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Computational Estimation of Football Player Wages 足球运动员工资的计算估算
Q2 Computer Science Pub Date : 2017-07-01 DOI: 10.1515/ijcss-2017-0002
L. Yaldo, L. Shamir
Abstract The wage of a football player is a function of numerous aspects such as the player’s skills, performance in the previous seasons, age, trajectory of improvement, personality, and more. Based on these aspects, salaries of football players are determined through negotiation between the team management and the agents. In this study we propose an objective quantitative method to determine football players’ wages based on their skills. The method is based on the application of pattern recognition algorithms to performance (e.g., scoring), behavior (e.g., aggression), and abilities (e.g., acceleration) data of football players. Experimental results using data from 6,082 players show that the Pearson correlation between the predicted and actual salary of the players is ~0.77 (p < .001). The proposed method can be used as an assistive technology when negotiating players salaries, as well as for performing quantitative analysis of links between the salary and the performance of football players. The method is based on the performance and skills of the players, but does not take into account aspects that are not related directly to the game such as the popularity of the player among fans, predicted merchandise sales, etc, which are also factors of high impact on the salary, especially in the case of the team lead players and superstars. Analysis of player salaries in eight European football leagues show that the skills that mostly affect the salary are largely consistent across leagues, but some differences exist. Analysis of underpaid and overpaid players shows that overpaid players tend to be stronger, but are inferior in their reactions, vision, acceleration, agility, and balance compared to underpaid football players.
摘要足球运动员的工资是许多方面的函数,如球员的技能、前几个赛季的表现、年龄、进步轨迹、个性等等。基于这些方面,足球运动员的工资是由球队管理层和经纪人协商确定的。在这项研究中,我们提出了一种客观的定量方法来根据足球运动员的技能来确定他们的工资。该方法基于将模式识别算法应用于足球运动员的表现(例如得分)、行为(例如攻击性)和能力(例如加速度)数据。使用6082名球员的数据进行的实验结果表明,球员的预测工资和实际工资之间的Pearson相关性约为0.77(p<.001)。该方法可作为谈判球员工资的辅助技术,也可用于对足球运动员的工资和表现之间的联系进行定量分析。该方法基于球员的表现和技能,但没有考虑与比赛没有直接关系的方面,如球员在球迷中的受欢迎程度、预测的商品销售等,这些也是对薪水有很大影响的因素,尤其是在球队领军球员和超级明星的情况下。对八个欧洲足球联赛球员工资的分析表明,主要影响工资的技能在各个联赛中基本一致,但也存在一些差异。对薪酬过低和薪酬过高球员的分析表明,薪酬过高的球员往往更强壮,但与薪酬过低的足球运动员相比,他们的反应、视力、加速度、灵活性和平衡性较差。
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引用次数: 14
Issues in Using Self-Organizing Maps in Human Movement and Sport Science 自组织地图在人体运动与体育科学中的应用问题
Q2 Computer Science Pub Date : 2017-07-01 DOI: 10.1515/ijcss-2017-0001
B. Serrien, Maarten Goossens, J. Baeyens
Abstract Self-Organizing Maps (SOMs) are steadily more integrated as data-analysis tools in human movement and sport science. One of the issues limiting researchers’ confidence in their applications and conclusions concerns the (arbitrary) selection of training parameters, their effect on the quality of the SOM and the sensitivity of any subsequent analyses. In this paper, we demonstrate how quality and sensitivity may be examined to increase the validity of SOM-based data-analysis. For this purpose, we use two related data sets where the research question concerns coordination variability in a volleyball spike. SOMs are an attractive tool for analysing this problem because of their ability to reduce the highdimensional time series to a two-dimensional problem while preserving the topological, non-linear relations in the original data. In a first step, we systematically search the SOM parameter space for a set of options that produces significantly lower continuity, accuracy and combined map errors and we discuss the sensitivity of SOM-based analyses of coordination variability to changes in training parameters. In a second step, we further investigate the effect of using different numbers of trials and variables on the SOM quality and sensitivity. These sensitivity analyses are able to validate the conclusions from statistical tests. Using this type of analysis can guide researchers to select SOM parameters that optimally represent their data and to examine how they affect the subsequent analyses. This may also enforce confidence in any conclusions that are drawn from studies using SOMs and enhance their integration in human movement and sport science.
摘要自组织地图(SOM)作为人类运动和体育科学中的数据分析工具,正稳步地得到整合。限制研究人员对其应用和结论的信心的问题之一涉及训练参数的(任意)选择、它们对SOM质量的影响以及任何后续分析的敏感性。在本文中,我们展示了如何检查质量和灵敏度,以提高基于SOM的数据分析的有效性。为此,我们使用了两个相关的数据集,其中研究问题涉及排球扣球的协调可变性。SOM是分析这个问题的一个有吸引力的工具,因为它们能够将高维时间序列简化为二维问题,同时保留原始数据中的拓扑非线性关系。在第一步中,我们系统地在SOM参数空间中搜索一组选项,这些选项会产生显著较低的连续性、准确性和组合地图误差,我们还讨论了基于SOM的协调可变性分析对训练参数变化的敏感性。在第二步中,我们进一步研究了使用不同数量的试验和变量对SOM质量和灵敏度的影响。这些敏感性分析能够验证统计检验的结论。使用这种类型的分析可以指导研究人员选择最能代表其数据的SOM参数,并检查它们如何影响后续分析。这也可能增强人们对使用SOM的研究得出的任何结论的信心,并加强它们在人类运动和体育科学中的整合。
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引用次数: 11
Ordinal versus nominal regression models and the problem of correctly predicting draws in soccer 有序与标称回归模型与足球比赛中正确预测平局的问题
Q2 Computer Science Pub Date : 2017-07-01 DOI: 10.1515/ijcss-2017-0004
L. M. Hvattum
Abstract Ordinal regression models are frequently used in academic literature to model outcomes of soccer matches, and seem to be preferred over nominal models. One reason is that, obviously, there is a natural hierarchy of outcomes, with victory being preferred to a draw and a draw being preferred to a loss. However, the often used ordinal models have an assumption of proportional odds: the influence of an independent variable on the log odds is the same for each outcome. This paper illustrates how ordinal regression models therefore fail to fully utilize independent variables that contain information about the likelihood of matches ending in a draw. However, in practice, this flaw does not seem to have a substantial effect on the predictive accuracy of an ordered logit regression model when compared to a multinomial logistic regression model.
在学术文献中,有序回归模型经常被用来模拟足球比赛的结果,并且似乎比名义模型更受欢迎。一个原因是,很明显,结果有自然的等级制度,胜利比平局更受欢迎,平局比失败更受欢迎。然而,经常使用的有序模型有一个比例几率的假设:独立变量对对数几率的影响对于每个结果都是相同的。本文说明了序数回归模型因此如何不能充分利用包含有关比赛以平局结束的可能性的信息的独立变量。然而,在实践中,与多项逻辑回归模型相比,这一缺陷似乎并没有对有序逻辑回归模型的预测精度产生实质性影响。
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引用次数: 4
A Pilot Study on Offensive Success in Soccer Based on Space and Ball Control – Key Performance Indicators and Key to Understand Game Dynamics 基于空间和控球的足球进攻成功的初步研究——关键性能指标和理解比赛动力学的关键
Q2 Computer Science Pub Date : 2017-07-01 DOI: 10.1515/ijcss-2017-0005
J. Perl, D. Memmert
Abstract The intention of Key Performance Indicators (KPI) is to map complex system-behaviour to single values for scaling, rating and ranking systems or system components. Very often, however, this mapping only reduces important information about tactical behaviour or playing dynamics without replacing it by useful ones. The presented approach tries to bridge the gap between complex dynamics and numerical indicators in the case of offensive effectiveness in soccer in two steps. First, a model is developed which visualises offensive actions in a process-oriented way by using information units to represent offensive performance – i.e. Key Performance Indicators. Second, this model is organised in relation to time intervals, which enables to measure the effectiveness for a whole half-time as well as for arbitrary intervals of any desired lengths. This contribution is meant as an introduction to a new modelling idea, where examples are calculated as case studies to demonstrate how it works. Therefore, only two games have been exemplarily analysed yet: The first one, which is used to demonstrate the method, is an example for similar quantitative indicators but different dynamic behaviour. The last one is used to demonstrate the results in the case of teams with extreme different strengths.
关键绩效指标(KPI)的目的是将复杂的系统行为映射到单个值,用于缩放,评级和排名系统或系统组件。然而,这种映射通常只会减少关于战术行为或游戏动态的重要信息,而不会被有用的信息所取代。提出的方法试图弥合复杂的动力学和数值指标之间的差距,在进攻效率的情况下,在足球的两个步骤。首先,开发了一个模型,该模型通过使用信息单元来表示进攻性能(即关键绩效指标),以面向过程的方式可视化进攻行动。其次,该模型是根据时间间隔来组织的,这使得可以测量整个半场的有效性,也可以测量任何期望长度的任意间隔。这一贡献意味着作为一个新的建模思想的介绍,其中的例子被计算为案例研究,以展示它是如何工作的。因此,我们只分析了两款游戏:第一款游戏用于演示该方法,它是类似定量指标但不同动态行为的例子。最后一个是用来展示在极端不同的优势团队的情况下的结果。
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引用次数: 14
Network structure of UEFA Champions League teams: association with classical notational variables and variance between different levels of success 欧洲冠军联赛球队的网络结构:与经典符号变量的关联以及不同成功水平之间的差异
Q2 Computer Science Pub Date : 2017-07-01 DOI: 10.1515/ijcss-2017-0003
F. Clemente, F. Martins
Abstract The aim of this study was to analyse the general properties of the network of elite football teams that participated in UEFA Champions League 2015–2016. Analysis of variance of the general network measures between performances in competition was made. Moreover, the association between performance variables (goals, shots, and percentage of ball possession) and general network measures also was tested. The best sixteen teams that participated in UEFA Champions League 2015–2016 were analysed in a total of 109 official matches. Statistically significant differences between maximum stages in competition were found in total links (p = 0.003; ES = 0.087), network density (p = 0.003; ES = 0.088), and clustering coefficient (p = 0.007; ES = 0.078). Total links (r = 0.439; p = 0.001), network density (r = 0.433; p = 0.001) and clustering coefficient (r = 0.367; p = 0.001) had a moderate positive correlations with percentage of ball possession. This study revealed that teams that achieved the quarterfinals and finals had greater values of general network measures than the remaining teams, thus suggesting that higher values of homogeneity in network process may improve the success of the teams. Moderate correlations were found between ball possession and the general network measures suggesting that teams with more capacity to perform longer passing sequences may involve more players in a more homogeneity manner.
摘要本研究的目的是分析参加2015-2016年欧洲冠军联赛的精英足球队网络的一般性质。分析了一般网络测度在比赛中表现之间的方差。此外,还测试了表现变量(进球、射门和控球率)与一般网络测量之间的相关性。在总共109场正式比赛中,对参加2015-2016年欧洲冠军联赛的16支最佳球队进行了分析。在竞争的最大阶段之间,总链路(p=0.003;ES=0.087)、网络密度(p=0.003,ES=0.088)和聚类系数(p=0.007,ES=0.078)存在统计学上的显著差异。总链路(r=0.439;p=0.001),网络密度(r=0.433;p=0.001)和聚类系数(r=0.367;p=001)与控球率呈中度正相关。这项研究表明,进入四分之一决赛和决赛的球队比其余球队具有更大的一般网络测量值,因此表明网络过程中更高的同质性值可能会提高球队的成功率。在控球和一般网络测量之间发现了适度的相关性,这表明有更大能力执行更长传球序列的球队可能会以更同质的方式让更多的球员参与进来。
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引用次数: 9
Predictive Modelling of Training Loads and Injury in Australian Football 澳大利亚足球训练负荷和损伤的预测模型
Q2 Computer Science Pub Date : 2017-06-14 DOI: 10.2478/ijcss-2018-0002
D. Carey, K-L. Ong, R. Whiteley, K. Crossley, J. Crow, M. Morris
Abstract To investigate whether training load monitoring data could be used to predict injuries in elite Australian football players, data were collected from athletes over 3 seasons at an Australian football club. Loads were quantified using GPS devices, accelerometers and player perceived exertion ratings. Absolute and relative training load metrics were calculated for each player each day. Injury prediction models (regularised logistic regression, generalised estimating equations, random forests and support vector machines) were built for non-contact, non-contact time-loss and hamstring specific injuries using the first two seasons of data. Injury predictions were then generated for the third season and evaluated using the area under the receiver operator characteristic (AUC). Predictive performance was only marginally better than chance for models of non-contact and non-contact time-loss injuries (AUC<0.65). The best performing model was a multivariate logistic regression for hamstring injuries (best AUC=0.76). Injury prediction models built using training load data from a single club showed poor ability to predict injuries when tested on previously unseen data, suggesting limited application as a daily decision tool for practitioners. Focusing the modelling approach on specific injury types and increasing the amount of training observations may improve predictive models for injury prevention
摘要为了研究训练负荷监测数据是否可以用于预测澳大利亚精英足球运动员的受伤情况,我们从一家澳大利亚足球俱乐部的运动员身上收集了3个赛季的数据。使用GPS设备、加速度计和球员感知的用力等级对负荷进行量化。计算每个球员每天的绝对和相对训练负荷指标。使用前两季的数据,针对非接触式、非接触式时间损失和腿筋特定损伤建立了损伤预测模型(正则逻辑回归、广义估计方程、随机森林和支持向量机)。然后生成第三季的损伤预测,并使用受试者操作特征下面积(AUC)进行评估。非接触式和非接触式时间损失损伤模型的预测性能仅略好于机会(AUC<0.65)。表现最好的模型是腘绳肌损伤的多变量逻辑回归(最佳AUC=0.76)。使用单个俱乐部的训练负荷数据建立的损伤预测模型在以前看不见的数据上测试时,显示出预测损伤的能力较差,这表明作为从业者的日常决策工具应用有限。将建模方法集中在特定的损伤类型上,并增加训练观察的数量,可以改进损伤预防的预测模型
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引用次数: 64
Predicting ratings of perceived exertion in Australian football players: methods for live estimation 预测澳大利亚足球运动员的运动强度:现场估计方法
Q2 Computer Science Pub Date : 2016-12-01 DOI: 10.1515/ijcss-2016-0005
D. Carey, K-L. Ong, M. Morris, J. Crow, K. Crossley
Abstract The ability of machine learning techniques to predict athlete ratings of perceived exertion (RPE) was investigated in professional Australian football players. RPE is commonly used to quantifying internal training loads and manage injury risk in team sports. Data from global positioning systems, heart-rate monitors, accelerometers and wellness questionnaires were recorded for each training session (n=3398) from 45 professional Australian football players across a full season. A variety of modelling approaches were considered to investigate the ability of objective data to predict RPE. Models were compared using nested cross validation and root mean square error (RMSE) on RPE predictions. A random forest model using player normalised running and heart rate variables provided the most accurate predictions (RMSE ± SD = 0.96 ± 0.08 au). A simplification of the model using only total distance, distance covered at speeds between 18-24 km·h−1, and the product of total distance and mean speed provided similarly accurate predictions (RMSE ± SD = 1.09 ± 0.05 au), suggesting that running distances and speeds are the strongest predictors of RPE in Australian football players. The ability of non-linear machine learning models to accurately predict athlete RPE has applications in live player monitoring and training load planning.
摘要在澳大利亚职业足球运动员中研究了机器学习技术预测运动员感知运动(RPE)评级的能力。RPE是团队运动中常用的内训负荷量化和损伤风险管理方法。来自全球定位系统、心率监测器、加速度计和健康问卷的数据记录了45名澳大利亚职业足球运动员在整个赛季中的每次训练(n=3398)。考虑了多种建模方法来研究客观数据预测RPE的能力。使用嵌套交叉验证和RPE预测的均方根误差(RMSE)对模型进行比较。随机森林模型使用玩家规范化的跑步和心率变量提供了最准确的预测(RMSE±SD = 0.96±0.08 au)。将模型简化后,只使用总距离、速度在18-24 km·h−1之间所覆盖的距离以及总距离和平均速度的乘积提供了同样准确的预测(RMSE±SD = 1.09±0.05 au),这表明跑步距离和速度是澳大利亚足球运动员RPE的最强预测因子。非线性机器学习模型准确预测运动员RPE的能力在实时运动员监控和训练负荷规划中得到了应用。
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引用次数: 16
A Rating System For Gaelic Football Teams: Factors That Influence Success 盖尔足球队的评级系统:影响成功的因素
Q2 Computer Science Pub Date : 2016-12-01 DOI: 10.1515/ijcss-2016-0006
Shane Mangan, Kieran Collins
Abstract AIM: The current investigation aimed to create an objective rating of Gaelic football teams and to examine factors relating to a team's rating. METHOD: A modified version of the Elo Ratings formula (Elo, 1978) was used to rate Gaelic football teams. A total of 1101 competitive senior Inter County matches from 2010-2015 were incorporated into calculations. Factors examined between teams included population, registered player numbers, previous success at adult and underage levels, financial income from the GAA, team expenses and number of clubs in a county. RESULTS: The Elo Ratings formula for Gaelic football was found to have a strong predictive ability, correctly predicting the result in 72.90% of 642 matches over a 6 year period. Strong positive correlations were observed between previous success at senior level, Under 21 level, Under 18 level and current Elo points. Moderate correlations exist between population figures and current Elo points. Moderate correlations are also evident between the number of registered players in a county and the county’s Elo rating points. CONCLUSION: Gaelic football teams can be objectively rated using a modified Elo Ratings formula. In order to develop a successful senior team, counties should focus on the development of underage players, particularly up to U18 and U21 level.
摘要目的:目前的调查旨在建立一个客观的评级盖尔足球队,并检查有关的因素,一个球队的评级。方法:采用改良版的Elo评分公式(Elo, 1978)对爱尔兰足球队进行评分。2010-2015年共有1101场高级县际比赛被纳入计算。研究的因素包括人口、注册球员数量、成人和未成年人级别的成绩、GAA的财政收入、球队开支和一个县的俱乐部数量。结果:盖尔足球的Elo评分公式具有较强的预测能力,在6年期间的642场比赛中,正确预测了72.90%的结果。以前在高级级别,21岁以下级别,18岁以下级别的成功与当前的Elo分数之间存在强烈的正相关。人口数字与当前的Elo点之间存在适度的相关性。一个国家的注册玩家数量与该国家的Elo评级点之间也存在一定的相关性。结论:采用改进的Elo评分公式可以对盖尔足球队进行客观评分。为了建设一支成功的成年队,各县应该重点培养未成年球员,特别是U18和U21级别的球员。
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引用次数: 20
Predicting Win-Loss outcomes in MLB regular season games – A comparative study using data mining methods 预测MLB常规赛的输赢结果-使用数据挖掘方法的比较研究
Q2 Computer Science Pub Date : 2016-12-01 DOI: 10.1515/IJCSS-2016-0007
Soto Valero
Baseball is a statistically filled sport, and predicting the winner of a particular Major League Baseball (MLB) game is an interesting and challenging task. Up to now, there is no definitive formula for determining what factors will conduct a team to victory, but through the analysis of many years of historical records many trends could emerge. Recent studies concentrated on using and generating new statistics called sabermetrics in order to rank teams and players according to their perceived strengths and consequently applying these rankings to forecast specific games. In this paper, we employ sabermetrics statistics with the purpose of assessing the predictive capabilities of four data mining methods (classification and regression based) for predicting outcomes (win or loss) in MLB regular season games. Our model approach uses only past data when making a prediction, corresponding to ten years of publicly available data. We create a dataset with accumulative sabermetrics statistics for each MLB team during this period for which data contamination is not possible. The inherent difficulties of attempting this specific sports prediction are confirmed using two geometry or topology based measures of data complexity. Results reveal that the classification predictive scheme forecasts game outcomes better than regression scheme, and of the four data mining methods used, SVMs produce the best predictive results with a mean of nearly 60% prediction accuracy for each team. The evaluation of our model is performed using stratified 10-fold cross-validation.
棒球是一项充满统计数据的运动,预测一场特定的美国职业棒球大联盟(MLB)比赛的获胜者是一项有趣而富有挑战性的任务。到目前为止,还没有明确的公式来确定哪些因素会引导一支球队走向胜利,但通过对多年历史记录的分析,可以发现许多趋势。最近的研究集中在使用和生成新的统计数据(称为sabermetrics),以便根据球队和球员的感知优势对他们进行排名,并最终应用这些排名来预测特定的比赛。在本文中,我们采用sabermetrics统计,目的是评估四种数据挖掘方法(基于分类和回归)的预测能力,以预测MLB常规赛比赛的结果(赢或输)。我们的模型方法在进行预测时只使用过去的数据,对应于十年的公开数据。我们创建了一个数据集,其中包含这段时间内每个MLB球队的累积统计数据,其中数据污染是不可能的。使用两种基于数据复杂性的几何或拓扑度量来证实尝试这种特定运动预测的固有困难。结果表明,分类预测方案对比赛结果的预测优于回归方案,并且在所使用的四种数据挖掘方法中,支持向量机的预测结果最好,每个团队的平均预测准确率接近60%。我们的模型的评估是使用分层10倍交叉验证进行的。
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引用次数: 1
Performance Analysis in Table Tennis - Stochastic Simulation by Numerical Derivation 乒乓球运动的性能分析——数值推导的随机模拟
Q2 Computer Science Pub Date : 2016-07-01 DOI: 10.1515/ijcss-2016-0002
S. Wenninger, M. Lames
Abstract The aim of this study was to identify the impact of different tactical behaviors on the winning probability in table tennis. The performance analysis was done by mathematical simulation using a Markov chain model. 259 high-level table tennis games were evaluated by means of a new simulation approach using numerical derivation to remove the necessity to perform a second modeling step in order to determine the difficulty of tactical behaviors. Based on the derivation, several mathematical constructs like directional derivations and the gradient are examined for application in table tennis. Results reveal errors and long rallies as the most influencing game situations, together with the positive effect of risky play on the winning probability of losing players.
摘要本研究旨在探讨不同战术行为对乒乓球比赛获胜概率的影响。采用马尔可夫链模型进行了性能分析。本文采用一种新的模拟方法对259场高水平乒乓球比赛进行了评估,该方法使用数值推导来消除执行第二个建模步骤以确定战术行为难度的必要性。在此基础上,探讨了方向导数和梯度等几种数学构造在乒乓球运动中的应用。结果显示,失误和长回合是对比赛影响最大的情况,同时冒险的比赛对输掉比赛的选手的获胜概率有积极的影响。
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引用次数: 17
期刊
International Journal of Computer Science in Sport
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