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Group Activity Recognition in Basketball Tracking Data -- Neural Embeddings in Team Sports (NETS)

Hauri, Sandro, Vucetic, Slobodan

arXiv.org Artificial Intelligence

Like many team sports, basketball involves two groups of players who engage in collaborative and adversarial activities to win a game. Players and teams are executing various complex strategies to gain an advantage over their opponents. Defining, identifying, and analyzing different types of activities is an important task in sports analytics, as it can lead to better strategies and decisions by the players and coaching staff. The objective of this paper is to automatically recognize basketball group activities from tracking data representing locations of players and the ball during a game. We propose a novel deep learning approach for group activity recognition (GAR) in team sports called NETS. To efficiently model the player relations in team sports, we combined a Transformer-based architecture with LSTM embedding, and a team-wise pooling layer to recognize the group activity. Training such a neural network generally requires a large amount of annotated data, which incurs high labeling cost. To address scarcity of manual labels, we generate weak-labels and pretrain the neural network on a self-supervised trajectory prediction task. We used a large tracking data set from 632 NBA games to evaluate our approach. The results show that NETS is capable of learning group activities with high accuracy, and that self- and weak-supervised training in NETS have a positive impact on GAR accuracy.


Representing and Reasoning About the Rules of General Games With Imperfect Information

Schiffel, S., Thielscher, M.

Journal of Artificial Intelligence Research

A general game player is a system that can play previously unknown games just by being given their rules. For this purpose, the Game Description Language (GDL) has been developed as a high-level knowledge representation formalism to communicate game rules to players. In this paper, we address a fundamental limitation of state-of-the-art methods and systems for General Game Playing, namely, their being confined to deterministic games with complete information about the game state. We develop a simple yet expressive extension of standard GDL that allows for formalising the rules of arbitrary finite, n-player games with randomness and incomplete state knowledge. In the second part of the paper, we address the intricate reasoning challenge for general game-playing systems that comes with the new description language. We develop a full embedding of extended GDL into the Situation Calculus augmented by Scherl and Levesque's knowledge fluent. We formally prove that this provides a sound and complete reasoning method for players' knowledge about game states as well as about the knowledge of the other players.