国际板球比赛获胜者预测的启发式方法

V. Sivaramaraju, Nilambar Sethi, R. Rajender
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引用次数: 0

摘要

板球被普遍认为是绅士的游戏。板球运动是由英国引进世界的。自推出至今,它已成为有史以来第二受欢迎的游戏。在这种情况下,很少有人提出同样的数据挖掘和分析技术。在这项工作中,基于几个参数,考虑了两种不同的场景来预测获胜团队。这些场景适用于两种不同的比赛标准格式,即一天国际板球赛(ODI)和二十天板球赛(T-20)。基于所考虑的参数类型和相应的功能策略,预测方法彼此不同。这里提出的战略采用了两种不同的方法。一种方法是预测一天比赛的获胜者,另一种方法用于预测T-20比赛的获胜者。对于两个版本的游戏,分别提出了与团队和个人各自采用的策略的内部可变性有关的方法。针对这两种场景中的每一种,所提出的策略都已根据现有的基准工作进行了单独评估,对于每一种情况,这两种方法在预测准确性方面都优于其他方法。本文提出的新启发式方法反映了板球数据预测的效率和准确性。
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Heuristics for Winner Prediction in International Cricket Matches
Cricket is popularly known as the game of gentlemen. The game of cricket has been introduced to the World by England. Since the introduction till date, it has become the second most ever popular game. In this context, few a data mining and analytical techniques have been proposed for the same. In this work, two different scenario have been considered for the prediction of winning team based on several parameters. These scenario are taken for two different standard formats for the game namely, one day international (ODI) cricket and twenty-twenty cricket (T-20). The prediction approaches differ from each other based on the types of parameters considered and the corresponding functional strategies. The strategies proposed here adopts two different approaches. One approach is for the winner prediction for one-day matches and the other is for predicting the winner for a T-20 match. The approaches have been proposed separately for both the versions of the game pertaining to the intra-variability in the strategies adopted by a team and individuals for each. The proposed strategies for each of the two scenarios have been individually evaluated against existing benchmark works, and for each of the cases the duo of approaches have outperformed the rest in terms of the prediction accuracy. The novel heuristics proposed herewith reflects efficiency and accuracy with respect to prediction of cricket data.
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