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arXiv:2504.19863공식 코드 · Papers with Code

Towards Ball Spin and Trajectory Analysis in Table Tennis Broadcast Videos via Physically Grounded Synthetic-to-Real Transfer

Analyzing a player's technique in table tennis requires knowledge of the ball's 3D trajectory and spin. While, the spin is not directly observable in standard broadcasting videos, we show that it can be inferred from the ball's trajectory in the video. We present a novel method to infer the initial spin and 3D trajectory from the corresponding 2D trajectory in a video. Without ground truth labels for broadcast videos, we train a neural network solely on synthetic data. Due to the choice of our input data representation, physically correct synthetic training data, and using targeted augmentations, the network naturally generalizes to real data. Notably, these simple techniques are sufficient to achieve generalization. No real data at all is required for training. To the best of our knowledge, we are the first to present a method for spin and trajectory prediction in simple monocular broadcast videos, achieving an accuracy of 92.0% in spin classification and a 2D reprojection error of 0.19% of the image diagonal.

arXiv:2504.10106공식 코드 · Papers with Code

SoccerNet-v3D: Leveraging Sports Broadcast Replays for 3D Scene Understanding

Sports video analysis is a key domain in computer vision, enabling detailed spatial understanding through multi-view correspondences. In this work, we introduce SoccerNet-v3D and ISSIA-3D, two enhanced and scalable datasets designed for 3D scene understanding in soccer broadcast analysis. These datasets extend SoccerNet-v3 and ISSIA by incorporating field-line-based camera calibration and multi-view synchronization, enabling 3D object localization through triangulation. We propose a monocular 3D ball localization task built upon the triangulation of ground-truth 2D ball annotations, along with several calibration and reprojection metrics to assess annotation quality on demand. Additionally, we present a single-image 3D ball localization method as a baseline, leveraging camera calibration and ball size priors to estimate the ball's position from a monocular viewpoint. To further refine 2D annotations, we introduce a bounding box optimization technique that ensures alignment with the 3D scene representation. Our proposed datasets establish new benchmarks for 3D soccer scene understanding, enhancing both spatial and temporal analysis in sports analytics. Finally, we provide code to facilitate access to our annotations and the generation pipelines for the datasets.

arXiv:2503.19809공식 코드 · Papers with Code

Simulating Tracking Data to Advance Sports Analytics Research

Advanced analytics have transformed how sports teams operate, particularly in episodic sports like baseball. Their impact on continuous invasion sports, such as soccer and ice hockey, has been limited due to increased game complexity and restricted access to high-resolution game tracking data. In this demo, we present a method to collect and utilize simulated soccer tracking data from the Google Research Football environment to support the development of models designed for continuous tracking data. The data is stored in a schema that is representative of real tracking data and we provide processes that extract high-level features and events. We include examples of established tracking data models to showcase the efficacy of the simulated data. We address the scarcity of publicly available tracking data, providing support for research at the intersection of artificial intelligence and sports analytics.

arXiv:2503.18282공식 코드 · Papers with Code

TrackID3x3: A Dataset and Algorithm for Multi-Player Tracking with Identification and Pose Estimation in 3x3 Basketball Full-court Videos

Multi-object tracking, player identification, and pose estimation are fundamental components of sports analytics, essential for analyzing player movements, performance, and tactical strategies. However, existing datasets and methodologies primarily target mainstream team sports such as soccer and conventional 5-on-5 basketball, often overlooking scenarios involving fixed-camera setups commonly used at amateur levels, less mainstream sports, or datasets that explicitly incorporate pose annotations. In this paper, we propose the TrackID3x3 dataset, the first publicly available comprehensive dataset specifically designed for multi-player tracking, player identification, and pose estimation in 3x3 basketball scenarios. The dataset comprises three distinct subsets (Indoor fixed-camera, Outdoor fixed-camera, and Drone camera footage), capturing diverse full-court camera perspectives and environments. We also introduce the Track-ID task, a simplified variant of the game state reconstruction task that excludes field detection and focuses exclusively on fixed-camera scenarios. To evaluate performance, we propose a baseline algorithm called Track-ID algorithm, tailored to assess tracking and identification quality. Furthermore, our benchmark experiments, utilizing recent multi-object tracking algorithms (e.g., BoT-SORT-ReID) and top-down pose estimation methods (HRNet, RTMPose, and SwinPose), demonstrate robust results and highlight remaining challenges. Our dataset and evaluation benchmarks provide a solid foundation for advancing automated analytics in 3x3 basketball. Dataset and code will be available at https://github.com/open-starlab/TrackID3x3.

arXiv:2502.02785공식 코드 · Papers with Code

OpenSTARLab: Open Approach for Spatio-Temporal Agent Data Analysis in Soccer

Sports analytics has become both more professional and sophisticated, driven by the growing availability of detailed performance data. This progress enables applications such as match outcome prediction, player scouting, and tactical analysis. In soccer, the effective utilization of event and tracking data is fundamental for capturing and analyzing the dynamics of the game. However, there are two primary challenges: the limited availability of event data, primarily restricted to top-tier teams and leagues, and the scarcity and high cost of tracking data, which complicates its integration with event data for comprehensive analysis. Here we propose OpenSTARLab, an open-source framework designed to democratize spatio-temporal agent data analysis in sports by addressing these key challenges. OpenSTARLab includes the Pre-processing Package that standardizes event and tracking data through Unified and Integrated Event Data and State-Action-Reward formats, the Event Modeling Package that implements deep learning-based event prediction, alongside the RLearn Package for reinforcement learning tasks. These technical components facilitate the handling of diverse data sources and support advanced analytical tasks, thereby enhancing the overall functionality and usability of the framework. To assess OpenSTARLab's effectiveness, we conducted several experimental evaluations. These demonstrate the superior performance of the specific event prediction model in terms of action and time prediction accuracies and maintained its robust event simulation performance. Furthermore, reinforcement learning experiments reveal a trade-off between action accuracy and temporal difference loss and show comprehensive visualization. Overall, OpenSTARLab serves as a robust platform for researchers and practitioners, enhancing innovation and collaboration in the field of soccer data analytics.

arXiv:2410.07401공식 코드 · Papers with Code

Enhancing Soccer Camera Calibration Through Keypoint Exploitation

Accurate camera calibration is essential for transforming 2D images from camera sensors into 3D world coordinates, enabling precise scene geometry interpretation and supporting sports analytics tasks such as player tracking, offside detection, and performance analysis. However, obtaining a sufficient number of high-quality point pairs remains a significant challenge for both traditional and deep learning-based calibration methods. This paper introduces a multi-stage pipeline that addresses this challenge by leveraging the structural features of the football pitch. Our approach significantly increases the number of usable points for calibration by exploiting line-line and line-conic intersections, points on the conics, and other geometric features. To mitigate the impact of imperfect annotations, we employ data fitting techniques. Our pipeline utilizes deep learning for keypoint and line detection and incorporates geometric constraints based on real-world pitch dimensions. A voter algorithm iteratively selects the most reliable keypoints, further enhancing calibration accuracy. We evaluated our approach on the largest football broadcast camera calibration dataset available, and secured the top position in the SoccerNet Camera Calibration Challenge 2023 [arXiv:2309.06006], which demonstrates the effectiveness of our method in real-world scenarios. The project code is available at https://github.com/NikolasEnt/soccernet-calibration-sportlight .

arXiv:2409.07569공식 코드 · Papers with Code

A Comprehensive Survey on Inverse Constrained Reinforcement Learning: Definitions, Progress and Challenges

Inverse Constrained Reinforcement Learning (ICRL) is the task of inferring the implicit constraints that expert agents adhere to, based on their demonstration data. As an emerging research topic, ICRL has received considerable attention in recent years. This article presents a categorical survey of the latest advances in ICRL. It serves as a comprehensive reference for machine learning researchers and practitioners, as well as starters seeking to comprehend the definitions, advancements, and important challenges in ICRL. We begin by formally defining the problem and outlining the algorithmic framework that facilitates constraint inference across various scenarios. These include deterministic or stochastic environments, environments with limited demonstrations, and multiple agents. For each context, we illustrate the critical challenges and introduce a series of fundamental methods to tackle these issues. This survey encompasses discrete, virtual, and realistic environments for evaluating ICRL agents. We also delve into the most pertinent applications of ICRL, such as autonomous driving, robot control, and sports analytics. To stimulate continuing research, we conclude the survey with a discussion of key unresolved questions in ICRL that can effectively foster a bridge between theoretical understanding and practical industrial applications. The papers referenced in this survey can be found at https://github.com/Jasonxu1225/Awesome-Constraint-Inference-in-RL.

arXiv:2406.15649공식 코드 · Papers with Code

Efficient Human Pose Estimation: Leveraging Advanced Techniques with MediaPipe

This study presents significant enhancements in human pose estimation using the MediaPipe framework. The research focuses on improving accuracy, computational efficiency, and real-time processing capabilities by comprehensively optimising the underlying algorithms. Novel modifications are introduced that substantially enhance pose estimation accuracy across challenging scenarios, such as dynamic movements and partial occlusions. The improved framework is benchmarked against traditional models, demonstrating considerable precision and computational speed gains. The advancements have wide-ranging applications in augmented reality, sports analytics, and healthcare, enabling more immersive experiences, refined performance analysis, and advanced patient monitoring. The study also explores the integration of these enhancements within mobile and embedded systems, addressing the need for computational efficiency and broader accessibility. The implications of this research set a new benchmark for real-time human pose estimation technologies and pave the way for future innovations in the field. The implementation code for the paper is available at https://github.com/avhixd/Human_pose_estimation.

arXiv:2406.01273공식 코드 · Papers with Code

SoccerRAG: Multimodal Soccer Information Retrieval via Natural Queries

The rapid evolution of digital sports media necessitates sophisticated information retrieval systems that can efficiently parse extensive multimodal datasets. This paper introduces SoccerRAG, an innovative framework designed to harness the power of Retrieval Augmented Generation (RAG) and Large Language Models (LLMs) to extract soccer-related information through natural language queries. By leveraging a multimodal dataset, SoccerRAG supports dynamic querying and automatic data validation, enhancing user interaction and accessibility to sports archives. Our evaluations indicate that SoccerRAG effectively handles complex queries, offering significant improvements over traditional retrieval systems in terms of accuracy and user engagement. The results underscore the potential of using RAG and LLMs in sports analytics, paving the way for future advancements in the accessibility and real-time processing of sports data.

arXiv:2405.07354공식 코드 · Papers with Code

SoccerNet-Echoes: A Soccer Game Audio Commentary Dataset

The application of Automatic Speech Recognition (ASR) technology in soccer offers numerous opportunities for sports analytics. Specifically, extracting audio commentaries with ASR provides valuable insights into the events of the game, and opens the door to several downstream applications such as automatic highlight generation. This paper presents SoccerNet-Echoes, an augmentation of the SoccerNet dataset with automatically generated transcriptions of audio commentaries from soccer game broadcasts, enhancing video content with rich layers of textual information derived from the game audio using ASR. These textual commentaries, generated using the Whisper model and translated with Google Translate, extend the usefulness of the SoccerNet dataset in diverse applications such as enhanced action spotting, automatic caption generation, and game summarization. By incorporating textual data alongside visual and auditory content, SoccerNet-Echoes aims to serve as a comprehensive resource for the development of algorithms specialized in capturing the dynamics of soccer games. We detail the methods involved in the curation of this dataset and the integration of ASR. We also highlight the implications of a multimodal approach in sports analytics, and how the enriched dataset can support diverse applications, thus broadening the scope of research and development in the field of sports analytics.

arXiv:2404.10212공식 코드 · Papers with Code

LWIRPOSE: A novel LWIR Thermal Image Dataset and Benchmark

Human pose estimation faces hurdles in real-world applications due to factors like lighting changes, occlusions, and cluttered environments. We introduce a unique RGB-Thermal Nearly Paired and Annotated 2D Pose Dataset, comprising over 2,400 high-quality LWIR (thermal) images. Each image is meticulously annotated with 2D human poses, offering a valuable resource for researchers and practitioners. This dataset, captured from seven actors performing diverse everyday activities like sitting, eating, and walking, facilitates pose estimation on occlusion and other challenging scenarios. We benchmark state-of-the-art pose estimation methods on the dataset to showcase its potential, establishing a strong baseline for future research. Our results demonstrate the dataset's effectiveness in promoting advancements in pose estimation for various applications, including surveillance, healthcare, and sports analytics. The dataset and code are available at https://github.com/avinres/LWIRPOSE

arXiv:2404.06243공식 코드 · Papers with Code

ActNetFormer: Transformer-ResNet Hybrid Method for Semi-Supervised Action Recognition in Videos

Human action or activity recognition in videos is a fundamental task in computer vision with applications in surveillance and monitoring, self-driving cars, sports analytics, human-robot interaction and many more. Traditional supervised methods require large annotated datasets for training, which are expensive and time-consuming to acquire. This work proposes a novel approach using Cross-Architecture Pseudo-Labeling with contrastive learning for semi-supervised action recognition. Our framework leverages both labeled and unlabelled data to robustly learn action representations in videos, combining pseudo-labeling with contrastive learning for effective learning from both types of samples. We introduce a novel cross-architecture approach where 3D Convolutional Neural Networks (3D CNNs) and video transformers (VIT) are utilised to capture different aspects of action representations; hence we call it ActNetFormer. The 3D CNNs excel at capturing spatial features and local dependencies in the temporal domain, while VIT excels at capturing long-range dependencies across frames. By integrating these complementary architectures within the ActNetFormer framework, our approach can effectively capture both local and global contextual information of an action. This comprehensive representation learning enables the model to achieve better performance in semi-supervised action recognition tasks by leveraging the strengths of each of these architectures. Experimental results on standard action recognition datasets demonstrate that our approach performs better than the existing methods, achieving state-of-the-art performance with only a fraction of labeled data. The official website of this work is available at: https://github.com/rana2149/ActNetFormer.

arXiv:2403.12406공식 코드 · Papers with Code

Offline Imitation of Badminton Player Behavior via Experiential Contexts and Brownian Motion

In the dynamic and rapid tactic involvements of turn-based sports, badminton stands out as an intrinsic paradigm that requires alter-dependent decision-making of players. While the advancement of learning from offline expert data in sequential decision-making has been witnessed in various domains, how to rally-wise imitate the behaviors of human players from offline badminton matches has remained underexplored. Replicating opponents' behavior benefits players by allowing them to undergo strategic development with direction before matches. However, directly applying existing methods suffers from the inherent hierarchy of the match and the compounding effect due to the turn-based nature of players alternatively taking actions. In this paper, we propose RallyNet, a novel hierarchical offline imitation learning model for badminton player behaviors: (i) RallyNet captures players' decision dependencies by modeling decision-making processes as a contextual Markov decision process. (ii) RallyNet leverages the experience to generate context as the agent's intent in the rally. (iii) To generate more realistic behavior, RallyNet leverages Geometric Brownian Motion (GBM) to model the interactions between players by introducing a valuable inductive bias for learning player behaviors. In this manner, RallyNet links player intents with interaction models with GBM, providing an understanding of interactions for sports analytics. We extensively validate RallyNet with the largest available real-world badminton dataset consisting of men's and women's singles, demonstrating its ability to imitate player behaviors. Results reveal RallyNet's superiority over offline imitation learning methods and state-of-the-art turn-based approaches, outperforming them by at least 16% in mean rule-based agent normalization score. Furthermore, we discuss various practical use cases to highlight RallyNet's applicability.

arXiv:2311.08488공식 코드 · Papers with Code

MUDD: A New Re-Identification Dataset with Efficient Annotation for Off-Road Racers in Extreme Conditions

Re-identifying individuals in unconstrained environments remains an open challenge in computer vision. We introduce the Muddy Racer re-IDentification Dataset (MUDD), the first large-scale benchmark for matching identities of motorcycle racers during off-road competitions. MUDD exhibits heavy mud occlusion, motion blurring, complex poses, and extreme lighting conditions previously unseen in existing re-id datasets. We present an annotation methodology incorporating auxiliary information that reduced labeling time by over 65%. We establish benchmark performance using state-of-the-art re-id models including OSNet and ResNet-50. Without fine-tuning, the best models achieve only 33% Rank-1 accuracy. Fine-tuning on MUDD boosts results to 79% Rank-1, but significant room for improvement remains. We analyze the impact of real-world factors including mud, pose, lighting, and more. Our work exposes open problems in re-identifying individuals under extreme conditions. We hope MUDD serves as a diverse and challenging benchmark to spur progress in robust re-id, especially for computer vision applications in emerging sports analytics. All code and data can be found at https://github.com/JacobTyo/MUDD.

arXiv:2309.03640공식 코드 · Papers with Code

Context-Aware 3D Object Localization from Single Calibrated Images: A Study of Basketballs

Accurately localizing objects in three dimensions (3D) is crucial for various computer vision applications, such as robotics, autonomous driving, and augmented reality. This task finds another important application in sports analytics and, in this work, we present a novel method for 3D basketball localization from a single calibrated image. Our approach predicts the object's height in pixels in image space by estimating its projection onto the ground plane within the image, leveraging the image itself and the object's location as inputs. The 3D coordinates of the ball are then reconstructed by exploiting the known projection matrix. Extensive experiments on the public DeepSport dataset, which provides ground truth annotations for 3D ball location alongside camera calibration information for each image, demonstrate the effectiveness of our method, offering substantial accuracy improvements compared to recent work. Our work opens up new possibilities for enhanced ball tracking and understanding, advancing computer vision in diverse domains. The source code of this work is made publicly available at \url{https://github.com/gabriel-vanzandycke/deepsport}.

arXiv:2306.08206공식 코드 · Papers with Code

Ball Trajectory Inference from Multi-Agent Sports Contexts Using Set Transformer and Hierarchical Bi-LSTM

As artificial intelligence spreads out to numerous fields, the application of AI to sports analytics is also in the spotlight. However, one of the major challenges is the difficulty of automated acquisition of continuous movement data during sports matches. In particular, it is a conundrum to reliably track a tiny ball on a wide soccer pitch with obstacles such as occlusion and imitations. Tackling the problem, this paper proposes an inference framework of ball trajectory from player trajectories as a cost-efficient alternative to ball tracking. We combine Set Transformers to get permutation-invariant and equivariant representations of the multi-agent contexts with a hierarchical architecture that intermediately predicts the player ball possession to support the final trajectory inference. Also, we introduce the reality loss term and postprocessing to secure the estimated trajectories to be physically realistic. The experimental results show that our model provides natural and accurate trajectories as well as admissible player ball possession at the same time. Lastly, we suggest several practical applications of our framework including missing trajectory imputation, semi-automated pass annotation, automated zoom-in for match broadcasting, and calculating possession-wise running performance metrics.

arXiv:2306.05501공식 코드 · Papers with Code

Robust Explainer Recommendation for Time Series Classification

Time series classification is a task which deals with temporal sequences, a prevalent data type common in domains such as human activity recognition, sports analytics and general sensing. In this area, interest in explainability has been growing as explanation is key to understand the data and the model better. Recently, a great variety of techniques have been proposed and adapted for time series to provide explanation in the form of saliency maps, where the importance of each data point in the time series is quantified with a numerical value. However, the saliency maps can and often disagree, so it is unclear which one to use. This paper provides a novel framework to quantitatively evaluate and rank explanation methods for time series classification. We show how to robustly evaluate the informativeness of a given explanation method (i.e., relevance for the classification task), and how to compare explanations side-by-side. The goal is to recommend the best explainer for a given time series classification dataset. We propose AMEE, a Model-Agnostic Explanation Evaluation framework, for recommending saliency-based explanations for time series classification. In this approach, data perturbation is added to the input time series guided by each explanation. Our results show that perturbing discriminative parts of the time series leads to significant changes in classification accuracy, which can be used to evaluate each explanation. To be robust to different types of perturbations and different types of classifiers, we aggregate the accuracy loss across perturbations and classifiers. This novel approach allows us to recommend the best explainer among a set of different explainers, including random and oracle explainers. We provide a quantitative and qualitative analysis for synthetic datasets, a variety of timeseries datasets, as well as a real-world case study with known expert ground truth.

arXiv:2306.04948공식 코드 · Papers with Code

ShuttleSet: A Human-Annotated Stroke-Level Singles Dataset for Badminton Tactical Analysis

With the recent progress in sports analytics, deep learning approaches have demonstrated the effectiveness of mining insights into players' tactics for improving performance quality and fan engagement. This is attributed to the availability of public ground-truth datasets. While there are a few available datasets for turn-based sports for action detection, these datasets severely lack structured source data and stroke-level records since these require high-cost labeling efforts from domain experts and are hard to detect using automatic techniques. Consequently, the development of artificial intelligence approaches is significantly hindered when existing models are applied to more challenging structured turn-based sequences. In this paper, we present ShuttleSet, the largest publicly-available badminton singles dataset with annotated stroke-level records. It contains 104 sets, 3,685 rallies, and 36,492 strokes in 44 matches between 2018 and 2021 with 27 top-ranking men's singles and women's singles players. ShuttleSet is manually annotated with a computer-aided labeling tool to increase the labeling efficiency and effectiveness of selecting the shot type with a choice of 18 distinct classes, the corresponding hitting locations, and the locations of both players at each stroke. In the experiments, we provide multiple benchmarks (i.e., stroke influence, stroke forecasting, and movement forecasting) with baselines to illustrate the practicability of using ShuttleSet for turn-based analytics, which is expected to stimulate both academic and sports communities. Over the past two years, a visualization platform has been deployed to illustrate the variability of analysis cases from ShuttleSet for coaches to delve into players' tactical preferences with human-interactive interfaces, which was also used by national badminton teams during multiple international high-ranking matches.

arXiv:2304.01865공식 코드 · Papers with Code

SportsPose -- A Dynamic 3D sports pose dataset

Accurate 3D human pose estimation is essential for sports analytics, coaching, and injury prevention. However, existing datasets for monocular pose estimation do not adequately capture the challenging and dynamic nature of sports movements. In response, we introduce SportsPose, a large-scale 3D human pose dataset consisting of highly dynamic sports movements. With more than 176,000 3D poses from 24 different subjects performing 5 different sports activities, SportsPose provides a diverse and comprehensive set of 3D poses that reflect the complex and dynamic nature of sports movements. Contrary to other markerless datasets we have quantitatively evaluated the precision of SportsPose by comparing our poses with a commercial marker-based system and achieve a mean error of 34.5 mm across all evaluation sequences. This is comparable to the error reported on the commonly used 3DPW dataset. We further introduce a new metric, local movement, which describes the movement of the wrist and ankle joints in relation to the body. With this, we show that SportsPose contains more movement than the Human3.6M and 3DPW datasets in these extremum joints, indicating that our movements are more dynamic. The dataset with accompanying code can be downloaded from our website. We hope that SportsPose will allow researchers and practitioners to develop and evaluate more effective models for the analysis of sports performance and injury prevention. With its realistic and diverse dataset, SportsPose provides a valuable resource for advancing the state-of-the-art in pose estimation in sports.

arXiv:2211.12217공식 코드 · Papers with Code

Where Will Players Move Next? Dynamic Graphs and Hierarchical Fusion for Movement Forecasting in Badminton

Sports analytics has captured increasing attention since analysis of the various data enables insights for training strategies, player evaluation, etc. In this paper, we focus on predicting what types of returning strokes will be made, and where players will move to based on previous strokes. As this problem has not been addressed to date, movement forecasting can be tackled through sequence-based and graph-based models by formulating as a sequence prediction task. However, existing sequence-based models neglect the effects of interactions between players, and graph-based models still suffer from multifaceted perspectives on the next movement. Moreover, there is no existing work on representing strategic relations among players' shot types and movements. To address these challenges, we first introduce the procedure of the Player Movements (PM) graph to exploit the structural movements of players with strategic relations. Based on the PM graph, we propose a novel Dynamic Graphs and Hierarchical Fusion for Movement Forecasting model (DyMF) with interaction style extractors to capture the mutual interactions of players themselves and between both players within a rally, and dynamic players' tactics across time. In addition, hierarchical fusion modules are designed to incorporate the style influence of both players and rally interactions. Extensive experiments show that our model empirically outperforms both sequence- and graph-based methods and demonstrate the practical usage of movement forecasting.