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Simplified Kalman filter for on-line rating: one-fits-all approach 简化卡尔曼滤波在线评级:一劳永逸的方法
IF 0.8 Q2 Social Sciences Pub Date : 2021-04-28 DOI: 10.1515/jqas-2021-0061
L. Szczecinski, Raphaëlle Tihon
Abstract In this work, we deal with the problem of rating in sports, where the skills of the players/teams are inferred from the observed outcomes of the games. Our focus is on the on-line rating algorithms that estimate skills after each new game by exploiting the probabilistic models that (i) relate the skills to the outcome of the game and (ii) describe how the skills evolve in time. We propose a Bayesian approach which may be seen as an approximate Kalman filter and which is generic in the sense that it can be used with any skills-outcome model and can be applied in the individual as well as in the group sports. We show how the well-known Elo, Glicko, and TrueSkill algorithms may be seen as instances of the one-fits-all approach we propose. To clarify the conditions under which the gains of the Bayesian approach over simpler solutions can actually materialize, we critically compare the known and new algorithms by means of numerical examples using synthetic and empirical data.
在这项工作中,我们处理体育中的评级问题,其中球员/球队的技能是从观察到的比赛结果中推断出来的。我们的重点是在线评级算法,该算法通过利用概率模型(i)将技能与游戏结果联系起来,(ii)描述技能如何随时间演变,在每场新游戏之后评估技能。我们提出了一种贝叶斯方法,它可以被看作是一个近似的卡尔曼滤波器,它是通用的,因为它可以与任何技能-结果模型一起使用,可以应用于个人和团体运动。我们展示了众所周知的Elo、Glicko和TrueSkill算法如何被视为我们提出的一刀切方法的实例。为了阐明贝叶斯方法在更简单的解决方案上的收益可以实际实现的条件,我们通过使用合成和经验数据的数值示例对已知算法和新算法进行了批判性的比较。
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引用次数: 2
Influence of advanced footwear technology on sub-2 hour marathon and other top running performances 先进的鞋类技术对2小时以下马拉松及其他顶级跑步成绩的影响
IF 0.8 Q2 Social Sciences Pub Date : 2021-04-17 DOI: 10.1515/jqas-2021-0043
Andreu Arderiu, Raphaël de Fondeville
Abstract In 2019, Eliud Kipchoge ran a sub-two hour marathon wearing Nike’s Alphafly shoes. Despite being the fastest marathon time ever recorded, it wasn’t officially recognized as race conditions were tightly controlled to maximize his success. Besides, Kipchoge’s use of Alphafly shoes was controversial, with some experts claiming that they might have provided an unfair competitive advantage. In this work, we assess the potential influence of advanced footwear technology and the likelihood of a sub-two hour marathon in official races, by studying the evolution of running top performances from 2001 to 2019 for long distances ranging from 10 km to marathon. The analysis is performed using extreme value theory, a field of statistics dealing with analysis of rare events. We find a significant evidence of performance-enhancement effect with a 10% increase of the probability that a new world record for marathon-men discipline is set in 2021. However, results suggest that achieving a sub-two hour marathon in an official race in 2021 is still very unlikely, and exceeds 10% probability only by 2025.
2019年,Eliud Kipchoge穿着耐克的Alphafly跑鞋跑了不到两个小时的马拉松。尽管这是有史以来最快的马拉松成绩,但由于比赛条件受到严格控制,以最大限度地提高他的成绩,这一成绩并未得到官方认可。此外,Kipchoge使用Alphafly鞋引起了争议,一些专家声称它们可能提供了不公平的竞争优势。在这项工作中,我们通过研究2001年至2019年从10公里到马拉松的长距离跑步最高成绩的演变,评估了先进鞋类技术的潜在影响和官方比赛中2小时以下马拉松比赛的可能性。分析是使用极值理论进行的,极值理论是处理罕见事件分析的统计领域。我们发现了一个显著的成绩提升效应的证据,即2021年马拉松男子项目创造新的世界纪录的可能性增加了10%。然而,结果表明,在2021年的正式比赛中实现两小时以下的马拉松比赛仍然是非常不可能的,到2025年才有超过10%的可能性。
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引用次数: 0
A reinforcement learning based approach to play calling in football 一种基于强化学习的足球比赛呼叫方法
IF 0.8 Q2 Social Sciences Pub Date : 2021-03-11 DOI: 10.1515/jqas-2021-0029
Preston Biro, S. Walker
Abstract With the vast amount of data collected on football and the growth of computing power, many games involving decision choices can be optimized. The underlying rule is the maximization of an expected utility of outcomes and the law of large numbers. The data available allows one to compute with high accuracy the probabilities of outcomes of actions, and the well defined points system in the game allows for a specification of the terminal utilities. With some well established decision theory we can optimize choices for each single play level. A full exposition of the theory and analysis is presented in the paper.
随着大量足球数据的收集和计算能力的提高,许多涉及决策选择的比赛都可以进行优化。基本规则是预期效用的最大化和大数法则。可用的数据让玩家能够准确地计算出行动结果的概率,而游戏中定义良好的积分系统也让玩家能够明确终端效用。有了一些完善的决策理论,我们就可以优化每个游戏关卡的选择。本文对其理论和分析进行了全面的阐述。
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引用次数: 2
Frontmatter
IF 0.8 Q2 Social Sciences Pub Date : 2021-01-11 DOI: 10.1515/jqas-2021-frontmatter1
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引用次数: 0
How to extend Elo: a Bayesian perspective 如何扩展Elo:贝叶斯视角
IF 0.8 Q2 Social Sciences Pub Date : 2021-01-06 DOI: 10.1515/JQAS-2020-0066
Martin Ingram
Abstract The Elo rating system, originally designed for rating chess players, has since become a popular way to estimate competitors’ time-varying skills in many sports. Though the self-correcting Elo algorithm is simple and intuitive, it lacks a probabilistic justification which can make it hard to extend. In this paper, we present a simple connection between approximate Bayesian posterior mode estimation and Elo. We provide a novel justification of the approximations made by linking Elo to steady-state Kalman filtering. Our second key contribution is to observe that the derivation suggests a straightforward procedure for extending Elo. We use the procedure to derive versions of Elo incorporating margins of victory, correlated skills across different playing surfaces, and differing skills by tournament level in tennis. Combining all these extensions results in the most complete version of Elo presented for the sport yet. We evaluate the derived models on two seasons of men’s professional tennis matches (2018 and 2019). The best-performing model was able to predict matches with higher accuracy than both Elo and Glicko (65.8% compared to 63.7 and 63.5%, respectively) and a higher mean log-likelihood (−0.615 compared to −0.632 and −0.633, respectively), demonstrating the proposed model’s ability to improve predictions.
Elo评分系统最初是为国际象棋选手评分而设计的,后来在许多运动中成为一种评估选手随时间变化的技能的流行方法。虽然自校正的Elo算法简单直观,但它缺乏概率证明,这使得它难以扩展。本文给出了近似贝叶斯后验模估计与Elo之间的简单联系。我们通过将Elo与稳态卡尔曼滤波联系起来,提供了一种新的近似证明。我们的第二个关键贡献是观察到,推导表明了扩展Elo的一个简单过程。我们使用这个过程来推导包含胜利边缘、不同场地的相关技能和不同网球比赛水平的不同技能的Elo版本。结合所有这些扩展结果在最完整的版本的Elo呈现的运动。我们以2018年和2019年两个赛季的男子职业网球比赛为样本,对所得模型进行了评估。表现最好的模型能够以比Elo和Glicko更高的准确率预测比赛(分别为65.8%和63.7和63.5%)和更高的平均对数似然(分别为- 0.615和- 0.632和- 0.633),证明了所提出的模型改进预测的能力。
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引用次数: 6
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 Q2 Social Sciences 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 Q2 Social Sciences 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 Q2 Social Sciences 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 Q2 Social Sciences 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 Q2 Social Sciences 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
期刊
Journal of Quantitative Analysis in Sports
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