球员与其他球员进行比较,作为射门效率的衡量标准。该分析提供了一个常见射门位置的地图,确定了相对于射门次数而言进球最多的区域,并展示了每个球员的射门位置与得分位置的不同之处。
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引用次数: 2
An iterative Markov rating method 一种迭代马尔可夫评级方法
IF 0.8 Q3 SOCIAL SCIENCES, MATHEMATICAL METHODS Pub Date : 2020-10-05 DOI: 10.1515/jqas-2019-0070
Stephen Devlin, T. Treloar, Molly Creagar, S. Cassels
Abstract We introduce a simple and natural iterative version of the well-known and widely studied Markov rating method. We show that this iterative Markov method converges to the usual global Markov rating, and shares a close relationship with the well-known Elo rating. Together with recent results on the relationship between the global Markov method and the maximum likelihood estimate of the rating vector in the Bradley–Terry (BT) model, we connect and explore the global and iterative Markov, Elo, and Bradley–Terry ratings on real and simulated data.
摘要本文介绍了一种简单自然的马尔可夫评级方法。我们证明了这种迭代马尔可夫方法收敛于通常的全局马尔可夫评级,并且与众所周知的Elo评级有着密切的关系。结合最近关于全局马尔可夫方法与布拉德利-特里(BT)模型中评级向量的最大似然估计之间关系的结果,我们连接并探索了真实和模拟数据上的全局和迭代马尔可夫,Elo和布拉德利-特里评级。
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引用次数: 0
TRAP: a predictive framework for the Assessment of Performance in Trail Running 陷阱:在越野跑性能评估的预测框架
IF 0.8 Q3 SOCIAL SCIENCES, MATHEMATICAL METHODS Pub Date : 2020-09-30 DOI: 10.1515/JQAS-2020-0013
Riccardo Fogliato, N. L. Oliveira, Ronald Yurko
Abstract Trail running is an endurance sport in which athletes face severe physical challenges. Due to the growing number of participants, the organization of limited staff, equipment, and medical support in these races now plays a key role. Monitoring runner’s performance is a difficult task that requires knowledge of the terrain and of the runner’s ability. In the past, choices were solely based on the organizers’ experience without reliance on data. However, this approach is neither scalable nor transferable. Instead, we propose a firm statistical methodology to perform this task, both before and during the race. Our proposed framework, Trail Running Assessment of Performance (TRAP), studies (1) the assessment of the runner’s ability to reach the next checkpoint, (2) the prediction of the runner’s expected passage time at the next checkpoint, and (3) corresponding prediction intervals for the passage time. We apply our methodology, using the race history of runners from the International Trail Running Association (ITRA) along with checkpoint and terrain-level information, to the “holy grail” of ultra-trail running, the Ultra-Trail du Mont-Blanc (UTMB) race, demonstrating the predictive power of our methodology.
越野跑是一项耐力运动,运动员面临着严峻的体能挑战。由于参加人数不断增加,在这些比赛中,有限的人员、设备和医疗支持的组织现在起着关键作用。监测跑步者的表现是一项艰巨的任务,需要了解地形和跑步者的能力。在过去,选择完全基于组织者的经验,而不依赖于数据。然而,这种方法既不可扩展也不可转移。相反,我们提出了一种可靠的统计方法来完成这项任务,无论是在比赛前还是比赛中。我们提出的越野跑绩效评估(TRAP)框架研究(1)对跑者到达下一个检查点的能力的评估,(2)对跑者在下一个检查点预期通过时间的预测,以及(3)相应的通过时间预测区间。我们利用国际越野跑协会(ITRA)选手的比赛历史以及检查点和地形级别信息,将我们的方法应用于超级越野跑的“圣杯”,即勃朗峰越野跑(UTMB)比赛,展示了我们方法的预测能力。
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引用次数: 0
Measuring competitive balance in sports 衡量体育竞技平衡
IF 0.8 Q3 SOCIAL SCIENCES, MATHEMATICAL METHODS Pub Date : 2020-09-29 DOI: 10.1515/jqas-2020-0006
Matthew Doria, B. Nalebuff
Abstract In order to make comparisons of competitive balance across sports leagues, we need to take into account how different season lengths influence observed measures of balance. We develop the first measures of competitive balance that are invariant to season length. The most commonly used measure, the ASD/ISD or Noll-Scully ratio, is biased. It artificially inflates the imbalance for leagues with long seasons (e.g., MLB) compared to those with short seasons (e.g., NFL). We provide a general model of competition that leads to unbiased variance estimates. The result is a new ordering across leagues: the NFL goes from having the most balance to being tied for the least, while MLB becomes the sport with the most balance. Our model also provides insight into competitive balance at the game level. We shift attention from team-level to game-level measures as these are more directly related to the predictability of a representative contest. Finally, we measure competitive balance at the season level. We do so by looking at the predictability of the final rankings as seen from the start of the season. Here the NBA stands out for having the most predictable results and hence the lowest full-season competitive balance.
为了比较不同体育联盟的竞争平衡,我们需要考虑不同赛季长度对观察到的平衡测量的影响。我们开发了与赛季长度不变的竞争平衡的第一个衡量标准。最常用的测量方法,ASD/ISD或Noll-Scully比率,是有偏差的。它人为地夸大了长赛季联盟(如MLB)与短赛季联盟(如NFL)之间的不平衡。我们提供了一个导致无偏方差估计的一般竞争模型。结果是联盟之间的新秩序:NFL从拥有最多的平衡变成了最少的平衡,而MLB成为了最平衡的运动。我们的模型还提供了关于游戏层面竞争平衡的见解。我们将注意力从团队层面转移到游戏层面,因为这与代表性比赛的可预测性更直接相关。最后,我们衡量赛季级别的竞争平衡。我们这样做是通过观察从赛季开始看到的最终排名的可预测性。在这方面,NBA的结果最容易预测,因此整个赛季的竞争平衡最低。
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引用次数: 3
The relative roles of skill and luck within 11 different golfer populations 技术和运气在11个不同高尔夫球手群体中的相对作用
IF 0.8 Q3 SOCIAL SCIENCES, MATHEMATICAL METHODS Pub Date : 2020-09-25 DOI: 10.1515/JQAS-2019-0028
Richard J. Rendleman
Drawing on the golf-related example of regression to the mean as presented by Kahneman in his best-selling book, Thinking Fast and Slow, this study shows how the regression-to-the-mean phenomenon is revealed in first- and second-round scoring in 11 different golfer populations, ranging from golfers with the highest level of skill (professional golfers on the PGA TOUR) to amateur groups of much lower skill. Using the mathematics of truncated normal distributions, the study introduces a new method for estimating the mix between variation in scoring due to differences in player skill and that due to luck. Estimates of the skill/luck mix are very close to those obtained using the regression-based methodology of Morrison and are nearly identical to those implied by fixed effects regression models where fixed player and round effects are estimated simultaneously. The study also sheds light on the “paradox of skill,” originally suggested by Gould and developed further by Mauboussin, as it relates to golf by showing that luck plays a more important role in determining player scores in higher-skilled golfer groups compared with lower-skilled groups.
Kahneman在他的畅销书《思考快与慢》(Thinking Fast and Slow)中提出了与高尔夫相关的回归均值的例子,这项研究显示了回归均值现象是如何在11个不同的高尔夫球手群体的第一轮和第二轮得分中揭示出来的,这些人群包括技术水平最高的高尔夫球手(PGA巡回赛的职业高尔夫球手)和技术水平低得多的业余群体。利用截断正态分布的数学,该研究引入了一种新方法来估计由于玩家技能差异和运气差异而导致的得分变化之间的混合。技能/运气组合的估计值与使用Morrison基于回归的方法所获得的估计值非常接近,并且与固定效果回归模型所暗示的估计值几乎相同,其中固定玩家和回合效果是同时估计的。这项研究还揭示了“技能悖论”,这个悖论最初由古尔德提出,后来由莫布森进一步发展,因为它与高尔夫球有关,表明在决定高技能高尔夫球手群体的得分方面,运气起着比低技能群体更重要的作用。
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引用次数: 3
期刊
Journal of Quantitative Analysis in Sports
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