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Modeling time loss from sports-related injuries using random effects models: an illustration using soccer-related injury observations 使用随机效应模型模拟运动相关损伤的时间损失:使用足球相关损伤观察的插图
IF 0.8 Q3 SOCIAL SCIENCES, MATHEMATICAL METHODS Pub Date : 2020-09-25 DOI: 10.1515/JQAS-2019-0030
C. Avinash, DiPietro Loretta, Young Heather, Elmi Angelo
In assessments of sports-related injury severity, time loss (TL) is measured as a count of days lost to injury and analyzed using ordinal cut points. This approach ignores various athlete and event-specific factors that determine the severity of an injury. We present a conceptual framework for modeling this outcome using univariate random effects count or survival regression. Using a sample of US collegiate soccer-related injury observations, we fit random effects Poisson and Weibull Regression models to perform “severity-adjusted” evaluations of TL, and use our models to make inferences regarding the recovery process. Injury site, injury mechanism and injury history emerged as the strongest predictors in our sample. In comparing random and fixed effects models, we noted that the incorporation of the random effect attenuated associations between most observed covariates and TL, and model fit statistics revealed that the random effects models (AICPoisson = 51875.20; AICWeibull-AFT = 51113.00) improved model fit over the fixed effects models (AICPoisson = 160695.20; AICWeibull-AFT = 53179.00). Our analyses serve as a useful starting point for modeling how TL may actually occur when a player is injured, and suggest that random effects or frailty based approaches can help isolate the effect of potential determinants of TL.
在评估运动相关损伤严重程度时,时间损失(TL)是用损伤损失天数来衡量的,并使用顺序切割点进行分析。这种方法忽略了决定受伤严重程度的各种运动员和特定事件因素。我们提出了一个概念性框架,利用单变量随机效应计数或生存回归对这一结果进行建模。利用美国大学足球相关损伤观察样本,我们拟合随机效应泊松和威布尔回归模型来进行“严重调整”的TL评估,并使用我们的模型来推断恢复过程。在我们的样本中,损伤部位、损伤机制和损伤史是最强的预测因子。在比较随机效应和固定效应模型时,我们注意到随机效应的加入减弱了大多数观测到的协变量与TL之间的关联,模型拟合统计显示随机效应模型(AICPoisson = 51875.20;AICWeibull-AFT = 51113.00)改进模型拟合优于固定效应模型(AICPoisson = 160695.20;AICWeibull-AFT = 53179.00)。我们的分析可以作为一个有用的起点,用于建模当球员受伤时TL是如何发生的,并表明随机效应或基于脆弱性的方法可以帮助隔离TL的潜在决定因素的影响。
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引用次数: 1
Smart kills and worthless deaths: eSports analytics for League of Legends 聪明的杀戮和毫无价值的死亡:《英雄联盟》电子竞技分析
IF 0.8 Q3 SOCIAL SCIENCES, MATHEMATICAL METHODS Pub Date : 2020-09-21 DOI: 10.1515/jqas-2019-0096
Philip Z. Maymin
Abstract Vast data on eSports should be easily accessible but often is not. League of Legends (LoL) only has rudimentary statistics such as levels, items, gold, and deaths. We present a new way to capture more useful data. We track every champion’s location multiple times every second. We track every ability cast and attack made, all damages caused and avoided, vision, health, mana, and cooldowns. We track continuously, invisibly, remotely, and live. Using a combination of computer vision, dynamic client hooks, machine learning, visualization, logistic regression, large-scale cloud computing, and fast and frugal trees, we generate this new high-frequency data on millions of ranked LoL games, calibrate an in-game win probability model, develop enhanced definitions for standard metrics, introduce dozens more advanced metrics, automate player improvement analysis, and apply a new player-evaluation framework on the basic and advanced stats. How much does an individual contribute to a team’s performance? We find that individual actions conditioned on changes to estimated win probability correlate almost perfectly to team performance: regular kills and deaths do not nearly explain as much as smart kills and worthless deaths. Our approach offers applications for other eSports and traditional sports. All the code is open-sourced.
关于电子竞技的大量数据应该很容易获取,但通常并非如此。《英雄联盟》(LoL)只有基本的统计数据,如关卡、道具、金币和死亡。我们提出了一种捕获更多有用数据的新方法。我们每秒钟追踪几次冠军的位置。我们追踪每一个技能的施放和攻击,所有造成和避免的伤害,视野,生命值,法力值和冷却时间。我们持续地、无形地、远程地、实时地跟踪。结合计算机视觉、动态客户端挂钩、机器学习、可视化、逻辑回归、大规模云计算以及快速和节约树,我们生成了数百万LoL排名游戏的新高频数据,校准了游戏内获胜概率模型,开发了标准指标的增强定义,引入了数十个更高级的指标,自动化了玩家改进分析,并在基本和高级数据上应用了新的玩家评估框架。个人对团队绩效的贡献有多大?我们发现,基于获胜概率的个人行动与团队表现几乎完全相关:常规的击杀和死亡并不能像聪明的击杀和毫无价值的击杀那样解释清楚。我们的方法为其他电子竞技和传统体育项目提供了应用。所有的代码都是开源的。
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引用次数: 19
The influence of field size, goal size and number of players on the average number of goals scored per game in variants of football and hockey: the Pi-theorem applied to team sports 场地大小、球门大小和球员人数对足球和曲棍球比赛每场平均进球数的影响:pi定理在团队运动中的应用
IF 0.8 Q3 SOCIAL SCIENCES, MATHEMATICAL METHODS Pub Date : 2020-09-21 DOI: 10.1515/JQAS-2020-0009
J. Blondeau
Abstract In this paper, we investigate the correlation between the main physical characteristics of eight variants of football and hockey (such as field size, goal size, player velocity, ball velocity, player density, and game duration) and the resulting average numbers of goals scored per game. To do so, the Pi-theorem in physics is extended to sport science and a non-dimensional parameter of interest is defined. It is based on the ratio between the duration of the game and the order of magnitude of the time needed to cross the midfield, which depends on the average velocity of the ball and the players, the player density and the size of the goals. An excellent correlation is found between the proposed parameter and the average number of goals scored per game during recent international competitions. Using the derived correlation, the effect of any modification of the main characteristics of football and hockey (and their variants) on the scoring pace can be assessed. For instance, it can be predicted that decreasing the length of football fields by 20 m would raise the average number of goals scored to 3.6 (±0.6) per game, versus the 2.6 goals scored during the most recent men’s World Cup.
摘要本文研究了八种足球和曲棍球的主要身体特征(如场地大小、球门大小、球员速度、球速度、球员密度和比赛持续时间)与每场比赛平均进球数之间的相关性。为此,将物理学中的pi定理扩展到体育科学中,并定义了感兴趣的无量纲参数。它是基于比赛持续时间与穿越中场所需时间数量级之间的比率,这取决于球和球员的平均速度,球员密度和进球大小。在最近的国际比赛中,所提出的参数与每场比赛的平均进球数之间存在很好的相关性。使用导出的相关性,可以评估足球和曲棍球(及其变体)的主要特征的任何修改对得分速度的影响。例如,可以预测,将足球场的长度减少20米,将使场均进球数提高到3.6(±0.6)个,而最近一届男子世界杯的场均进球数为2.6个。
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引用次数: 1
Swing shift: a mathematical approach to defensive positioning in baseball 挥棒移位:棒球中防守位置的数学方法
IF 0.8 Q3 SOCIAL SCIENCES, MATHEMATICAL METHODS Pub Date : 2020-09-15 DOI: 10.1515/jqas-2020-0027
Elizabeth L. Bouzarth, B. Grannan, John M Harris, A. Hartley, K. Hutson, E. Morton
Abstract Defensive repositioning strategies (shifts) have become more prevalent in Major League Baseball in recent years. In 2018, batters faced some form of the shift in 34% of their plate appearances (Sawchik, Travis. 2019. “Don’t Worry, MLB–Hitters Are Killing The Shift On Their Own.” FiveThirtyEight, January 17, 2019. Also available at fivethirtyeight.com/features/dont-worry-mlb-hitters-are-killing-the-shift-on-their-own/). Most teams use a shift that overloads one side of the infield and adjusts the positioning of the outfield. In this work we describe a mathematical approach to the positioning of players over the entire field of play without the limitations of traditional positions or current methods of shifting. The model uses historical data for individual batters, and it leaves open the possibility of fewer than four infielders. The model also incorporates risk penalties for positioning players too far from areas of the field in which extra-base hits are more likely. This work is meant to serve as a decision-making tool for coaches and managers to best use their defensive assets. Our simulations show that an optimal positioning with three infielders lowered predicted batting average on balls in play (BABIP) by 5.9% for right-handers and by 10.3% for left-handers on average when compared to a standard four-infielder placement of players.
摘要近年来,在美国职业棒球大联盟中,防守换位策略(换位)变得越来越普遍。2018年,击球手在34%的上垒次数中面临某种形式的转变(Sawchik, Travis. 2019)。“别担心,美国职业棒球大联盟的击球手们正在自己扼杀这种转变。”2019年1月17日,FiveThirtyEight。也可在fivethirtyeight.com/features/dont-worry-mlb-hitters-are-killing-the-shift-on-their-own/获得)。大多数球队都采用一种换位战术,使内场的一侧超载,并调整外场的位置。在这项工作中,我们描述了一种数学方法,可以在没有传统位置或当前移动方法限制的情况下,在整个比赛场地上定位球员。该模型使用的是单个击球手的历史数据,它保留了少于四名内野手的可能性。该模型还将风险惩罚纳入了球员的位置,如果他们离球场太远,那么额外的安打就更有可能发生。这项工作旨在为教练和经理提供决策工具,以最好地利用他们的防守资产。我们的模拟显示,与四名内野手的标准布局相比,三名内野手的最佳布局使右撇子的预测击球率(BABIP)平均降低了5.9%,左撇子平均降低了10.3%。
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引用次数: 15
A contextual analysis of crossing the ball in soccer 足球传中球的语境分析
IF 0.8 Q3 SOCIAL SCIENCES, MATHEMATICAL METHODS Pub Date : 2020-09-09 DOI: 10.1515/jqas-2020-0060
Lucas Y. Wu, Aaron Danielson, X. J. Hu, T. Swartz
Abstract The action of crossing the ball in soccer has a long history as an effective tactic for producing goals. Lately, the benefit of crossing the ball has come under question, and alternative strategies have been suggested. This paper utilizes player tracking data to explore crossing at a deeper level. First, we investigate the spatio-temporal conditions that lead to crossing. Then we introduce an intended target model that investigates crossing success. Finally, a contextual analysis is provided that assesses the benefits of crossing in various situations. The analysis is based on causal inference techniques and suggests that crossing remains an effective tactic in particular contexts.
摘要在足球比赛中,传中动作作为一种有效的进球战术有着悠久的历史。最近,传中的好处受到了质疑,并提出了其他策略。本文利用玩家追踪数据在更深层次上探索交叉。首先,我们研究了导致交叉的时空条件。然后,我们引入了一个研究交叉成功的预期目标模型。最后,提供了上下文分析,评估了在各种情况下交叉的好处。分析是基于因果推理技术,并表明交叉仍然是一个有效的策略,在特定的情况下。
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引用次数: 3
Foul accumulation in the NBA NBA的犯规积累
IF 0.8 Q3 SOCIAL SCIENCES, MATHEMATICAL METHODS Pub Date : 2020-09-09 DOI: 10.1515/jqas-2019-0119
Dani Chu
Abstract This paper investigates the fouling time distribution of players in the National Basketball Association. A Bayesian analysis is presented based on the assumption that fouling time distributions follow a gamma distribution. Various insights are obtained including the observation that players accumulate fouls at a rate that increases with the current number of fouls. We demonstrate possible ways to incorporate the fouling time distributions to provide decision support to coaches in the management of playing time.
摘要本文对nba球员犯规时间分布进行了研究。在假定污染时间服从伽玛分布的基础上,提出了贝叶斯分析方法。各种见解得到,包括观察到球员累积犯规的速度随着当前犯规次数的增加而增加。我们展示了将犯规时间分布结合起来的可能方法,为教练管理比赛时间提供决策支持。
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引用次数: 1
Frontmatter
IF 0.8 Q3 SOCIAL SCIENCES, MATHEMATICAL METHODS Pub Date : 2020-09-01 DOI: 10.1515/jqas-2020-frontmatter3
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引用次数: 0
Corrigendum to: Offensive or defensive play in soccer: a game-theoretical approach 足球中的进攻或防守:一种博弈论的方法
IF 0.8 Q3 SOCIAL SCIENCES, MATHEMATICAL METHODS Pub Date : 2020-08-24 DOI: 10.1515/jqas-2020-0080
Daniele Gambarelli, G. Gambarelli, Dries R. Goossens
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引用次数: 0
Restoring the real world records in Men’s swimming without high-tech swimsuits 在没有高科技泳衣的情况下恢复男子游泳的真实世界纪录
IF 0.8 Q3 SOCIAL SCIENCES, MATHEMATICAL METHODS Pub Date : 2020-08-10 DOI: 10.1515/jqas-2019-0087
Zhenyu Gao, Yixing Li, Zhengxin Wang
Abstract The recently concluded 2019 World Swimming Championships was another major swimming competition that witnessed some great progresses achieved by human athletes in many events. However, some world records created 10 years ago back in the era of high-tech swimsuits remained untouched. With the advancements in technical skills and training methods in the past decade, the inability to break those world records is a strong indication that records with the swimsuit bonus cannot reflect the real progressions achieved by human athletes in history. Many swimming professionals and enthusiasts are eager to know a measure of the real world records had the high-tech swimsuits never been allowed. This paper attempts to restore the real world records in Men’s swimming without high-tech swimsuits by integrating various advanced methods in probabilistic modeling and optimization. Through the modeling and separation of swimsuit bias, natural improvement, and athletes’ intrinsic performance, the result of this paper provides the optimal estimates and the 95% confidence intervals for the real world records. The proposed methodology can also be applied to a variety of similar studies with multi-factor considerations.
刚刚结束的2019年世界游泳锦标赛是又一项大型游泳比赛,见证了人类运动员在许多项目上取得的巨大进步。然而,10年前高科技泳装时代创造的一些世界纪录仍未被打破。随着过去十年技术技能和训练方法的进步,无法打破这些世界纪录强烈表明,泳装奖金的记录并不能反映人类运动员在历史上取得的真正进步。许多游泳专业人士和爱好者都渴望知道,如果高科技泳衣从未被允许使用,真实的世界纪录将会是什么样的。本文结合各种先进的概率建模和优化方法,试图在没有高科技泳衣的情况下恢复男子游泳的真实世界纪录。通过对泳装偏差、自然改善和运动员内在表现的建模和分离,本文的结果提供了真实世界记录的最优估计和95%置信区间。所提出的方法也可以应用于各种类似的研究与多因素的考虑。
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引用次数: 2
A Bayesian adjusted plus-minus analysis for the esport Dota 2 电子竞技《dota2》的贝叶斯调整正负分析
IF 0.8 Q3 SOCIAL SCIENCES, MATHEMATICAL METHODS Pub Date : 2020-08-03 DOI: 10.1515/jqas-2019-0103
Nicholas J. Clark, Brian Macdonald, Ian Kloo
Abstract Analytics and professional sports have become linked over the past several years, but little attention has been paid to the growing field of esports within the sports analytics community. We seek to apply an Adjusted Plus Minus (APM) model, an accepted analytic approach used in traditional sports like hockey and basketball, to one particular esports game: Defense of the Ancients 2 (Dota 2). As with traditional sports, we show how APM metrics developed with Bayesian hierarchical regression can be used to quantify individual player contributions to their teams and, ultimately, use this player-level information to predict game outcomes. In particular, we first provide evidence that gold can be used as a continuous proxy for wins to evaluate a team’s performance, and then use a Bayesian APM model to estimate how players contribute to their team’s gold differential. We demonstrate that this APM model outperforms models based on common team-level statistics (often referred to as “box score statistics”). Beyond the specifics of our modeling approach, this paper serves as an example of the potential utility of applying analytical methodologies from traditional sports analytics to esports.
在过去的几年里,分析学和职业体育联系在一起,但在体育分析界,很少有人关注电子竞技领域的发展。我们试图将调整正负(APM)模型应用于一款特定的电子竞技游戏:《Defense of the Ancients 2》(Dota 2),这是一种传统体育项目(如曲棍球和篮球)中使用的公认分析方法。与传统体育项目一样,我们展示了如何使用贝叶斯层次回归开发APM指标来量化个人玩家对团队的贡献,并最终使用这些玩家级别的信息来预测游戏结果。特别是,我们首先提供了证据,证明金牌数可以作为衡量球队表现的连续指标,然后使用贝叶斯APM模型来估计球员对球队金牌数差异的贡献。我们证明了这个APM模型优于基于普通团队级别统计(通常称为“框得分统计”)的模型。除了我们的建模方法的细节之外,本文还作为将传统体育分析的分析方法应用于电子竞技的潜在效用的一个例子。
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引用次数: 5
期刊
Journal of Quantitative Analysis in Sports
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